Shader "Hidden/Locked/.poiyomi/Poiyomi 8.1/Poiyomi Grab Pass/f2c901a047de5bd489061249a7b0f4a2"
{
	Properties
	{
		[HideInInspector] shader_master_label ("<color=#E75898ff>Poiyomi 8.1.166</color>", Float) = 0
		[HideInInspector] shader_is_using_thry_editor ("", Float) = 0
		[HideInInspector] shader_locale ("0db0b86376c3dca4b9a6828ef8615fe0", Float) = 0
		[HideInInspector] footer_youtube ("{texture:{name:icon-youtube,height:16},action:{type:URL,data:https://www.youtube.com/poiyomi},hover:YOUTUBE}", Float) = 0
		[HideInInspector] footer_twitter ("{texture:{name:icon-twitter,height:16},action:{type:URL,data:https://twitter.com/poiyomi},hover:TWITTER}", Float) = 0
		[HideInInspector] footer_patreon ("{texture:{name:icon-patreon,height:16},action:{type:URL,data:https://www.patreon.com/poiyomi},hover:PATREON}", Float) = 0
		[HideInInspector] footer_discord ("{texture:{name:icon-discord,height:16},action:{type:URL,data:https://discord.gg/Ays52PY},hover:DISCORD}", Float) = 0
		[HideInInspector] footer_github ("{texture:{name:icon-github,height:16},action:{type:URL,data:https://github.com/poiyomi/PoiyomiToonShader},hover:GITHUB}", Float) = 0
		[Header(POIYOMI SHADER UI FAILED TO LOAD)]
		[Header(.    This is caused by scripts failing to compile. It can be fixed.)]
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		[Header(.    Please check your console for script errors.)]
		[Header(.          You can filter by errors in the console window.)]
		[Header(.          Often the topmost error points to the erroring script.)]
		[Space(30)][Header(Common Error Causes)]
		[Header(.    Installing multiple Poiyomi Shader packages)]
		[Header(.          Make sure to delete the Poiyomi shader folder before you update Poiyomi.)]
		[Header(.          If a package came with Poiyomi this is bad practice and can cause issues.)]
		[Header(.          Delete the package and import it without any Poiyomi components.)]
		[Header(.    Bad VRCSDK installation (e.g. Both VCC and Standalone))]
		[Header(.          Delete the VRCSDK Folder in Assets if you are using the VCC.)]
		[Header(.          Avoid using third party SDKs. They can cause incompatibility.)]
		[Header(.    Script Errors in other scripts)]
		[Header(.          Outdated tools or prefabs can cause this.)]
		[Header(.          Update things that are throwing errors or move them outside the project.)]
		[Space(30)][Header(Visit Our Discord to Ask For Help)]
		[Space(5)]_ShaderUIWarning0 (" → discord.gg/poiyomi ←    We can help you get it fixed!                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                         --{condition_showS:(0==1)}", Int) = -0
		[Space(1400)][Header(POIYOMI SHADER UI FAILED TO LOAD)]
		_ShaderUIWarning1 ("Please scroll up for more information!                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                     --{condition_showS:(0==1)}", Int) = -0
		[HideInInspector] _ForgotToLockMaterial (";;YOU_FORGOT_TO_LOCK_THIS_MATERIAL;", Int) = 1
		[ThryShaderOptimizerLockButton] _ShaderOptimizerEnabled ("", Int) = 1
		[Helpbox(1)] _LockTooltip ("Animations don't work by default when locked in. Right click a property if you want to animate it. The shader will lock in automatically at upload time.", Int) = 0
		[HideInInspector] GeometryShader_Enabled("GEOMETRY SHADER ENABLED", Float) = 1
		[HideInInspector] Tessellation_Enabled("TESSELLATION ENABLED", Float) = 1
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		}]}]}", Int) = 0
		[HideInInspector] m_mainCategory ("Color & Normals--{button_help:{text:Tutorial,action:{type:URL,data:https://www.poiyomi.com/color-and-normals/main},hover:Documentation}}", Float) = 0
		_Color ("Color & Alpha--{reference_property:_ColorThemeIndex}", 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)] _ColorThemeIndex ("", Int) = 0
		[sRGBWarning(true)]_MainTex ("Texture--{reference_properties:[_MainTexPan, _MainTexUV, _MainPixelMode, _MainTexStochastic]}", 2D) = "white" { }
		[HideInInspector][ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos, 5, Local Pos, 8, Polar UV, 6, Distorted UV, 7)] _MainTexUV ("UV", Int) = 0
		[HideInInspector][Vector2]_MainTexPan ("Panning", Vector) = (0, 0, 0, 0)
		[HideInInspector][ToggleUI]_MainPixelMode ("Pixel Mode", Float) = 0
		[HideInInspector][ToggleUI]_MainTexStochastic ("Stochastic Sampling", Float) = 0
		[Normal]_BumpMap ("Normal Map--{reference_properties:[_BumpMapPan, _BumpMapUV, _BumpScale, _BumpMapStochastic]}", 2D) = "bump" { }
		[HideInInspector][Vector2]_BumpMapPan ("Panning", Vector) = (0, 0, 0, 0)
		[HideInInspector][ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos, 5, Local Pos, 8, Polar UV, 6, Distorted UV, 7)] _BumpMapUV ("UV", Int) = 0
		[HideInInspector]_BumpScale ("Intensity", Range(0, 10)) = 1
		[HideInInspector][ToggleUI]_BumpMapStochastic ("Stochastic Sampling", Float) = 0
		[sRGBWarning]_ClippingMask ("Alpha Map--{reference_properties:[_ClippingMaskPan, _ClippingMaskUV, _Inverse_Clipping]}", 2D) = "white" { }
		[HideInInspector][Vector2]_ClippingMaskPan ("Panning", Vector) = (0, 0, 0, 0)
		[HideInInspector][ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos, 5, Local Pos, 8, Polar UV, 6, Distorted UV, 7)] _ClippingMaskUV ("UV", Int) = 0
		[HideInInspector][ToggleUI]_Inverse_Clipping ("Invert", Float) = 0
		_Cutoff ("Alpha Cutoff", Range(0, 1.001)) = 0.5
		[HideInInspector] m_start_Alpha ("Alpha Options--{button_help:{text:Tutorial,action:{type:URL,data:https://www.poiyomi.com/color-and-normals/alpha-options},hover:Documentation}}", Float) = 0
		[ToggleUI]_AlphaForceOpaque ("Force Opaque", Float) = 0
		_AlphaMod ("Alpha Mod", Range(-1, 1)) = 0.0
		[ToggleUI]_AlphaPremultiply ("Alpha Premultiply", Float) = 0
		_AlphaBoostFA ("Boost Transparency in ForwardAdd--{condition_showS:(_AddBlendOp==4)}", Range(1, 100)) = 10
		[HideInInspector] m_start_AlphaGlobalMask ("Global Mask", 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)] _AlphaGlobalMask ("Alpha--{reference_property:_AlphaGlobalMaskBlendType}", Int) = 0
		[HideInInspector][ThryWideEnum(Add, 7, Subtract, 1, Multiply, 2, Divide, 3, Min, 4, Max, 5, Average, 6 , Replace, 0)] _AlphaGlobalMaskBlendType ("Blending", Int) = 2
		[HideInInspector] m_end_AlphaGlobalMask ("Global Mask", Float) = 0
		[HideInInspector] m_end_Alpha ("Alpha Options", Float) = 0
		[HideInInspector] m_start_DetailOptions ("Details--{reference_property:_DetailEnabled,button_help:{text:Tutorial,action:{type:URL,data:https://www.poiyomi.com/color-and-normals/details},hover:Documentation}}", Float) = 0
		[HideInInspector][ThryToggle(FINALPASS)]_DetailEnabled ("Enable", Float) = 0
		[sRGBWarning][ThryRGBAPacker(R Texture Mask, G Normal Mask, B Nothing, A Nothing)]_DetailMask ("Detail Mask (Expand)--{reference_properties:[_DetailMaskPan, _DetailMaskUV, _DetailMaskStochastic]}", 2D) = "white" { }
		[HideInInspector][Vector2]_DetailMaskPan ("Panning", Vector) = (0, 0, 0, 0)
		[HideInInspector][ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos, 5, Local Pos, 8, Polar UV, 6, Distorted UV, 7)] _DetailMaskUV ("UV", Int) = 0
		_DetailTint ("Detail Texture Tint--{reference_property:_DetailTintThemeIndex}", Color) = (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)] _DetailTintThemeIndex ("", Int) = 0
		[HideInInspector][ToggleUI]_DetailMaskStochastic ("Stochastic Sampling", Float) = 0
		[sRGBWarning(true)]_DetailTex ("Detail Texture--{reference_properties:[_DetailTexPan, _DetailTexUV, _DetailTexStochastic]}", 2D) = "gray" { }
		[HideInInspector][Vector2]_DetailTexPan ("Panning", Vector) = (0, 0, 0, 0)
		[HideInInspector][ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos, 5, Local Pos, 8, Polar UV, 6, Distorted UV, 7)] _DetailTexUV ("UV", Int) = 0
		[HideInInspector][ToggleUI]_DetailTexStochastic ("Stochastic Sampling", Float) = 0
		_DetailTexIntensity ("Detail Tex Intensity", Range(0, 10)) = 1
		_DetailBrightness ("Detail Brightness:", Range(0, 2)) = 1
		[Normal]_DetailNormalMap ("Detail Normal--{reference_properties:[_DetailNormalMapPan, _DetailNormalMapUV, _DetailNormalMapScale, _DetailNormalMapStochastic]}", 2D) = "bump" { }
		[HideInInspector]_DetailNormalMapScale ("Detail Normal Intensity", Range(0, 10)) = 1
		[HideInInspector][Vector2]_DetailNormalMapPan ("Panning", Vector) = (0, 0, 0, 0)
		[HideInInspector][ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos, 5, Local Pos, 8, Polar UV, 6, Distorted UV, 7)] _DetailNormalMapUV ("UV", Int) = 0
		[HideInInspector][ToggleUI]_DetailNormalMapStochastic ("Stochastic Sampling", 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)] _DetailTexGlobalMask ("Detail Texture Global Mask--{reference_property:_DetailTexGlobalMaskBlendType}", Int) = 0
		[HideInInspector][ThryWideEnum(Add, 7, Subtract, 1, Multiply, 2, Divide, 3, Min, 4, Max, 5, Average, 6 , Replace, 0)]_DetailTexGlobalMaskBlendType ("Blending", Range(0, 1)) = 2
		[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)] _DetailNormalGlobalMask ("Detail Normal Global Mask--{reference_property:_DetailNormalGlobalMaskBlendType}", Int) = 0
		[HideInInspector][ThryWideEnum(Add, 7, Subtract, 1, Multiply, 2, Divide, 3, Min, 4, Max, 5, Average, 6 , Replace, 0)]_DetailNormalGlobalMaskBlendType ("Blending", Range(0, 1)) = 2
		[HideInInspector] m_end_DetailOptions ("Details", Float) = 0
		[HideInInspector] m_start_vertexManipulation ("Vertex Options--{reference_property:_VertexManipulationsEnabled, button_help:{text:Tutorial,action:{type:URL,data:https://www.poiyomi.com/color-and-normals/vertex-options},hover:YouTube}}", Float) = 0
		[HideInInspector][ThryToggle(AUTO_EXPOSURE)]_VertexManipulationsEnabled ("Enabled", Float) = 0
		[Vector3]_VertexManipulationLocalTranslation ("Local Translation", Vector) = (0, 0, 0, 1)
		[Vector3]_VertexManipulationLocalRotation ("Local Rotation", Vector) = (0, 0, 0, 1)
		[Vector3]_VertexManipulationLocalRotationSpeed ("Local Rotation Speed", Vector) = (0, 0, 0, 1)
		_VertexManipulationLocalScale ("Local Scale", Vector) = (1, 1, 1, 1)
		[Vector3]_VertexManipulationWorldTranslation ("World Translation", Vector) = (0, 0, 0, 1)
		_VertexManipulationHeight ("Vertex Height", Float) = 0
		[sRGBWarning]_VertexManipulationHeightMask ("Height Map--{reference_properties:[_VertexManipulationHeightMaskPan, _VertexManipulationHeightMaskUV, _VertexManipulationHeightMaskChannel]}", 2D) = "white" { }
		[HideInInspector][Vector2]_VertexManipulationHeightMaskPan ("Panning", Vector) = (0, 0, 0, 0)
		[HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3)] _VertexManipulationHeightMaskUV ("UV", Int) = 0
		[HideInInspector][Enum(R, 0, G, 1, B, 2, A, 3)]_VertexManipulationHeightMaskChannel ("Channel", Float) = 0
		_VertexManipulationHeightBias ("Mask Bias", Range(0, 1)) = 0
		[ToggleUI]_VertexRoundingEnabled ("Rounding Enabled", Float) = 0
		[Enum(World, 0, Local, 1)]_VertexRoundingSpace ("Rounding Space", Int) = 0
		_VertexRoundingDivision ("Rounding Interval", Float) = 0.02
		[ThryToggleUI(true)]_VertexBarrelMode ("<size=13><b>  Barrel Mode</b></size>", Float) = 0
		_VertexBarrelWidth ("Barrel Width--{condition_showS:(_VertexBarrelMode==1)}", Float) = 0.2
		_VertexBarrelAlpha ("Barrel Alpha--{condition_showS:(_VertexBarrelMode==1)}", Range(0, 1)) = 0
		_VertexBarrelHeight ("Barrel Height--{condition_showS:(_VertexBarrelMode==1)}", Range(0, 1)) = 0
		[ThryToggleUI(true)]_VertexSphereMode ("<size=13><b>  Sphere Mode</b></size>", Float) = 0
		_VertexSphereRadius ("Sphere Radius--{condition_showS:(_VertexSphereMode==1)}", Range(0, 1)) = 1
		_VertexSphereHeight ("Sphere Height--{condition_showS:(_VertexSphereMode==1)}", Range(0, 1)) = 1
		_VertexSphereAlpha ("Sphere Alpha--{condition_showS:(_VertexSphereMode==1)}", Range(0, 1)) = 0
		[Vector3]_VertexSphereCenter ("Sphere Center--{condition_showS:(_VertexSphereMode==1)}", Vector) = (0, 0, 0, 1)
		[Space(10)]
		[ThryToggleUI(true)]_VertexAudioLinkEnabled ("<size=13><b>  Audio Link</b></size>--{condition_showS:(_EnableAudioLink==1)}", Float) = 0
		[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _VertexLocalTranslationALBand ("Local Translate Band--{ condition_showS:(_EnableAudioLink==1 && _VertexAudioLinkEnabled==1)}", Int) = 0
		[Vector3]_VertexLocalTranslationALMin ("Local Translate Min--{ condition_showS:(_EnableAudioLink==1 && _VertexAudioLinkEnabled==1)}", Vector) = (0, 0, 0)
		[Vector3]_VertexLocalTranslationALMax ("Local Translate Max--{ condition_showS:(_EnableAudioLink==1 && _VertexAudioLinkEnabled==1)}", Vector) = (0, 0, 0)
		[Space(10)]
		[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _VertexLocalRotationALBandX ("Rotation Band X--{ condition_showS:(_EnableAudioLink==1 && _VertexAudioLinkEnabled==1)}", Int) = 0
		[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _VertexLocalRotationALBandY ("Rotation Band Y--{ condition_showS:(_EnableAudioLink==1 && _VertexAudioLinkEnabled==1)}", Int) = 0
		[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _VertexLocalRotationALBandZ ("Rotation Band Z--{ condition_showS:(_EnableAudioLink==1 && _VertexAudioLinkEnabled==1)}", Int) = 0
		[Vector3]_VertexLocalRotationAL ("Rotation--{ condition_showS:(_EnableAudioLink==1 && _VertexAudioLinkEnabled==1)}", Vector) = (0, 0, 0)
		[Space(10)]
		[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _VertexLocalRotationCTALBandX ("Band X--{ condition_showS:(_EnableAudioLink==1 && _VertexAudioLinkEnabled==1)}", Int) = 0
		[ThryWideEnum(Motion increases as intensity of band increases, 0, Above but Smooth, 1, Motion moves back and forth as a function of intensity, 2, Above but Smoooth, 3, Fixed speed increase when the band is dark Stationary when light, 4, Above but Smooooth, 5, Fixed speed increase when the band is dark Fixed speed decrease when light, 6, Above but Smoooooth, 7)]_VertexLocalRotationCTALTypeX ("Motion Type X--{ condition_showS:(_EnableAudioLink==1 && _VertexAudioLinkEnabled==1)}", Int) = 0
		[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _VertexLocalRotationCTALBandY ("Band Y--{ condition_showS:(_EnableAudioLink==1 && _VertexAudioLinkEnabled==1)}", Int) = 0
		[ThryWideEnum(Motion increases as intensity of band increases, 0, Above but Smooth, 1, Motion moves back and forth as a function of intensity, 2, Above but Smoooth, 3, Fixed speed increase when the band is dark Stationary when light, 4, Above but Smooooth, 5, Fixed speed increase when the band is dark Fixed speed decrease when light, 6, Above but Smoooooth, 7)]_VertexLocalRotationCTALTypeY ("Motion Type Y--{ condition_showS:(_EnableAudioLink==1 && _VertexAudioLinkEnabled==1)}", Int) = 0
		[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _VertexLocalRotationCTALBandZ ("Band Z--{ condition_showS:(_EnableAudioLink==1 && _VertexAudioLinkEnabled==1)}", Int) = 0
		[ThryWideEnum(Motion increases as intensity of band increases, 0, Above but Smooth, 1, Motion moves back and forth as a function of intensity, 2, Above but Smoooth, 3, Fixed speed increase when the band is dark Stationary when light, 4, Above but Smooooth, 5, Fixed speed increase when the band is dark Fixed speed decrease when light, 6, Above but Smoooooth, 7)]_VertexLocalRotationCTALTypeZ ("Motion Type Z--{ condition_showS:(_EnableAudioLink==1 && _VertexAudioLinkEnabled==1)}", Int) = 0
		[Vector3]_VertexLocalRotationCTALSpeed ("Rotation Speed--{ condition_showS:(_EnableAudioLink==1 && _VertexAudioLinkEnabled==1)}", Vector) = (0, 0, 0)
		[Space(10)]
		[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _VertexLocalScaleALBand ("Scale Band--{ condition_showS:(_EnableAudioLink==1 && _VertexAudioLinkEnabled==1)}", Int) = 0
		_VertexLocalScaleALMin ("Scale Min--{ condition_showS:(_EnableAudioLink==1 && _VertexAudioLinkEnabled==1)}", Vector) = (0, 0, 0, 0)
		_VertexLocalScaleALMax ("Scale Max--{ condition_showS:(_EnableAudioLink==1 && _VertexAudioLinkEnabled==1)}", Vector) = (0, 0, 0, 0)
		[Space(10)]
		[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _VertexWorldTranslationALBand ("World Translation Band--{ condition_showS:(_EnableAudioLink==1 && _VertexAudioLinkEnabled==1)}", Int) = 0
		[Vector3]_VertexWorldTranslationALMin ("World Translation Min--{ condition_showS:(_EnableAudioLink==1 && _VertexAudioLinkEnabled==1)}", Vector) = (0, 0, 0)
		[Vector3]_VertexWorldTranslationALMax ("World Translation Max--{ condition_showS:(_EnableAudioLink==1 && _VertexAudioLinkEnabled==1)}", Vector) = (0, 0, 0)
		[Space(10)]
		[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _VertexManipulationHeightBand ("Vertex Height Band--{ condition_showS:(_EnableAudioLink==1 && _VertexAudioLinkEnabled==1)}", Int) = 0
		[VectorLabel(Min, Max)]_VertexManipulationHeightAL ("Vertex Height--{ condition_showS:(_EnableAudioLink==1 && _VertexAudioLinkEnabled==1)}", Vector) = (0, 0, 0)
		[Space(10)]
		[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _VertexRoundingRangeBand ("Rounding Band--{ condition_showS:(_EnableAudioLink==1 && _VertexAudioLinkEnabled==1)}", Int) = 0
		[VectorLabel(Min, Max)]_VertexRoundingRangeAL ("Rounding Range--{ condition_showS:(_EnableAudioLink==1 && _VertexAudioLinkEnabled==1)}", Vector) = (0, 0, 0)
		[ThryToggleUI(true)]_VertexSpectrumMotion ("<size=13><b>Spectrum Motion</b></size>--{condition_showS:(_EnableAudioLink==1 && _VertexAudioLinkEnabled==1)}", Float) = 0
		[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3)] _VertexSpectrumUV ("UV--{ condition_showS:(_EnableAudioLink==1 && _VertexAudioLinkEnabled==1 && _VertexSpectrumMotion == 1)}", Int) = 0
		[Enum(X, 0, Y, 1)] _VertexSpectrumUVDirection ("UV Direction--{ condition_showS:(_EnableAudioLink==1 && _VertexAudioLinkEnabled==1 && _VertexSpectrumMotion == 1)}", Int) = 0
		_VertexSpectrumOffsetMin ("Offset Min--{ condition_showS:(_EnableAudioLink==1 && _VertexAudioLinkEnabled==1 && _VertexSpectrumMotion == 1)}", Vector) = (0, 0, 0)
		_VertexSpectrumOffsetMax ("Offset Max--{ condition_showS:(_EnableAudioLink==1 && _VertexAudioLinkEnabled==1 && _VertexSpectrumMotion == 1)}", Vector) = (0, .1, 0)
		[HideInInspector] m_end_vertexManipulation ("Vertex Offset", Float) = 0
		[HideInInspector] m_start_DecalSection ("Decals--{button_help:{text:Tutorial,action:{type:URL,data:https://www.poiyomi.com/color-and-normals/decals},hover:YouTube}}", Float) = 0
		[sRGBWarning][ThryRGBAPacker(Decal 0 Mask, Decal 1 Mask, Decal 2 Mask, Decal 3 Mask)]_DecalMask ("Decal RGBA Mask--{reference_properties:[_DecalMaskPan, _DecalMaskUV]}", 2D) = "white" { }
		[HideInInspector][Vector2]_DecalMaskPan ("Panning", Vector) = (0, 0, 0, 0)
		[HideInInspector][ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos, 5, Local Pos, 8, Polar UV, 6, Distorted UV, 7)] _DecalMaskUV ("UV", Int) = 0
		[HideInInspector] g_start_DecalTPSMaskGroup ("--{condition_showS:(_TPSPenetratorEnabled==1)}", Float) = 0
		[ThryToggleUI(true)] _DecalTPSDepthMaskEnabled ("<size=13><b>  TPS Depth Enabled</b></size>", Float) = 0
		_Decal0TPSMaskStrength ("Mask r Strength--{condition_showS:(_DecalTPSDepthMaskEnabled==1)}", Range(0, 1)) = 1
		_Decal1TPSMaskStrength ("Mask g Strength--{condition_showS:(_DecalTPSDepthMaskEnabled==1)}", Range(0, 1)) = 1
		_Decal2TPSMaskStrength ("Mask b Strength--{condition_showS:(_DecalTPSDepthMaskEnabled==1)}", Range(0, 1)) = 1
		_Decal3TPSMaskStrength ("Mask a Strength--{condition_showS:(_DecalTPSDepthMaskEnabled==1)}", Range(0, 1)) = 1
		[HideInInspector] g_end_DecalTPSMaskGroup ("", Float) = 0
		[HideInInspector] m_start_Decal0 ("Decal 0--{reference_property:_DecalEnabled}", Float) = 0
		[HideInInspector][ThryToggle(GEOM_TYPE_BRANCH)]_DecalEnabled ("Enable", Float) = 0
		[HideInInspector] g_start_decal_position ("Positioning--{draw_border:true}", Float) = 0
		[ThryDecalPositioning(_DecalTexture, _DecalTextureUV, _DecalPosition, _DecalRotation, _DecalScale, _DecalSideOffset)]
		[Vector2]_DecalPosition ("Position", Vector) = (.5, .5, 0, 0)
		_DecalRotation ("Rotation", Range(0, 360)) = 0
		_DecalRotationSpeed ("Rotation Speed", Float) = 0
		[Vector2]_DecalScale ("Scale", Vector) = (1, 1, 0, 0)
		[VectorLabel(L, R, D, U)]_DecalSideOffset ("Side Offset", Vector) = (0, 0, 0, 0)
		[HideInInspector] g_end_decal_position ("Positioning--{draw_border:true}", Float) = 0
		[Enum(R, 0, G, 1, B, 2, A, 3)] _Decal0MaskChannel ("Mask Channel", Int) = 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)] _Decal0GlobalMask ("Global Mask--{reference_property:_Decal0GlobalMaskBlendType}", Int) = 0
		[HideInInspector][ThryWideEnum(Add, 7, Subtract, 1, Multiply, 2, Divide, 3, Min, 4, Max, 5, Average, 6 , Replace, 0)]_Decal0GlobalMaskBlendType ("Blending", Range(0, 1)) = 2
		_DecalColor ("Color--{reference_property:_DecalColorThemeIndex}", 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)] _DecalColorThemeIndex ("", Int) = 0
		_DecalEmissionStrength ("Emission Strength", Range(0, 20)) = 0
		[sRGBWarning(true)]_DecalTexture ("Decal--{reference_properties:[_DecalTexturePan, _DecalTextureUV]}", 2D) = "white" { }
		[HideInInspector][Vector2]_DecalTexturePan ("Panning", Vector) = (0, 0, 0, 0)
		[HideInInspector][ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos, 5, Local Pos, 8, Polar UV, 6, Distorted UV, 7)] _DecalTextureUV ("UV", Int) = 0
		[ToggleUI]_DecalTiled ("Tiled", Float) = 0
		_Decal0Depth ("Depth", Float) = 0
		[ThryWideEnum(Replace, 0, Multiply, 2, Screen, 6, Linear Dodge(Add), 8, Overlay, 9, Mixed, 20)]_DecalBlendType ("Blending", Range(0, 1)) = 0
		_DecalBlendAlpha ("Alpha", Range(0, 1)) = 1
		[ToggleUI]_DecalOverrideAlpha ("Override Alpha", 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)] _Decal0ApplyGlobalMaskIndex ("Apply to Global Mask--{reference_property:_Decal0ApplyGlobalMaskBlendType}", Int) = 0
		[HideInInspector][ThryWideEnum(Add, 7, Subtract, 1, Multiply, 2, Divide, 3, Min, 4, Max, 5, Average, 6 , Replace, 0)] _Decal0ApplyGlobalMaskBlendType ("Blending", Int) = 0
		[ThryToggleUI(true)]_DecalHueShiftEnabled ("<size=13><b>  Hue Shift</b></size>", Float) = 0
		_DecalHueShiftSpeed ("Shift Speed--{condition_showS:(_DecalHueShiftEnabled==1)}", Float) = 0
		_DecalHueShift ("Hue Shift--{condition_showS:(_DecalHueShiftEnabled==1)}", Range(0, 1)) = 0
		_Decal0HueAngleStrength ("Hue Angle Power--{condition_showS:(_DecalHueShiftEnabled==1)}", Float) = 0
		[NoAnimate][ThryToggle(true)]_Decal0ChannelSeparationEnable ("<size=13><b>  Channel Separation</b></size>", Float) = 0
		[HideInInspector] g_start_Decal0ChannelSeparation ("--{condition_showS:_Decal0ChannelSeparationEnable==1}", Int) = 0
		_Decal0ChannelSeparation ("Intensity", Float) = 0
		_Decal0ChannelSeparationAngleStrength ("Surface Angle Intensity", Float) = 0
		_Decal0ChannelSeparationHue ("Hue", Range(-1, 1)) = 0
		_Decal0ChannelSeparationVertical ("Direction", Range(-3.142, 3.142)) = 0
		[ToggleUI]_Decal0ChannelSeparationPremultiply ("Premultiply Alpha--{tooltip:''Fixes channel separation issues on some decal textures''}", Float) = 0
		[HideInInspector] g_end_Decal0ChannelSeparation ("", Int) = 0
		[HideInInspector] m_start_Decal0AudioLink ("Audio Link ♫--{ condition_showS:_EnableAudioLink==1}", Float) = 0
		[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkDecal0ScaleBand ("Scale Band", Int) = 0
		[VectorLabel(Xmin, Ymin, Xmax, Ymax)]_AudioLinkDecal0Scale ("Scale Mod", Vector) = (0, 0, 0, 0)
		[Space(7)]
		[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkDecal0SideBand ("Side Band", Int) = 0
		[VectorLabel(L, R, D, U)]_AudioLinkDecal0SideMin ("Side Mod Min", Vector) = (0, 0, 0, 0)
		[VectorLabel(L, R, D, U)]_AudioLinkDecal0SideMax ("Side Mod Max", Vector) = (0, 0, 0, 0)
		[Space(7)]
		[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkDecal0RotationBand ("Rotation Band", Int) = 0
		[VectorLabel(Min, Max)]_AudioLinkDecal0Rotation ("Rotation Mod", Vector) = (0, 0, 0, 0)
		[Space(7)]
		[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkDecal0AlphaBand ("Alpha Band", Int) = 0
		[VectorLabel(Min, Max)]_AudioLinkDecal0Alpha ("Alpha Mod", Vector) = (0, 0, 0, 0)
		[Space(7)]
		[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkDecal0EmissionBand ("Emission Band", Int) = 0
		[VectorLabel(Min, Max)]_AudioLinkDecal0Emission ("Emission Mod", Vector) = (0, 0, 0, 0)
		[ToggleUI]_AudioLinkDecalCC0 ("CC Strip", Float) = 0
		[Space(7)]
		[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _DecalRotationCTALBand0 ("Chrono Rotation Band", Int) = 0
		[ThryWideEnum(Motion increases as intensity of band increases, 0, Above but Smooth, 1, Motion moves back and forth as a function of intensity, 2, Above but Smoooth, 3, Fixed speed increase when the band is dark Stationary when light, 4, Above but Smooooth, 5, Fixed speed increase when the band is dark Fixed speed decrease when light, 6, Above but Smoooooth, 7)]_DecalRotationCTALType0 ("Chrono Motion Type", Int) = 0
		_DecalRotationCTALSpeed0 ("Chrono Rotation Speed", Float) = 0
		[Space(7)]
		[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkDecal0ChannelSeparationBand ("Channel Separation Band--{condition_showS:(_Decal0ChannelSeparationEnable==1)}", Int) = 0
		[VectorLabel(Min, Max)]_AudioLinkDecal0ChannelSeparation ("Channel Separation--{condition_showS:(_Decal0ChannelSeparationEnable==1)}", Vector) = (0, 0, 0, 0)
		[HideInInspector] m_end_Decal0AudioLink ("Audio Link", Float) = 0
		[HideInInspector] m_end_Decal0 ("Decal 0", Float) = 0
		[HideInInspector] m_start_Decal2 ("Decal 2--{reference_property:_DecalEnabled2}", Float) = 0
		[HideInInspector][ThryToggle(GEOM_TYPE_FROND)]_DecalEnabled2 ("Enable", Float) = 0
		[HideInInspector] g_start_decal2_position ("Positioning--{draw_border:true}", Float) = 0
		[ThryDecalPositioning(_DecalTexture2, _DecalTexture2UV, _DecalPosition2, _DecalRotation2, _DecalScale2, _DecalSideOffset2)]
		[Vector2]_DecalPosition2 ("Position", Vector) = (.5, .5, 0, 0)
		_DecalRotation2 ("Rotation", Range(0, 360)) = 0
		_DecalRotationSpeed2 ("Rotation Speed", Float) = 0
		[Vector2]_DecalScale2 ("Scale", Vector) = (1, 1, 0, 0)
		[VectorLabel(L, R, D, U)]_DecalSideOffset2 ("Side Offset", Vector) = (0, 0, 0, 0)
		[HideInInspector] g_end_decal2_position ("Positioning--{draw_border:true}", Float) = 0
		[Enum(R, 0, G, 1, B, 2, A, 3)] _Decal2MaskChannel ("Mask Channel", Int) = 2
		[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)] _Decal2GlobalMask ("Global Mask--{reference_property:_Decal2GlobalMaskBlendType}", Int) = 0
		[HideInInspector][ThryWideEnum(Add, 7, Subtract, 1, Multiply, 2, Divide, 3, Min, 4, Max, 5, Average, 6 , Replace, 0)]_Decal2GlobalMaskBlendType ("Blending", Range(0, 1)) = 2
		_DecalColor2 ("Color--{reference_property:_DecalColor2ThemeIndex}", 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)] _DecalColor2ThemeIndex ("", Int) = 0
		_DecalEmissionStrength2 ("Emission Strength", Range(0, 20)) = 0
		[sRGBWarning(true)]_DecalTexture2 ("Decal--{reference_properties:[_DecalTexture2Pan, _DecalTexture2UV]}", 2D) = "white" { }
		[HideInInspector][Vector2]_DecalTexture2Pan ("Panning", Vector) = (0, 0, 0, 0)
		[HideInInspector][ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos, 5, Local Pos, 8, Polar UV, 6, Distorted UV, 7)] _DecalTexture2UV ("UV", Int) = 0
		[ToggleUI]_DecalTiled2 ("Tiled", Float) = 0
		_Decal2Depth ("Depth", Float) = 0
		[ThryWideEnum(Replace, 0, Multiply, 2, Screen, 6, Linear Dodge(Add), 8, Overlay, 9, Mixed, 20)]_DecalBlendType2 ("Blending", Range(0, 1)) = 0
		_DecalBlendAlpha2 ("Alpha", Range(0, 1)) = 1
		[ToggleUI]_DecalOverrideAlpha2 ("Override Alpha", 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)] _Decal2ApplyGlobalMaskIndex ("Apply to Global Mask--{reference_property:_Decal2ApplyGlobalMaskBlendType}", Int) = 0
		[HideInInspector][ThryWideEnum(Add, 7, Subtract, 1, Multiply, 2, Divide, 3, Min, 4, Max, 5, Average, 6 , Replace, 0)] _Decal2ApplyGlobalMaskBlendType ("Blending", Int) = 0
		[ThryToggleUI(true)]_DecalHueShiftEnabled2 ("<size=13><b>Hue Shift</b></size>", Float) = 0
		_DecalHueShiftSpeed2 ("Shift Speed--{condition_showS:(_DecalHueShiftEnabled2==1)}", Float) = 0
		_DecalHueShift2 ("Hue Shift--{condition_showS:(_DecalHueShiftEnabled2==1)}", Range(0, 1)) = 0
		_Decal2HueAngleStrength ("Hue Angle Power--{condition_showS:(_DecalHueShiftEnabled2==1)}", Float) = 0
		[NoAnimate][ThryToggle(true)]_Decal2ChannelSeparationEnable ("<size=13><b>  Channel Separation</b></size>", Float) = 0
		[HideInInspector] g_start_Decal2ChannelSeparation ("--{condition_showS:_Decal2ChannelSeparationEnable==1}", Int) = 0
		_Decal2ChannelSeparation ("Intensity", Float) = 0
		_Decal2ChannelSeparationAngleStrength ("Surface Angle Intensity", Float) = 0
		_Decal2ChannelSeparationHue ("Hue", Range(-1, 1)) = 0
		_Decal2ChannelSeparationVertical ("Direction", Range(-3.142, 3.142)) = 0
		[ToggleUI]_Decal2ChannelSeparationPremultiply ("Premultiply Alpha--{tooltip:''Fixes channel separation issues on some decal textures''}", Float) = 0
		[HideInInspector] g_end_Decal2ChannelSeparation ("", Int) = 0
		[HideInInspector] m_start_Decal2AudioLink ("Audio Link ♫--{ condition_showS:_EnableAudioLink==1}", Float) = 0
		[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkDecal2ScaleBand ("Scale Band", Int) = 0
		[VectorLabel(Xmin, Ymin, Xmax, Ymax)]_AudioLinkDecal2Scale ("Scale Mod", Vector) = (0, 0, 0, 0)
		[Space(7)]
		[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkDecal2SideBand ("Side Band", Int) = 0
		[VectorLabel(L, R, U, D)]_AudioLinkDecal2SideMin ("Side Mod Min", Vector) = (0, 0, 0, 0)
		[VectorLabel(L, R, U, D)]_AudioLinkDecal2SideMax ("Side Mod Max", Vector) = (0, 0, 0, 0)
		[Space(7)]
		[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkDecal2RotationBand ("Rotation Band", Int) = 0
		[VectorLabel(Min, Max)]_AudioLinkDecal2Rotation ("Rotation Mod", Vector) = (0, 0, 0, 0)
		[Space(7)]
		[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkDecal2AlphaBand ("Alpha Band", Int) = 0
		[VectorLabel(Min, Max)]_AudioLinkDecal2Alpha ("Alpha Mod", Vector) = (0, 0, 0, 0)
		[Space(7)]
		[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkDecal2EmissionBand ("Emission Band", Int) = 0
		[VectorLabel(Min, Max)]_AudioLinkDecal2Emission ("Emission Mod", Vector) = (0, 0, 0, 0)
		[ToggleUI]_AudioLinkDecalCC2 ("CC Strip", Float) = 0
		[Space(7)]
		[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _DecalRotationCTALBand2 ("Chrono Rotation Band", Int) = 0
		[ThryWideEnum(Motion increases as intensity of band increases, 0, Above but Smooth, 1, Motion moves back and forth as a function of intensity, 2, Above but Smoooth, 3, Fixed speed increase when the band is dark Stationary when light, 4, Above but Smooooth, 5, Fixed speed increase when the band is dark Fixed speed decrease when light, 6, Above but Smoooooth, 7)]_DecalRotationCTALType2 ("Chrono Motion Type", Int) = 0
		_DecalRotationCTALSpeed2 ("Chrono Rotation Speed", Float) = 0
		[Space(7)]
		[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkDecal2ChannelSeparationBand ("Channel Separation Band--{condition_showS:(_Decal2ChannelSeparationEnable==1)}", Int) = 0
		[VectorLabel(Min, Max)]_AudioLinkDecal2ChannelSeparation ("Channel Separation--{condition_showS:(_Decal2ChannelSeparationEnable==1)}", Vector) = (0, 0, 0, 0)
		[HideInInspector] m_end_Decal2AudioLink ("Audio Link", Float) = 0
		[HideInInspector] m_end_Decal2 ("Decal 0", Float) = 0
		[HideInInspector] m_end_DecalSection ("Decal", Float) = 0
		[HideInInspector] m_start_GlobalThemes ("Global Themes--{button_help:{text:Tutorial,action:{type:URL,data:https://www.poiyomi.com/color-and-normals/global-themes},hover:Documentation}}", Float) = 0
		[HideInInspector] m_start_GlobalThemeColor0 ("Theme Color 0", Float) = 0
		[HDR]_GlobalThemeColor0 ("Theme Color 0",       Color       ) = (1, 1, 1, 1)
		_GlobalThemeHue0        ("Hue Adjust",          Range( 0, 1)) = 0
		_GlobalThemeHueSpeed0   ("Hue Adjust Speed",    Float       ) = 0
		_GlobalThemeSaturation0 ("Saturation Adjust",   Range(-1, 1)) = 0
		_GlobalThemeValue0      ("Value Adjust",        Range(-1, 1)) = 0
		[HideInInspector] m_end_GlobalThemeColor0   ("Theme Color 0", Float) = 0
		[HideInInspector] m_start_GlobalThemeColor1 ("Theme Color 1", Float) = 0
		[HDR]_GlobalThemeColor1 ("Theme Color 1",       Color       ) = (1, 1, 1, 1)
		_GlobalThemeHue1        ("Hue Adjust",          Range( 0, 1)) = 0
		_GlobalThemeHueSpeed1   ("Hue Adjust Speed",    Float       ) = 0
		_GlobalThemeSaturation1 ("Saturation Adjust",   Range(-1, 1)) = 0
		_GlobalThemeValue1      ("Value Adjust",        Range(-1, 1)) = 0
		[HideInInspector] m_end_GlobalThemeColor1   ("Theme Color 1", Float) = 0
		[HideInInspector] m_start_GlobalThemeColor2 ("Theme Color 2", Float) = 0
		[HDR]_GlobalThemeColor2 ("Theme Color 2",       Color       ) = (1, 1, 1, 1)
		_GlobalThemeHue2        ("Hue Adjust",          Range( 0, 1)) = 0
		_GlobalThemeHueSpeed2   ("Hue Adjust Speed",    Float       ) = 0
		_GlobalThemeSaturation2 ("Saturation Adjust",   Range(-1, 1)) = 0
		_GlobalThemeValue2      ("Value Adjust",        Range(-1, 1)) = 0
		[HideInInspector] m_end_GlobalThemeColor2   ("Theme Color 2", Float) = 0
		[HideInInspector] m_start_GlobalThemeColor3 ("Theme Color 3", Float) = 0
		[HDR]_GlobalThemeColor3 ("Theme Color 3",       Color       ) = (1, 1, 1, 1)
		_GlobalThemeHue3        ("Hue Adjust",          Range( 0, 1)) = 0
		_GlobalThemeHueSpeed3   ("Hue Adjust Speed",    Float       ) = 0
		_GlobalThemeSaturation3 ("Saturation Adjust",   Range(-1, 1)) = 0
		_GlobalThemeValue3      ("Value Adjust",        Range(-1, 1)) = 0
		[HideInInspector] m_end_GlobalThemeColor3   ("Theme Color 3", Float) = 0
		[HideInInspector] m_end_GlobalThemes ("Global Themes", Float ) = 0
		[HideInInspector] m_start_GlobalMask ("Global Mask", Float) = 0
		[HideInInspector] m_start_GlobalMaskModifiers ("Modifiers", Float) = 0
		[HideInInspector] m_end_GlobalMaskModifiers ("", Float) = 0
		[HideInInspector] m_end_GlobalMask ("Global Mask", Float) = 0
		[HideInInspector] m_lightingCategory ("Shading", Float) = 0
		[HideInInspector] m_start_PoiLightData ("Light Data--{button_help:{text:Tutorial,action:{type:URL,data:https://www.poiyomi.com/shading/light-data},hover:Documentation}}", Float) = 0
		[sRGBWarning]_LightingAOMaps ("AO Maps (expand)--{reference_properties:[_LightingAOMapsPan, _LightingAOMapsUV,_LightDataAOStrengthR,_LightDataAOStrengthG,_LightDataAOStrengthB,_LightDataAOStrengthA, _LightDataAOGlobalMaskR]}", 2D) = "white" { }
		[HideInInspector][Vector2]_LightingAOMapsPan ("Panning", Vector) = (0, 0, 0, 0)
		[HideInInspector][ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos, 5, Local Pos, 8, Polar UV, 6, Distorted UV, 7)] _LightingAOMapsUV ("UV", Int) = 0
		[HideInInspector]_LightDataAOStrengthR ("R Strength", Range(0, 1)) = 1
		[HideInInspector]_LightDataAOStrengthG ("G Strength", Range(0, 1)) = 0
		[HideInInspector]_LightDataAOStrengthB ("B Strength", Range(0, 1)) = 0
		[HideInInspector]_LightDataAOStrengthA ("A Strength", Range(0, 1)) = 0
		[HideInInspector][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)] _LightDataAOGlobalMaskR ("Global Mask--{reference_property:_LightDataAOGlobalMaskBlendTypeR}", Int) = 0
		[HideInInspector][ThryWideEnum(Add, 7, Subtract, 1, Multiply, 2, Divide, 3, Min, 4, Max, 5, Average, 6 , Replace, 0)] _LightDataAOGlobalMaskBlendTypeR ("Blending", Range(0, 1)) = 2
		[sRGBWarning]_LightingDetailShadowMaps ("Detail Shadows (expand)--{reference_properties:[_LightingDetailShadowMapsPan, _LightingDetailShadowMapsUV,_LightingDetailShadowStrengthR,_LightingDetailShadowStrengthG,_LightingDetailShadowStrengthB,_LightingDetailShadowStrengthA,_LightingAddDetailShadowStrengthR,_LightingAddDetailShadowStrengthG,_LightingAddDetailShadowStrengthB,_LightingAddDetailShadowStrengthA, _LightDataDetailShadowGlobalMaskR]}", 2D) = "white" { }
		[HideInInspector][Vector2]_LightingDetailShadowMapsPan ("Panning", Vector) = (0, 0, 0, 0)
		[HideInInspector][ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos, 5, Local Pos, 8, Polar UV, 6, Distorted UV, 7)] _LightingDetailShadowMapsUV ("UV", Int) = 0
		[HideInInspector]_LightingDetailShadowStrengthR ("R Strength", Range(0, 1)) = 1
		[HideInInspector]_LightingDetailShadowStrengthG ("G Strength", Range(0, 1)) = 0
		[HideInInspector]_LightingDetailShadowStrengthB ("B Strength", Range(0, 1)) = 0
		[HideInInspector]_LightingDetailShadowStrengthA ("A Strength", Range(0, 1)) = 0
		[HideInInspector]_LightingAddDetailShadowStrengthR ("Additive R Strength", Range(0, 1)) = 1
		[HideInInspector]_LightingAddDetailShadowStrengthG ("Additive G Strength", Range(0, 1)) = 0
		[HideInInspector]_LightingAddDetailShadowStrengthB ("Additive B Strength", Range(0, 1)) = 0
		[HideInInspector]_LightingAddDetailShadowStrengthA ("Additive A Strength", Range(0, 1)) = 0
		[HideInInspector][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)] _LightDataDetailShadowGlobalMaskR ("Global Mask--{reference_property:_LightDataDetailShadowGlobalMaskBlendTypeR}", Int) = 0
		[HideInInspector][ThryWideEnum(Add, 7, Subtract, 1, Multiply, 2, Divide, 3, Min, 4, Max, 5, Average, 6 , Replace, 0)] _LightDataDetailShadowGlobalMaskBlendTypeR ("Blending", Range(0, 1)) = 2
		[sRGBWarning]_LightingShadowMasks ("Shadow Masks (expand)--{reference_properties:[_LightingShadowMasksPan, _LightingShadowMasksUV,_LightingShadowMaskStrengthR,_LightingShadowMaskStrengthG,_LightingShadowMaskStrengthB,_LightingShadowMaskStrengthA, _LightDataShadowMaskGlobalMaskR]}", 2D) = "white" { }
		[HideInInspector][Vector2]_LightingShadowMasksPan ("Panning", Vector) = (0, 0, 0, 0)
		[HideInInspector][ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos, 5, Local Pos, 8, Polar UV, 6, Distorted UV, 7)] _LightingShadowMasksUV ("UV", Int) = 0
		[HideInInspector]_LightingShadowMaskStrengthR ("R Strength", Range(0, 1)) = 1
		[HideInInspector]_LightingShadowMaskStrengthG ("G Strength", Range(0, 1)) = 0
		[HideInInspector]_LightingShadowMaskStrengthB ("B Strength", Range(0, 1)) = 0
		[HideInInspector]_LightingShadowMaskStrengthA ("A Strength", Range(0, 1)) = 0
		[HideInInspector][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)] _LightDataShadowMaskGlobalMaskR ("Global Mask--{reference_property:_LightDataShadowMaskGlobalMaskBlendTypeR}", Int) = 0
		[HideInInspector][ThryWideEnum(Add, 7, Subtract, 1, Multiply, 2, Divide, 3, Min, 4, Max, 5, Average, 6 , Replace, 0)] _LightDataShadowMaskGlobalMaskBlendTypeR ("Blending", Range(0, 1)) = 2
		[Space(15)]
		[ThryHeaderLabel(Base Pass Lighting, 13)]
		[Space(4)]
		[Enum(Poi Custom, 0, Standard, 1, UTS2, 2, OpenLit(lil toon), 3)] _LightingColorMode ("Light Color Mode", Int) = 0
		[Enum(Poi Custom, 0, Normalized NDotL, 1, Saturated NDotL, 2)] _LightingMapMode ("Light Map Mode", Int) = 0
		[Enum(Poi Custom, 0, Forced Local Direction, 1, Forced World Direction, 2, UTS2, 3, OpenLit(lil toon), 4)] _LightingDirectionMode ("Light Direction Mode", Int) = 0
		[Vector3]_LightngForcedDirection ("Forced Direction--{condition_showS:(_LightingDirectionMode==1 || _LightingDirectionMode==2)}", Vector) = (0, 0, 0)
		[ToggleUI]_LightingForceColorEnabled ("Force Light Color", Float) = 0
		_LightingForcedColor ("Forced Color--{condition_showS:(_LightingForceColorEnabled==1), reference_property:_LightingForcedColorThemeIndex}", Color) = (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)] _LightingForcedColorThemeIndex ("", Int) = 0
		_Unlit_Intensity ("Unlit_Intensity--{condition_showS:(_LightingColorMode==2)}", Range(0.001, 4)) = 1
		[ToggleUI]_LightingCapEnabled ("Limit Brightness", Float) = 1
		_LightingCap ("Max Brightness--{condition_showS:(_LightingCapEnabled==1)}", Range(0, 10)) = 1
		_LightingMinLightBrightness ("Min Brightness", Range(0, 1)) = 0
		_LightingIndirectUsesNormals ("Indirect Uses Normals--{condition_showS:(_LightingColorMode==0)}", Range(0, 1)) = 0
		_LightingCastedShadows ("Receive Casted Shadows", Range(0, 1)) = 0
		_LightingMonochromatic ("Grayscale Lighting", Range(0, 1)) = 0
		[Space(15)]
		[ThryHeaderLabel(Add Pass Lighting(Realtime), 13)]
		[Space(4)]
		[ToggleUI]_LightingVertexLightingEnabled ("Vertex lights (Non-Important)", Float) = 1
		[ToggleUI]_LightingAdditiveEnable ("Pixel lights (Important)", Float) = 1
		[ToggleUI]_DisableDirectionalInAdd ("Ignore Directional--{condition_showS:(_LightingAdditiveEnable==1)}", Float) = 1
		[ToggleUI]_LightingAdditiveLimited ("Limit Brightness", Float) = 0
		_LightingAdditiveLimit ("Max Brightness--{condition_showS:(_LightingAdditiveLimited==1)}", Range(0, 10)) = 1
		_LightingAdditiveCastedShadows ("Receive Casted Shadows", Range(0, 1)) = 1
		_LightingAdditiveMonochromatic ("Grayscale Lighting", Range(0, 1)) = 0
		_LightingAdditivePassthrough ("Point Light Passthrough--{condition_showS:(_LightingAdditiveEnable==1)}", Range(0, 1)) = .5
		[Space(15)]
		[ThryHeaderLabel(Debug Visualization, 13)]
		[Space(4)]
		[NoAnimate][ThryToggleUI(false)]_LightDataDebugEnabled ("Debug", Float) = 0
		[ThryWideEnum(Direct Color, 0, Indirect Color, 1, Light Map, 2, Attenuation, 3, N Dot L, 4, Half Dir, 5, Direction, 6, Add Color, 7, Add Attenuation, 8, Add Shadow, 9, Add N Dot L, 10)] _LightingDebugVisualize ("Visualize--{condition_showS:(_LightDataDebugEnabled==1)}", Int) = 0
		[HideInInspector] m_end_PoiLightData ("Light Data", Float) = 0
		[HideInInspector] m_start_PoiShading (" Shading--{reference_property:_ShadingEnabled,button_help:{text:Tutorial,action:{type:URL,data:https://www.poiyomi.com/shading/main},hover:Documentation}}", Float) = 0
		[HideInInspector][ThryToggle(VIGNETTE_MASKED)]_ShadingEnabled ("Enable Shading", Float) = 1
		[ThryHeaderLabel(Base Pass Shading, 13)]
		[Space(4)]
		[KeywordEnum(TextureRamp, Multilayer Math, Wrapped, Skin, ShadeMap, Flat, Realistic, Cloth, SDF)] _LightingMode ("Lighting Type", Float) = 5
		_LightingShadowColor ("Shadow Tint--{condition_showS:(_LightingMode!=4 && _LightingMode!=1 && _LightingMode!=5)}", Color) = (1, 1, 1)
		[ToggleUI]_LightingMulitlayerNonLinear ("Non Linear Edge--{condition_showS:(_LightingMode==1)}", Float) = 1
		[sRGBWarning]_MultilayerMathBlurMap ("Blur Map--{reference_properties:[_MultilayerMathBlurMapPan, _MultilayerMathBlurMapUV], condition_showS:(_LightingMode==1)}", 2D) = "white" { }
		[HideInInspector] g_start_MultilayerMath1stLayer ("Layer 1--{draw_border:true, condition_showS:(_LightingMode==1)}", Float) = 0
		[sRGBWarning(true)]_ShadowColorTex ("Color Tex--{reference_properties:[_ShadowColorTexPan, _ShadowColorTexUV], condition_showS:(_LightingMode==1)}", 2D) = "black" { }
		[HideInInspector][Vector2]_ShadowColorTexPan ("Panning", Vector) = (0, 0, 0, 0)
		[HideInInspector][ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos, 5, Local Pos, 8, Polar UV, 6, Distorted UV, 7)] _ShadowColorTexUV ("UV", Int) = 0
		_ShadowColor ("Color--{condition_showS:(_LightingMode==1)}", Color) = (0.7, 0.75, 0.85, 1.0)
		[HideInInspector][Vector2]_MultilayerMathBlurMapPan ("Panning", Vector) = (0, 0, 0, 0)
		[HideInInspector][ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos, 5, Local Pos, 8, Polar UV, 6, Distorted UV, 7)] _MultilayerMathBlurMapUV ("UV", Int) = 0
		_ShadowBorder ("Border--{condition_showS:(_LightingMode==1)}", Range(0, 1)) = 0.5
		_ShadowBlur ("Blur--{condition_showS:(_LightingMode==1)}", Range(0, 1)) = 0.1
		_ShadowReceive ("Receive Shadow--{condition_showS:(_LightingMode==1)}", Range(0, 1)) = 0
		[HideInInspector] g_end_MultilayerMath1stLayer ("Layer 1--{draw_border:true}", Float) = 0
		[HideInInspector] g_start_MultilayerMath2ndLayer ("Layer 2--{draw_border:true, condition_showS:(_LightingMode==1)}", Float) = 0
		[sRGBWarning(true)]_Shadow2ndColorTex ("Color Tex--{reference_properties:[_Shadow2ndColorTexPan, _Shadow2ndColorTexUV], condition_showS:(_LightingMode==1)}", 2D) = "black" { }
		[HideInInspector][Vector2]_Shadow2ndColorTexPan ("Panning", Vector) = (0, 0, 0, 0)
		[HideInInspector][ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos, 5, Local Pos, 8, Polar UV, 6, Distorted UV, 7)] _Shadow2ndColorTexUV ("UV", Int) = 0
		_Shadow2ndColor ("Color--{condition_showS:(_LightingMode==1)}", Color) = (0, 0, 0, 0)
		_Shadow2ndBorder ("Border--{condition_showS:(_LightingMode==1)}", Range(0, 1)) = 0.5
		_Shadow2ndBlur ("Blur--{condition_showS:(_LightingMode==1)}", Range(0, 1)) = 0.3
		_Shadow2ndReceive ("Receive Shadow--{condition_showS:(_LightingMode==1)}", Range(0, 1)) = 0
		[HideInInspector] g_end_MultilayerMath2ndLayer ("Layer 2--{draw_border:true}", Float) = 0
		[HideInInspector] g_start_MultilayerMath3rdLayer ("Layer 3--{draw_border:true, condition_showS:(_LightingMode==1)}", Float) = 0
		[sRGBWarning(true)]_Shadow3rdColorTex ("Color Tex--{reference_properties:[_Shadow3rdColorTexPan, _Shadow3rdColorTexUV], condition_showS:(_LightingMode==1)}", 2D) = "black" { }
		[HideInInspector][Vector2]_Shadow3rdColorTexPan ("Panning", Vector) = (0, 0, 0, 0)
		[HideInInspector][ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos, 5, Local Pos, 8, Polar UV, 6, Distorted UV, 7)] _Shadow3rdColorTexUV ("UV", Int) = 0
		_Shadow3rdColor ("Color--{condition_showS:(_LightingMode==1)}", Color) = (0, 0, 0, 0)
		_Shadow3rdBorder ("Border--{condition_showS:(_LightingMode==1)}", Range(0, 1)) = 0.25
		_Shadow3rdBlur ("Blur--{condition_showS:(_LightingMode==1)}", Range(0, 1)) = 0.1
		_Shadow3rdReceive ("Receive Shadow--{condition_showS:(_LightingMode==1)}", Range(0, 1)) = 0
		[HideInInspector] g_end_MultilayerMath3rdLayer ("Layer 3--{draw_border:true}", Float) = 0
		[HideInInspector] g_start_MultilayerMathBorder ("Border--{draw_border:true, condition_showS:(_LightingMode==1)}", Float) = 0
		_ShadowBorderColor ("Color--{condition_showS:(_LightingMode==1)}", Color) = (1, 0, 0, 1)
		_ShadowBorderRange ("Border Range--{condition_showS:(_LightingMode==1)}", Range(0, 1)) = 0
		[HideInInspector] g_end_MultilayerMath1stBorder ("Border--{draw_border:true}", Float) = 0
		_ShadowMainStrength ("Contrast--{condition_showS:(_LightingMode==1)}", Range(0, 1)) = 0
		_ShadowStrength ("Shadow Strength--{condition_showS:(_LightingMode<=4 || _LightingMode==8)}", Range(0, 1)) = 1
		_LightingIgnoreAmbientColor ("Ignore Indirect Shadow Color--{condition_showS:(_LightingMode<=3 || _LightingMode==8)}", Range(0, 1)) = 1
		[Space(15)]
		[ThryHeaderLabel(Add Pass Shading, 13)]
		[Space(4)]
		[Enum(Realistic, 0, Toon, 1, Same as Base Pass, 3)] _LightingAdditiveType ("Lighting Type", Int) = 1
		_LightingAdditiveGradientStart ("Gradient Start--{condition_showS:(_LightingAdditiveType==1)}", Range(0, 1)) = 0
		_LightingAdditiveGradientEnd ("Gradient End--{condition_showS:(_LightingAdditiveType==1)}", Range(0, 1)) = .5
		[HideInInspector] m_end_PoiShading ("Shading", Float) = 0
		[HideInInspector] m_start_reflectionRim ("Environmental Rim--{reference_property:_EnableEnvironmentalRim,button_help:{text:Tutorial,action:{type:URL,data:https://www.poiyomi.com/shading/environmental-rim},hover:Documentation}}", Float) = 0
		[HideInInspector][ThryToggle(POI_ENVIRORIM)]_EnableEnvironmentalRim ("Enable", Float) = 0
		[sRGBWarning]_RimEnviroMask ("Mask--{reference_properties:[_RimEnviroMaskPan, _RimEnviroMaskUV, _RimEnviroChannel]}", 2D) = "white" { }
		[HideInInspector][Vector2]_RimEnviroMaskPan ("Panning", Vector) = (0, 0, 0, 0)
		[HideInInspector][ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos, 5, Local Pos, 8, Polar UV, 6, Distorted UV, 7)]_RimEnviroMaskUV ("UV", Int) = 0
		[HideInInspector][Enum(R, 0, G, 1, B, 2, A, 3)]_RimEnviroChannel ("Channel", Float) = 0
		_RimEnviroBlur ("Blur", Range(0, 1)) = 0.7
		_RimEnviroWidth ("Rim Width", Range(0, 1)) = 0.45
		_RimEnviroSharpness ("Rim Sharpness", Range(0, 1)) = 0
		_RimEnviroMinBrightness ("Min Brightness Threshold", Range(0, 2)) = 0
		_RimEnviroIntensity ("Intensity", Range(0, 1)) = 1
		[HideInInspector] m_end_reflectionRim ("", Float) = 0
		[HideInInspector] m_specialFXCategory ("Special FX", Float) = 0
		[HideInInspector] m_start_dissolve ("Dissolve--{reference_property:_EnableDissolve,button_help:{text:Tutorial,action:{type:URL,data:https://www.poiyomi.com/special-fx/dissolve},hover:Documentation}}", Float) = 0
		[HideInInspector][ThryToggle(DISTORT)]_EnableDissolve ("Enable Dissolve", Float) = 0
		[Enum(Basic, 1, Point2Point, 2, Spherical, 3, CenterOut, 4)] _DissolveType ("Dissolve Type", Int) = 1
		_DissolveEdgeWidth ("Edge Width--{condition_show:_DissolveType!=2}", Range(0, .5)) = 0.025
		_DissolveEdgeHardness ("Edge Hardness", Range(0, 1)) = 0.5
		_DissolveEdgeColor ("Edge Color--{reference_property:_DissolveEdgeColorThemeIndex}", 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)] _DissolveEdgeColorThemeIndex ("", Int) = 0
		[sRGBWarning][Gradient]_DissolveEdgeGradient ("Edge Gradient", 2D) = "white" { }
		_DissolveEdgeEmission ("Edge Emission", Range(0, 20)) = 0
		_DissolveTextureColor ("Dissolved Color--{reference_property:_DissolveTextureColorThemeIndex}", 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)] _DissolveTextureColorThemeIndex ("", Int) = 0
		[sRGBWarning(true)]_DissolveToTexture ("Dissolved Texture--{reference_properties:[_DissolveToTexturePan, _DissolveToTextureUV]}", 2D) = "white" { }
		[HideInInspector][Vector2]_DissolveToTexturePan ("Panning", Vector) = (0, 0, 0, 0)
		[HideInInspector][ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos, 5, Local Pos, 8, Polar UV, 6, Distorted UV, 7)] _DissolveToTextureUV ("UV", Int) = 0
		_DissolveToEmissionStrength ("Dissolved Emission Strength", Range(0, 20)) = 0
		[sRGBWarning]_DissolveNoiseTexture ("Dissolve Gradient--{condition_show:_DissolveType==1,reference_properties:[_DissolveNoiseTexturePan, _DissolveNoiseTextureUV, _DissolveInvertNoise]}", 2D) = "white" { }
		[HideInInspector][Vector2]_DissolveNoiseTexturePan ("Panning", Vector) = (0, 0, 0, 0)
		[HideInInspector][ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos, 5, Local Pos, 8, Polar UV, 6, Distorted UV, 7)] _DissolveNoiseTextureUV ("UV", Int) = 0
		[HideInInspector][ToggleUI]_DissolveInvertNoise ("Invert", Float) = 0
		[sRGBWarning]_DissolveDetailNoise ("Dissolve Noise--{reference_properties:[_DissolveDetailNoisePan, _DissolveDetailNoiseUV, _DissolveInvertDetailNoise]}", 2D) = "black" { }
		[HideInInspector][Vector2]_DissolveDetailNoisePan ("Panning", Vector) = (0, 0, 0, 0)
		[HideInInspector][ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos, 5, Local Pos, 8, Polar UV, 6, Distorted UV, 7)] _DissolveDetailNoiseUV ("UV", Int) = 0
		[HideInInspector][ToggleUI]_DissolveInvertDetailNoise ("Invert", Float) = 0
		_DissolveDetailEdgeSmoothing ("Detail Noise Smoothing", Range(0, 1)) = 0
		_DissolveDetailStrength ("Dissolve Detail Strength", Range(0, 1)) = 0.1
		_DissolveAlpha ("Dissolve Alpha", Range(0, 1)) = 0
		[sRGBWarning]_DissolveMask ("Dissolve Mask--{reference_properties:[_DissolveMaskPan, _DissolveMaskUV]}", 2D) = "white" { }
		[HideInInspector][Vector2]_DissolveMaskPan ("Panning", Vector) = (0, 0, 0, 0)
		[HideInInspector][ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos, 5, Local Pos, 8, Polar UV, 6, Distorted UV, 7)] _DissolveMaskUV ("UV", Int) = 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)] _DissolveMaskGlobalMask ("Global Mask--{reference_property:_DissolveMaskGlobalMaskBlendType}", Int) = 0
		[HideInInspector][ThryWideEnum(Add, 7, Subtract, 1, Multiply, 2, Divide, 3, Min, 4, Max, 5, Average, 6 , Replace, 0)]_DissolveMaskGlobalMaskBlendType ("Blending", Int) = 2
		[Enum(Off, 0, Red, 1, Green, 2, Blue, 3, Alpha, 4)]_DissolveUseVertexColors ("VertexColor Mask", Int) = 0
		[HideInInspector][ToggleUI]_DissolveMaskInvert ("Invert", Float) = 0
		_ContinuousDissolve ("Continuous Dissolve Speed", Float) = 0
		[Space(10)]
		[ThryToggleUI(true)] _EnableDissolveAudioLink ("<size=13><b>  Audio Link</b></size>--{ condition_showS:_EnableAudioLink==1}", Float) = 0
		[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkDissolveAlphaBand ("Dissolve Alpha Band--{ condition_showS:(_EnableDissolveAudioLink==1 && _EnableAudioLink==1)}", Int) = 0
		[VectorLabel(Min, Max)]_AudioLinkDissolveAlpha ("Dissolve Alpha Mod--{ condition_showS:(_EnableDissolveAudioLink==1 && _EnableAudioLink==1)}", Vector) = (0, 0, 0, 0)
		[Space(7)]
		[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkDissolveDetailBand ("Dissolve Detail Band--{ condition_showS:(_EnableDissolveAudioLink==1 && _EnableAudioLink==1)}", Int) = 0
		[VectorLabel(Min, Max)]_AudioLinkDissolveDetail ("Dissolve Detail Mod--{ condition_showS:(_EnableDissolveAudioLink==1 && _EnableAudioLink==1)}", Vector) = (0, 0, 0, 0)
		[HideInInspector] m_start_SphericalDissolve ("Spherical--{condition_showS:(_DissolveType==3)}", Float) = 0
		[Vector3] 	_SphericalDissolveCenter ("Center Point",  	Vector) = (0, 0, 0)
		_SphericalDissolveRadius ("Radius", 		Float) 	= 1.5
		[ToggleUI] 	_SphericalDissolveInvert ("Invert", 		Float) 	= 0
		[ToggleUI] 	_SphericalDissolveClamp  ("Clamp Dissolve", Float) 	= 0
		[HideInInspector] m_end_SphericalDissolve ("Spherical", Float) = 0
		[HideInInspector] m_start_pointToPoint ("Point to Point--{condition_showS:(_DissolveType==2)}", Float) = 0
		[Enum(Local, 0, World, 1, Vertex Colors, 2)] _DissolveP2PWorldLocal ("World/Local", Int) = 0
		_DissolveP2PEdgeLength ("Edge Length", Float) = 0.1
		[Vector3]_DissolveStartPoint ("Start Point", Vector) = (0, -1, 0, 0)
		[Vector3]_DissolveEndPoint ("End Point", Vector) = (0, 1, 0, 0)
		[ToggleUI]_DissolveP2PClamp ("Clamp Dissolve", Float) = 0
		[HideInInspector] m_end_pointToPoint ("Point To Point", Float) = 0
		[HideInInspector] m_start_CenterOutDissolve ("CenterOut--{condition_showS:(_DissolveType==4)}", Float) = 0
		[Enum(View Direction, 1, Custom Direction, 2, Light Direction, 3)] 	_CenterOutDissolveMode 		("CenterOut Mode", Int) = 1
		[Vector3] 	_CenterOutDissolveDirection ("Custom Direction--{condition_showS:(_CenterOutDissolveMode==2)}",	Vector) = (0,0,1,0)
		[ToggleUI] 	_CenterOutDissolveInvert 	("Invert", 				Float) 	= 0
		_CenterOutDissolveNormals  	("Use Pixel Normals",Range(0,1)) = 0
		_CenterOutDissolvePower		("Power", Range(.1, 5)) = 1
		[HideInInspector] m_end_CenterOutDissolve ("CenterOut", 	Float) = 0
		[HideInInspector] m_start_dissolveHueShift ("Hue Shift--{reference_property:_DissolveHueShiftEnabled}", Float) = 0
		[HideInInspector][ToggleUI]_DissolveHueShiftEnabled ("Dissolved Enabled", Float) = 0
		_DissolveHueShiftSpeed ("Dissolved Speed", Float) = 0
		_DissolveHueShift ("Dissolved Shift", Range(0, 1)) = 0
		[ToggleUI]_DissolveEdgeHueShiftEnabled ("Edge Enabled", Float) = 0
		_DissolveEdgeHueShiftSpeed ("Edge Speed", Float) = 0
		_DissolveEdgeHueShift ("Edge Shift", Range(0, 1)) = 0
		[HideInInspector] m_end_dissolveHueShift ("Hue Shift", Float) = 0
		[HideInInspector] m_start_UVTileDissolve ("UV Tile Dissolve--{reference_property:_UVTileDissolveEnabled}", Float) = 0
		[HideInInspector][ToggleUI]_UVTileDissolveEnabled ("Enabled", Float) = 0
		[ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3)]_UVTileDissolveUV ("UV Tile UV", Int) = 0
		[ToggleUI]_UVTileDissolveDiscardAtMax ("Discard Tiles at Max", Float) = 1
		[HideInInspector] m_start_UVTileDissolveRow3 ("Row 3 Alpha", Float) = 0
		_UVTileDissolveAlpha_Row3_0 ("Row 3 Column 0", Range(-1, 1)) = 0
		_UVTileDissolveAlpha_Row3_1 ("Row 3 Column 1", Range(-1, 1)) = 0
		_UVTileDissolveAlpha_Row3_2 ("Row 3 Column 2", Range(-1, 1)) = 0
		_UVTileDissolveAlpha_Row3_3 ("Row 3 Column 3", Range(-1, 1)) = 0
		[HideInInspector] m_end_UVTileDissolveRow3 ("Row 3", Float) = 0
		[HideInInspector] m_start_UVTileDissolveRow2 ("Row 2 Alpha", Float) = 0
		_UVTileDissolveAlpha_Row2_0 ("Row 2 Column 0", Range(-1, 1)) = 0
		_UVTileDissolveAlpha_Row2_1 ("Row 2 Column 1", Range(-1, 1)) = 0
		_UVTileDissolveAlpha_Row2_2 ("Row 2 Column 2", Range(-1, 1)) = 0
		_UVTileDissolveAlpha_Row2_3 ("Row 2 Column 3", Range(-1, 1)) = 0
		[HideInInspector] m_end_UVTileDissolveRow2 ("Row 2", Float) = 0
		[HideInInspector] m_start_UVTileDissolveRow1 ("Row 1 Alpha", Float) = 0
		_UVTileDissolveAlpha_Row1_0 ("Row 1 Column 0", Range(-1, 1)) = 0
		_UVTileDissolveAlpha_Row1_1 ("Row 1 Column 1", Range(-1, 1)) = 0
		_UVTileDissolveAlpha_Row1_2 ("Row 1 Column 2", Range(-1, 1)) = 0
		_UVTileDissolveAlpha_Row1_3 ("Row 1 Column 3", Range(-1, 1)) = 0
		[HideInInspector] m_end_UVTileDissolveRow1 ("Row 1", Float) = 0
		[HideInInspector] m_start_UVTileDissolveRow0 ("Row 0 Alpha", Float) = 0
		_UVTileDissolveAlpha_Row0_0 ("Row 0 Column 0", Range(-1, 1)) = 0
		_UVTileDissolveAlpha_Row0_1 ("Row 0 Column 1", Range(-1, 1)) = 0
		_UVTileDissolveAlpha_Row0_2 ("Row 0 Column 2", Range(-1, 1)) = 0
		_UVTileDissolveAlpha_Row0_3 ("Row 0 Column 3", Range(-1, 1)) = 0
		[HideInInspector] m_end_UVTileDissolveRow0 ("Row 0", Float) = 0
		[HideInInspector] m_end_UVTileDissolve ("UV Tile Dissolve", Float) = 0
		[HideInInspector] m_start_BonusSliders ("Locked In Anim Sliders", Float) = 0
		_DissolveAlpha0 ("Dissolve Alpha 0", Range(-1, 1)) = 0
		_DissolveAlpha1 ("Dissolve Alpha 1", Range(-1, 1)) = 0
		_DissolveAlpha2 ("Dissolve Alpha 2", Range(-1, 1)) = 0
		_DissolveAlpha3 ("Dissolve Alpha 3", Range(-1, 1)) = 0
		_DissolveAlpha4 ("Dissolve Alpha 4", Range(-1, 1)) = 0
		_DissolveAlpha5 ("Dissolve Alpha 5", Range(-1, 1)) = 0
		_DissolveAlpha6 ("Dissolve Alpha 6", Range(-1, 1)) = 0
		_DissolveAlpha7 ("Dissolve Alpha 7", Range(-1, 1)) = 0
		_DissolveAlpha8 ("Dissolve Alpha 8", Range(-1, 1)) = 0
		_DissolveAlpha9 ("Dissolve Alpha 9", Range(-1, 1)) = 0
		[HideInInspector] m_end_BonusSliders ("Locked In Sliders", Float) = 0
		[HideInInspector] m_end_dissolve ("Dissolve", Float) = 0
		[HideInInspector] m_start_emissionOptions ("Emission 0--{reference_property:_EnableEmission,button_help:{text:Tutorial,action:{type:URL,data:https://www.poiyomi.com/special-fx/emission},hover:Documentation}}", Float) = 0
		[HideInInspector][ThryToggle(_EMISSION)]_EnableEmission ("Enable Emission", Float) = 0
		[ToggleUI]_EmissionReplace0 ("Replace Base Color", Float) = 0
		[HDR]_EmissionColor ("Emission Color--{reference_property:_EmissionColorThemeIndex}", 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)] _EmissionColorThemeIndex ("", Int) = 0
		[sRGBWarning(true)][Gradient]_EmissionMap ("Emission Map--{reference_properties:[_EmissionMapPan, _EmissionMapUV]}", 2D) = "white" { }
		[HideInInspector][Vector2]_EmissionMapPan ("Panning", Vector) = (0, 0, 0, 0)
		[HideInInspector][ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos, 5, Local Pos, 8, Polar UV, 6, Distorted UV, 7)] _EmissionMapUV ("UV", Int) = 0
		[ToggleUI]_EmissionBaseColorAsMap ("Base Color as Map", Float) = 0
		[sRGBWarning]_EmissionMask ("Emission Mask--{reference_properties:[_EmissionMaskPan, _EmissionMaskUV, _EmissionMaskChannel, _EmissionMaskInvert]}", 2D) = "white" { }
		[HideInInspector][Vector2]_EmissionMaskPan ("Panning", Vector) = (0, 0, 0, 0)
		[HideInInspector][ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos, 5, Local Pos, 8, Polar UV, 6, Distorted UV, 7)] _EmissionMaskUV ("UV", Int) = 0
		[HideInInspector][Enum(R, 0, G, 1, B, 2, A, 3)]_EmissionMaskChannel ("Channel", Float) = 0
		[ToggleUI]_EmissionMaskInvert ("Invert", 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)] _EmissionMask0GlobalMask ("Global Mask--{reference_property:_EmissionMask0GlobalMaskBlendType}", Int) = 0
		[HideInInspector][ThryWideEnum(Add, 7, Subtract, 1, Multiply, 2, Divide, 3, Min, 4, Max, 5, Average, 6 , Replace, 0)]_EmissionMask0GlobalMaskBlendType ("Blending", Range(0, 1)) = 2
		_EmissionStrength ("Emission Strength", Range(0, 20)) = 0
		[Space(4)]
		[ThryToggleUI(true)]_EmissionHueShiftEnabled ("<size=13><b>  Hue Shift</b></size>", Float) = 0
		_EmissionHueShift ("Hue Shift--{condition_showS:(_EmissionHueShiftEnabled==1)}", Range(0, 1)) = 0
		_EmissionHueShiftSpeed ("Hue Shift Speed--{condition_showS:(_EmissionHueShiftEnabled==1)}", Float) = 0
		[Space(4)]
		[ThryToggleUI(true)]_EmissionCenterOutEnabled ("<size=13><b>  Center Out</b></size>", Float) = 0
		_EmissionCenterOutSpeed ("Flow Speed--{condition_showS:(_EmissionCenterOutEnabled==1)}", Float) = 5
		[Space(4)]
		[ThryToggleUI(true)]_EnableGITDEmission ("<size=13><b>  Light Based</b></size>", Float) = 0
		[Enum(World, 0, Mesh, 1)] _GITDEWorldOrMesh ("Lighting Type--{condition_showS:(_EnableGITDEmission==1)}", Int) = 0
		_GITDEMinEmissionMultiplier ("Min Emission Multiplier--{condition_showS:(_EnableGITDEmission==1)}", Range(0, 1)) = 1
		_GITDEMaxEmissionMultiplier ("Max Emission Multiplier--{condition_showS:(_EnableGITDEmission==1)}", Range(0, 1)) = 0
		_GITDEMinLight ("Min Lighting--{condition_showS:(_EnableGITDEmission==1)}", Range(0, 1)) = 0
		_GITDEMaxLight ("Max Lighting--{condition_showS:(_EnableGITDEmission==1)}", Range(0, 1)) = 1
		[Space(4)]
		[ThryToggleUI(true)]_EmissionBlinkingEnabled ("<size=13><b>  Blinking</b></size>", Float) = 0
		_EmissiveBlink_Min ("Emissive Blink Min--{condition_showS:(_EmissionBlinkingEnabled==1)}", Float) = 0
		_EmissiveBlink_Max ("Emissive Blink Max--{condition_showS:(_EmissionBlinkingEnabled==1)}", Float) = 1
		_EmissiveBlink_Velocity ("Emissive Blink Velocity--{condition_showS:(_EmissionBlinkingEnabled==1)}", Float) = 4
		_EmissionBlinkingOffset ("Offset--{condition_showS:(_EmissionBlinkingEnabled==1)}", Float) = 0
		[Space(4)]
		[ThryToggleUI(true)] _ScrollingEmission ("<size=13><b>  Scrolling</b></size>", Float) = 0
		[ToggleUI]_EmissionScrollingUseCurve ("Use Curve--{condition_showS:(_ScrollingEmission==1)}", float) = 0
		[Curve]_EmissionScrollingCurve ("Curve--{condition_showS:(_ScrollingEmission==1&&_EmissionScrollingUseCurve==1)}", 2D) = "white" { }
		[ToggleUI]_EmissionScrollingVertexColor ("VColor as position--{condition_showS:(_ScrollingEmission==1)}", float) = 0
		_EmissiveScroll_Direction ("Direction--{condition_showS:(_ScrollingEmission==1)}", Vector) = (0, -10, 0, 0)
		_EmissiveScroll_Width ("Width--{condition_showS:(_ScrollingEmission==1)}", Float) = 10
		_EmissiveScroll_Velocity ("Velocity--{condition_showS:(_ScrollingEmission==1)}", Float) = 10
		_EmissiveScroll_Interval ("Interval--{condition_showS:(_ScrollingEmission==1)}", Float) = 20
		_EmissionScrollingOffset ("Offset--{condition_showS:(_ScrollingEmission==1)}", Float) = 0
		[Space(4)]
		[ThryToggleUI(true)] _EmissionAL0Enabled ("<size=13><b>  Audio Link</b></size>--{ condition_showS:_EnableAudioLink==1}", Float) = 0
		[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _EmissionAL0MultipliersBand ("Emission Multiplier Band--{ condition_showS:(_EmissionAL0Enabled==1 && _EnableAudioLink==1)}", Int) = 0
		[VectorLabel(Min, Max)]_EmissionAL0Multipliers ("Emission Multiplier--{ condition_showS:(_EmissionAL0Enabled==1 && _EnableAudioLink==1)}", Vector) = (1, 1, 0, 0)
		[Space(7)]
		[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _EmissionAL0StrengthBand ("Emission Strength Add Band--{ condition_showS:(_EmissionAL0Enabled==1 && _EnableAudioLink==1)}", Int) = 0
		[VectorLabel(Min, Max)]_EmissionAL0StrengthMod ("Emission Strength Add--{ condition_showS:(_EmissionAL0Enabled==1 && _EnableAudioLink==1)}", Vector) = (0, 0, 0, 0)
		[Space(7)]
		[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkEmission0CenterOutBand ("Center Out Band--{ condition_showS:(_EmissionAL0Enabled==1 && _EnableAudioLink==1)}", Int) = 0
		[VectorLabel(Min, Max)] _AudioLinkEmission0CenterOut ("Center Out--{ condition_showS:(_EmissionAL0Enabled==1 && _EnableAudioLink==1)}", Vector) = (0, 0, 0, 0)
		_AudioLinkEmission0CenterOutSize ("Intensity Threshold--{ condition_showS:(_EmissionAL0Enabled==1 && _EnableAudioLink==1)}", Range(0, 1)) = 0
		_AudioLinkEmission0CenterOutDuration ("Duration--{tooltip:''How much AL history is used. Negative values reverse direction'', condition_showS:(_EmissionAL0Enabled==1 && _EnableAudioLink==1)}", Range(-1, 1)) = 1
		[HideInInspector] m_end_emissionOptions ("", Float) = 0
		[HideInInspector] m_grabPassCategory ("Grab Pass--{button_help:{text:Tutorial,action:{type:URL,data:https://www.poiyomi.com/grab-pass/grabpass},hover:Documentation}}", Float) = 0
		[HideInInspector] m_start_GrabPass ("GrabPass Transparency--{reference_property:_EnableGrabpass}", Float) = 0
		[HideInInspector][ToggleUI] _EnableGrabpass ("Enable GrabPass", Float) = 1
		[ToggleUI]_GrabPassUseAlpha ("Use Alpha", Float) = 1
		[sRGBWarning]_GrabPassBlendMap ("Blend Map--{reference_properties:[_GrabPassBlendMapPan, _GrabPassBlendMapUV, _GrabPassBlendMapChannel]}", 2D) = "white" { }
		[HideInInspector][Vector2]_GrabPassBlendMapPan ("Panning", Vector) = (0, 0, 0, 0)
		[HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)] _GrabPassBlendMapUV ("UV", Int) = 0
		[HideInInspector][Enum(R, 0, G, 1, B, 2, A, 3)]_GrabPassBlendMapChannel ("Channel", Float) = 0
		_GrabPassBlendFactor ("Blend Amount", 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)] _GrabPassBlendGlobalMask ("Global Mask--{reference_property:_GrabPassBlendGlobalMaskBlendType}", Int) = 0
		[HideInInspector][ThryWideEnum(Replace, 0, Multiply, 2, Screen, 6, Linear Dodge(Add), 8, Overlay, 9, Mixed, 20)] _GrabPassBlendGlobalMaskBlendType ("Blending", Int) = 2
		[Enum(UnityEngine.Rendering.BlendMode)] _GrabSrcBlend ("Source Blend", Int) = 0
		[Enum(UnityEngine.Rendering.BlendMode)] _GrabDstBlend ("Destination Blend", Int) = 2
		[HideInInspector] m_start_Refraction ("Refraction--{reference_property:_RefractionEnabled}", Float) = 0
		[HideInInspector][ToggleUI] _RefractionEnabled ("Enable Refraction", Float) = 0
		_RefractionIndex ("Refraction", Range(0, 3)) = 1.333333
		_RefractionFalloff ("Refraction Falloff", Float) = 20
		_RefractionChromaticAberattion ("Chromatic Aberration", Range(0, 1)) = 0
		[Helpbox(2)] _RefractionCABlurHelp0 ("Chromatic Aberration and Blur cannot be used at the same time--{condition_showS:_RefractionChromaticAberattion!=0 && _EnableBlur==1 && _RefractionEnabled==1}", Float) = 0
		[HideInInspector] m_end_Refraction ("Refraction", Float) = 0
		[HideInInspector] m_start_Blur ("Blur--{reference_property:_EnableBlur}", Float) = 0
		[HideInInspector][ThryToggle(CHROMATIC_ABERRATION_LOW)]_EnableBlur ("Enable Blur", Float) = 0
		[Helpbox(2)] _RefractionCABlurHelp1 ("Chromatic Aberration and Blur cannot be used at the same time--{condition_showS:_RefractionChromaticAberattion!=0 && _EnableBlur==1 && _RefractionEnabled==1}", Float) = 0
		_GrabBlurDistance ("Blur Distance", Range(0, 1)) = 0
		[IntRange]_GrabBlurQuality ("Blur Quality", Range(1, 10)) = 2
		[IntRange]_GrabBlurDirections ("Blur Directions", Range(1, 10)) = 4
		[HideInInspector] m_end_Blur ("Blur", Float) = 0
		[HideInInspector] m_end_GrabPass ("GrabPass Transparency", Float) = 0
		[HideInInspector] m_modifierCategory ("Modifiers", Float) = 0
		[HideInInspector] m_start_Stochastic ("Stochastic Sampling", Float) = 0
		[KeywordEnum(Deliot Heitz, Hextile, None)] _StochasticMode ("Sampling Mode", Float) = 0
		[HideInInspector] g_start_deliot ("Deliot Heitz--{condition_show:{type:PROPERTY_BOOL,data:_StochasticMode==0}}", Float) = 0
		_StochasticDeliotHeitzDensity ("Detiling Density", Range(0.1, 10)) = 1
		[HideInInspector] g_end_deliot ("Deliot Heitz", Float) = 0
		[HideInInspector] g_start_hextile ("Hextile--{condition_show:{type:PROPERTY_BOOL,data:_StochasticMode==1}}", Float) = 0
		_StochasticHexGridDensity ("Hex Grid Density", Range(0.1, 10)) = 1
		_StochasticHexRotationStrength ("Rotation Strength", Range(0, 2)) = 0
		_StochasticHexFallOffContrast("Falloff Contrast", Range(0.01, 0.99)) = 0.6
		_StochasticHexFallOffPower("Falloff Power", Range(0, 20)) = 7
		[HideInInspector] g_end_hextile ("Hextile", Float) = 0
		[HideInInspector] m_end_Stochastic ("Stochastic Sampling", Float) = 0
		[HideInInspector] m_start_uvLocalWorld ("Local World UV", Float) = 0
		[ThryWideEnum(X, 0, Y, 1, Z, 2, Zero, 3, VColor R, 4, VColor G, 5, VColor B, 6, VColor A, 7)] _UVModLocalPos0 ("Local X", Int) = 0
		[ThryWideEnum(X, 0, Y, 1, Z, 2, Zero, 3, VColor R, 4, VColor G, 5, VColor B, 6, VColor A, 7)] _UVModLocalPos1 ("Local Y", Int) = 1
		[Space(10)]
		[ThryWideEnum(X, 0, Y, 1, Z, 2, Zero, 3)] _UVModWorldPos0 ("World X", Int) = 0
		[ThryWideEnum(X, 0, Y, 1, Z, 2, Zero, 3)] _UVModWorldPos1 ("World Y", Int) = 2
		[HideInInspector] m_end_uvLocalWorld ("Local World UV", Float) = 0
		[HideInInspector] m_start_uvPanosphere ("Panosphere UV", Float) = 0
		[ToggleUI] _StereoEnabled ("Stereo Enabled", Float) = 0
		[ToggleUI] _PanoUseBothEyes ("Perspective Correct (VR)", Float) = 1
		[HideInInspector] m_end_uvPanosphere ("Panosphere UV", Float) = 0
		[HideInInspector] m_start_uvPolar ("Polar UV", Float) = 0
		[ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos, 5, Local Pos, 8)] _PolarUV ("UV", Int) = 0
		[Vector2]_PolarCenter ("Center Coordinate", Vector) = (.5, .5, 0, 0)
		_PolarRadialScale ("Radial Scale", Float) = 1
		_PolarLengthScale ("Length Scale", Float) = 1
		_PolarSpiralPower ("Spiral Power", Float) = 0
		[HideInInspector] m_end_uvPolar ("Polar UV", Float) = 0
		[HideInInspector] m_thirdpartyCategory ("Third Party", Float) = 0
		[HideInInspector] m_postprocessing ("Post Processing", Float) = 0
		[HideInInspector] m_start_PoiLightData ("PP Animations--{button_help:{text:Tutorial,action:{type:URL,data:https://www.poiyomi.com/post-processing/pp-animations},hover:Documentation}}", Float) = 0
		[Helpbox(1)] _PPHelp ("This section meant for real time adjustments through animations and not to be changed in unity", Int) = 0
		_PPLightingMultiplier ("Lighting Mulitplier", Float) = 1
		_PPLightingAddition ("Lighting Add", Float) = 0
		_PPEmissionMultiplier ("Emission Multiplier", Float) = 1
		_PPFinalColorMultiplier ("Final Color Multiplier", Float) = 1
		[HideInInspector] m_end_PoiLightData ("PP Animations ", Float) = 0
		[HideInInspector] m_renderingCategory ("Rendering--{button_help:{text:Tutorial,action:{type:URL,data:https://www.poiyomi.com/rendering/main},hover:Documentation}}", Float) = 0
		[Enum(UnityEngine.Rendering.CullMode)] _Cull ("Cull", Float) = 2
		[Enum(UnityEngine.Rendering.CompareFunction)] _ZTest ("ZTest", Float) = 4
		[Enum(Off, 0, On, 1)] _ZWrite ("ZWrite", Int) = 1
		[Enum(Thry.ColorMask)] _ColorMask ("Color Mask", Int) = 15
		_OffsetFactor ("Offset Factor", Float) = 0.0
		_OffsetUnits ("Offset Units", Float) = 0.0
		[ToggleUI]_RenderingReduceClipDistance ("Reduce Clip Distance", Float) = 0
		[ToggleUI]_IgnoreFog ("Ignore Fog", Float) = 0
		[HideInInspector] Instancing ("Instancing", Float) = 0 //add this property for instancing variants settings to be shown
		[HideInInspector] m_start_blending ("Blending--{button_help:{text:Tutorial,action:{type:URL,data:https://www.poiyomi.com/rendering/blending},hover:Documentation}}", Float) = 0
		[Enum(Thry.BlendOp)]_BlendOp ("RGB Blend Op", Int) = 0
		[Enum(UnityEngine.Rendering.BlendMode)] _SrcBlend ("RGB Source Blend", Int) = 1
		[Enum(UnityEngine.Rendering.BlendMode)] _DstBlend ("RGB Destination Blend", Int) = 0
		[Space][ThryHeaderLabel(Additive Blending, 13)]
		[Enum(Thry.BlendOp)]_AddBlendOp ("RGB Blend Op", Int) = 0
		[Enum(UnityEngine.Rendering.BlendMode)] _AddSrcBlend ("RGB Source Blend", Int) = 1
		[Enum(UnityEngine.Rendering.BlendMode)] _AddDstBlend ("RGB Destination Blend", Int) = 1
		[HideInInspector] m_start_alphaBlending ("Advanced Alpha Blending", Float) = 0
		[Enum(Thry.BlendOp)]_BlendOpAlpha ("Alpha Blend Op", Int) = 4
		[Enum(UnityEngine.Rendering.BlendMode)] _SrcBlendAlpha ("Alpha Source Blend", Int) = 1
		[Enum(UnityEngine.Rendering.BlendMode)] _DstBlendAlpha ("Alpha Destination Blend", Int) = 1
		[Space][ThryHeaderLabel(Additive Blending, 13)]
		[Enum(Thry.BlendOp)]_AddBlendOpAlpha ("Alpha Blend Op", Int) = 0
		[Enum(UnityEngine.Rendering.BlendMode)] _AddSrcBlendAlpha ("Alpha Source Blend", Int) = 1
		[Enum(UnityEngine.Rendering.BlendMode)] _AddDstBlendAlpha ("Alpha Destination Blend", Int) = 1
		[HideInInspector] m_end_alphaBlending ("Advanced Alpha Blending", Float) = 0
		[HideInInspector] m_end_blending ("Blending", Float) = 0
		[HideInInspector] m_start_StencilPassOptions ("Stencil--{button_help:{text:Tutorial,action:{type:URL,data:https://www.poiyomi.com/rendering/stencil},hover:Documentation}}", Float) = 0
		[ThryWideEnum(Simple, 0, Front Face vs Back Face, 1)] _StencilType ("Stencil Type", Float) = 0
		[IntRange] _StencilRef ("Stencil Reference Value", Range(0, 255)) = 0
		[IntRange] _StencilReadMask ("Stencil ReadMask Value", Range(0, 255)) = 255
		[IntRange] _StencilWriteMask ("Stencil WriteMask Value", Range(0, 255)) = 255
		[Enum(UnityEngine.Rendering.StencilOp)] _StencilPassOp ("Stencil Pass Op--{condition_showS:(_StencilType==0)}", Float) = 0
		[Enum(UnityEngine.Rendering.StencilOp)] _StencilFailOp ("Stencil Fail Op--{condition_showS:(_StencilType==0)}", Float) = 0
		[Enum(UnityEngine.Rendering.StencilOp)] _StencilZFailOp ("Stencil ZFail Op--{condition_showS:(_StencilType==0)}", Float) = 0
		[Enum(UnityEngine.Rendering.CompareFunction)] _StencilCompareFunction ("Stencil Compare Function--{condition_showS:(_StencilType==0)}", Float) = 8
		[HideInInspector] m_start_StencilPassBackOptions("Back--{condition_showS:(_StencilType==1)}", Float) = 0
		[Helpbox(1)] _FFBFStencilHelp0 ("Front Face and Back Face Stencils only work when locked in due to Unity's Stencil managment", Int) = 0
		[Enum(UnityEngine.Rendering.StencilOp)] _StencilBackPassOp ("Back Pass Op", Float) = 0
		[Enum(UnityEngine.Rendering.StencilOp)] _StencilBackFailOp ("Back Fail Op", Float) = 0
		[Enum(UnityEngine.Rendering.StencilOp)] _StencilBackZFailOp ("Back ZFail Op", Float) = 0
		[Enum(UnityEngine.Rendering.CompareFunction)] _StencilBackCompareFunction ("Back Compare Function", Float) = 8
		[HideInInspector] m_end_StencilPassBackOptions("Back", Float) = 0
		[HideInInspector] m_start_StencilPassFrontOptions("Front--{condition_showS:(_StencilType==1)}", Float) = 0
		[Helpbox(1)] _FFBFStencilHelp1 ("Front Face and Back Face Stencils only work when locked in due to Unity's Stencil managment", Int) = 0
		[Enum(UnityEngine.Rendering.StencilOp)] _StencilFrontPassOp ("Front Pass Op", Float) = 0
		[Enum(UnityEngine.Rendering.StencilOp)] _StencilFrontFailOp ("Front Fail Op", Float) = 0
		[Enum(UnityEngine.Rendering.StencilOp)] _StencilFrontZFailOp ("Front ZFail Op", Float) = 0
		[Enum(UnityEngine.Rendering.CompareFunction)] _StencilFrontCompareFunction ("Front Compare Function", Float) = 8
		[HideInInspector] m_end_StencilPassFrontOptions("Front", Float) = 0
		[HideInInspector] m_end_StencilPassOptions ("Stencil", Float) = 0
	}
	SubShader
	{
		Tags { "RenderType" = "Opaque" "Queue" = "Geometry" "VRCFallback" = "Standard" }
		GrabPass
		{
			"_PoiGrab2"
		}
		Pass
		{
			Tags { "LightMode" = "ForwardBase" }
			Stencil
			{
				Ref [_StencilRef]
				ReadMask [_StencilReadMask]
				WriteMask [_StencilWriteMask]
				Comp [_StencilCompareFunction]
				Pass [_StencilPassOp]
				Fail [_StencilFailOp]
				ZFail [_StencilZFailOp]
			}
			ZWrite [_ZWrite]
			Cull [_Cull]
			AlphaToMask [_AlphaToCoverage]
			ZTest [_ZTest]
			ColorMask [_ColorMask]
			Offset [_OffsetFactor], [_OffsetUnits]
			BlendOp [_BlendOp], [_BlendOpAlpha]
			Blend [_SrcBlend] [_DstBlend], [_SrcBlendAlpha] [_DstBlendAlpha]
			CGPROGRAM
 #define AUTO_EXPOSURE 
 #define DISTORT 
 #define FINALPASS 
 #define GEOM_TYPE_BRANCH 
 #define GEOM_TYPE_FROND 
 #define POI_ENVIRORIM 
 #define VIGNETTE_MASKED 
 #define _EMISSION 
 #define _LIGHTINGMODE_MULTILAYER_MATH 
 #define _STOCHASTICMODE_DELIOT_HEITZ 
 #define PROP_DETAILTEX 
 #define PROP_DECALTEXTURE 
 #define PROP_DECALTEXTURE2 
 #define OPTIMIZER_ENABLED 
			#pragma target 5.0
			#pragma skip_variants LIGHTMAP_ON DYNAMICLIGHTMAP_ON LIGHTMAP_SHADOW_MIXING SHADOWS_SHADOWMASK DIRLIGHTMAP_COMBINED _MIXED_LIGHTING_SUBTRACTIVE
			#pragma multi_compile_fwdbase
			#pragma multi_compile_instancing
			#pragma multi_compile_fog
			#pragma multi_compile _ VERTEXLIGHT_ON
			#define POI_PASS_BASE
			#include "UnityCG.cginc"
			#include "UnityStandardUtils.cginc"
			#include "AutoLight.cginc"
			#include "UnityLightingCommon.cginc"
			#include "UnityPBSLighting.cginc"
			#ifdef POI_PASS_META
			#include "UnityMetaPass.cginc"
			#endif
			#pragma vertex vert
			#pragma fragment frag
			#define DielectricSpec float4(0.04, 0.04, 0.04, 1.0 - 0.04)
			#define PI float(3.14159265359)
			#define POI2D_SAMPLE_TEX2D_SAMPLERGRAD(tex,samplertex,coord,dx,dy) tex.SampleGrad (sampler##samplertex,coord,dx,dy)
			#define POI_PAN_UV(uv, pan) (uv + _Time.x * pan)
			#define POI2D_SAMPLER_PAN(tex, texSampler, uv, pan) (UNITY_SAMPLE_TEX2D_SAMPLER(tex, texSampler, POI_PAN_UV(uv, pan)))
			#define POI2D_SAMPLER_PANGRAD(tex, texSampler, uv, pan, dx, dy) (POI2D_SAMPLE_TEX2D_SAMPLERGRAD(tex, texSampler, POI_PAN_UV(uv, pan), dx, dy))
			#define POI2D_SAMPLER(tex, texSampler, uv) (UNITY_SAMPLE_TEX2D_SAMPLER(tex, texSampler, uv))
			#define POI2D_SAMPLER_GRAD(tex, texSampler, uv, dx, dy) (POI2D_SAMPLE_TEX2D_SAMPLERGRAD(tex, texSampler, uv, dx, dy))
			#define POI2D_PAN(tex, uv, pan) (tex2D(tex, POI_PAN_UV(uv, pan)))
			#define POI2D(tex, uv) (tex2D(tex, uv))
			#define POI_SAMPLE_TEX2D(tex, uv) (UNITY_SAMPLE_TEX2D(tex, uv))
			#define POI_SAMPLE_TEX2D_PAN(tex, uv, pan) (UNITY_SAMPLE_TEX2D(tex, POI_PAN_UV(uv, pan)))
			#define POI_SAFE_RGB0 float4(mainTexture.rgb * .0001, 0)
			#define POI_SAFE_RGB1 float4(mainTexture.rgb * .0001, 1)
			#define POI_SAFE_RGBA mainTexture
			#if defined(UNITY_COMPILER_HLSL)
			#define PoiInitStruct(type, name) name = (type)0;
			#else
			#define PoiInitStruct(type, name)
			#endif
			#define POI_ERROR(poiMesh, gridSize) lerp(float3(1, 0, 1), float3(0, 0, 0), fmod(floor((poiMesh.worldPos.x) * gridSize) + floor((poiMesh.worldPos.y) * gridSize) + floor((poiMesh.worldPos.z) * gridSize), 2) == 0)
			#define POI_NAN (asfloat(-1))
			#define POI_MODE_OPAQUE 0
			#define POI_MODE_CUTOUT 1
			#define POI_MODE_FADE 2
			#define POI_MODE_TRANSPARENT 3
			#define POI_MODE_ADDITIVE 4
			#define POI_MODE_SOFTADDITIVE 5
			#define POI_MODE_MULTIPLICATIVE 6
			#define POI_MODE_2XMULTIPLICATIVE 7
			#define POI_MODE_TRANSCLIPPING 9
			#define POI_DECLARETEX_ST_UV(tex) float4 tex##_ST; float tex##UV;
			#define POI_DECLARETEX_ST_UV_PAN(tex) float4 tex##_ST; float2 tex##Pan; float tex##UV;
			#define POI_DECLARETEX_ST_UV_PAN_STOCHASTIC(tex) float4 tex##_ST; float2 tex##Pan; float tex##UV; float tex##Stochastic;
			float _Mode;
			float _StochasticDeliotHeitzDensity;
			float _StochasticHexGridDensity;
			float _StochasticHexRotationStrength;
			float _StochasticHexFallOffContrast;
			float _StochasticHexFallOffPower;
			#if defined(PROP_LIGHTINGAOMAPS) || !defined(OPTIMIZER_ENABLED)
			Texture2D _LightingAOMaps;
			#endif
			float4 _LightingAOMaps_ST;
			float2 _LightingAOMapsPan;
			float _LightingAOMapsUV;
			float _LightDataAOStrengthR;
			float _LightDataAOStrengthG;
			float _LightDataAOStrengthB;
			float _LightDataAOStrengthA;
			float _LightDataAOGlobalMaskR;
			float _LightDataAOGlobalMaskBlendTypeR;
			#if defined(PROP_LIGHTINGDETAILSHADOWMAPS) || !defined(OPTIMIZER_ENABLED)
			Texture2D _LightingDetailShadowMaps;
			#endif
			float4 _LightingDetailShadowMaps_ST;
			float2 _LightingDetailShadowMapsPan;
			float _LightingDetailShadowMapsUV;
			float _LightingDetailShadowStrengthR;
			float _LightingDetailShadowStrengthG;
			float _LightingDetailShadowStrengthB;
			float _LightingDetailShadowStrengthA;
			float _LightingAddDetailShadowStrengthR;
			float _LightingAddDetailShadowStrengthG;
			float _LightingAddDetailShadowStrengthB;
			float _LightingAddDetailShadowStrengthA;
			float _LightDataDetailShadowGlobalMaskR;
			float _LightDataDetailShadowGlobalMaskBlendTypeR;
			#if defined(PROP_LIGHTINGSHADOWMASKS) || !defined(OPTIMIZER_ENABLED)
			Texture2D _LightingShadowMasks;
			#endif
			float4 _LightingShadowMasks_ST;
			float2 _LightingShadowMasksPan;
			float _LightingShadowMasksUV;
			float _LightingShadowMaskStrengthR;
			float _LightingShadowMaskStrengthG;
			float _LightingShadowMaskStrengthB;
			float _LightingShadowMaskStrengthA;
			float _LightDataShadowMaskGlobalMaskR;
			float _LightDataShadowMaskGlobalMaskBlendTypeR;
			float _Unlit_Intensity;
			float _LightingColorMode;
			float _LightingMapMode;
			float _LightingDirectionMode;
			float3 _LightngForcedDirection;
			float _LightingIndirectUsesNormals;
			float _LightingCapEnabled;
			float _LightingCap;
			float _LightingForceColorEnabled;
			float3 _LightingForcedColor;
			float _LightingForcedColorThemeIndex;
			float _LightingCastedShadows;
			float _LightingMonochromatic;
			float _LightingMinLightBrightness;
			float _LightingAdditiveEnable;
			float _LightingAdditiveLimited;
			float _LightingAdditiveLimit;
			float _LightingAdditiveCastedShadows;
			float _LightingAdditiveMonochromatic;
			float _LightingAdditivePassthrough;
			float _DisableDirectionalInAdd;
			float _LightingVertexLightingEnabled;
			float _LightDataDebugEnabled;
			float _LightingDebugVisualize;
			float _IgnoreFog;
			float _RenderingReduceClipDistance;
			float _AddBlendOp;
			float4 _Color;
			float _ColorThemeIndex;
			UNITY_DECLARE_TEX2D(_MainTex);
			UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture);
			float _MainPixelMode;
			float4 _MainTex_ST;
			float2 _MainTexPan;
			float _MainTexUV;
			float4 _MainTex_TexelSize;
			float _MainTexStochastic;
			#if defined(PROP_BUMPMAP) || !defined(OPTIMIZER_ENABLED)
			Texture2D _BumpMap;
			#endif
			float4 _BumpMap_ST;
			float2 _BumpMapPan;
			float _BumpMapUV;
			float _BumpScale;
			float _BumpMapStochastic;
			Texture2D _ClippingMask;
			float4 _ClippingMask_ST;
			float2 _ClippingMaskPan;
			float _ClippingMaskUV;
			float _Inverse_Clipping;
			float _Cutoff;
			SamplerState sampler_linear_clamp;
			SamplerState sampler_linear_repeat;
			float _AlphaForceOpaque;
			float _AlphaMod;
			float _AlphaPremultiply;
			float _AlphaBoostFA;
			float _AlphaGlobalMask;
			float _AlphaGlobalMaskBlendType;
			UNITY_DECLARE_SCREENSPACE_TEXTURE(_PoiGrab2); // Grabpass texture
			float _RefractionIndex;
			float _RefractionFalloff;
			float _RefractionChromaticAberattion;
			float _RefractionEnabled;
			float _GrabSrcBlend;
			float _GrabDstBlend;
			float _GrabPassUseAlpha;
			float _GrabPassBlendFactor;
			float _GrabPassBlendGlobalMask;
			float _GrabPassBlendGlobalMaskBlendType;
			float _GrabBlurDistance;
			float _GrabBlurQuality;
			float _GrabBlurDirections;
			#if defined(PROP_GRABPASSBLENDMAP) || !defined(OPTIMIZER_ENABLED)
			Texture2D _GrabPassBlendMap;
			#endif
			float4 _GrabPassBlendMap_ST;
			float2 _GrabPassBlendMapPan;
			float _GrabPassBlendMapUV;
			float _GrabPassBlendMapChannel;
			float _EnableGrabpass;
			float4 _GlobalThemeColor0;
			float4 _GlobalThemeColor1;
			float4 _GlobalThemeColor2;
			float4 _GlobalThemeColor3;
			float _GlobalThemeHue0;
			float _GlobalThemeHue1;
			float _GlobalThemeHue2;
			float _GlobalThemeHue3;
			float _GlobalThemeHueSpeed0;
			float _GlobalThemeHueSpeed1;
			float _GlobalThemeHueSpeed2;
			float _GlobalThemeHueSpeed3;
			float _GlobalThemeSaturation0;
			float _GlobalThemeSaturation1;
			float _GlobalThemeSaturation2;
			float _GlobalThemeSaturation3;
			float _GlobalThemeValue0;
			float _GlobalThemeValue1;
			float _GlobalThemeValue2;
			float _GlobalThemeValue3;
			float _StereoEnabled;
			float _PolarUV;
			float2 _PolarCenter;
			float _PolarRadialScale;
			float _PolarLengthScale;
			float _PolarSpiralPower;
			float _PanoUseBothEyes;
			float _UVModWorldPos0;
			float _UVModWorldPos1;
			float _UVModLocalPos0;
			float _UVModLocalPos1;
			#ifdef FINALPASS
			#if defined(PROP_DETAILMASK) || !defined(OPTIMIZER_ENABLED)
			Texture2D _DetailMask;
			#endif
			float4 _DetailMask_ST;
			float2 _DetailMaskPan;
			float _DetailMaskUV;
			float _DetailMaskStochastic;
			#if defined(PROP_DETAILNORMALMAP) || !defined(OPTIMIZER_ENABLED)
			Texture2D _DetailNormalMap;
			#endif
			float4 _DetailNormalMap_ST;
			float2 _DetailNormalMapPan;
			float _DetailNormalMapUV;
			float _DetailNormalMapScale;
			float _DetailNormalMapStochastic;
			float _DetailNormalGlobalMask;
			float _DetailNormalGlobalMaskBlendType;
			#if defined(PROP_DETAILTEX) || !defined(OPTIMIZER_ENABLED)
			Texture2D _DetailTex;
			#endif
			float4 _DetailTex_ST;
			float2 _DetailTexPan;
			float _DetailTexUV;
			float _DetailTexStochastic;
			float3 _DetailTint;
			float _DetailTintThemeIndex;
			float _DetailTexIntensity;
			float _DetailBrightness;
			float _DetailTexGlobalMask;
			float _DetailTexGlobalMaskBlendType;
			#endif
			#ifdef AUTO_EXPOSURE
			float4 _VertexManipulationLocalTranslation;
			float4 _VertexManipulationLocalRotation;
			float3 _VertexManipulationLocalRotationSpeed;
			float4 _VertexManipulationLocalScale;
			float4 _VertexManipulationWorldTranslation;
			float _VertexManipulationHeight;
			sampler2D _VertexManipulationHeightMask;
			float4 _VertexManipulationHeightMask_ST;
			float2 _VertexManipulationHeightMaskPan;
			float _VertexManipulationHeightMaskUV;
			float _VertexManipulationHeightMaskChannel;
			float _VertexManipulationHeightBias;
			float _VertexRoundingEnabled;
			int _VertexRoundingSpace;
			float _VertexRoundingDivision;
			float _VertexAudioLinkEnabled;
			float3 _VertexLocalTranslationALMin;
			float3 _VertexLocalTranslationALMax;
			float _VertexLocalTranslationALBand;
			float3 _VertexLocalRotationAL;
			float _VertexLocalRotationALBand;
			float3 _VertexLocalRotationCTALSpeed;
			float _VertexLocalRotationCTALBandX;
			float _VertexLocalRotationCTALBandY;
			float _VertexLocalRotationCTALBandZ;
			float _VertexLocalRotationCTALTypeX;
			float _VertexLocalRotationCTALTypeY;
			float _VertexLocalRotationCTALTypeZ;
			float4 _VertexLocalScaleALMin;
			float4 _VertexLocalScaleALMax;
			float _VertexLocalScaleALBand;
			float3 _VertexWorldTranslationALMin;
			float3 _VertexWorldTranslationALMax;
			float _VertexWorldTranslationALBand;
			float2 _VertexManipulationHeightAL;
			float _VertexManipulationHeightBand;
			float2 _VertexRoundingRangeAL;
			float _VertexRoundingRangeBand;
			float _VertexBarrelMode;
			float _VertexBarrelWidth;
			float _VertexBarrelAlpha;
			float _VertexBarrelHeight;
			float _VertexSphereMode;
			float _VertexSphereRadius;
			float _VertexSphereHeight;
			float _VertexSphereAlpha;
			float4 _VertexSphereCenter;
			float _VertexSpectrumMotion;
			float3 _VertexSpectrumOffsetMin;
			float3 _VertexSpectrumOffsetMax;
			float _VertexSpectrumUV;
			float _VertexSpectrumUVDirection;
			#endif
			#if defined(PROP_DECALMASK) || !defined(OPTIMIZER_ENABLED)
			Texture2D _DecalMask;
			float4 _DecalMask_ST;
			float2 _DecalMaskPan;
			float _DecalMaskUV;
			#endif
			float _DecalTPSDepthMaskEnabled;
			float _Decal0TPSMaskStrength;
			float _Decal1TPSMaskStrength;
			float _Decal2TPSMaskStrength;
			float _Decal3TPSMaskStrength;
			#ifdef POI_AUDIOLINK
			#ifdef GEOM_TYPE_BRANCH
			half _AudioLinkDecal0ScaleBand;
			float4 _AudioLinkDecal0Scale;
			half _AudioLinkDecal0RotationBand;
			float2 _AudioLinkDecal0Rotation;
			half _AudioLinkDecal0AlphaBand;
			float2 _AudioLinkDecal0Alpha;
			half _AudioLinkDecal0EmissionBand;
			float2 _AudioLinkDecal0Emission;
			float _DecalRotationCTALBand0;
			float _DecalRotationCTALSpeed0;
			float _DecalRotationCTALType0;
			float _AudioLinkDecalCC0;
			float _AudioLinkDecal0SideBand;
			float4 _AudioLinkDecal0SideMin;
			float4 _AudioLinkDecal0SideMax;
			float2 _AudioLinkDecal0ChannelSeparation;
			float _AudioLinkDecal0ChannelSeparationBand;
			#endif //GEOM_TYPE_BRANCH
			#ifdef GEOM_TYPE_FROND
			half _AudioLinkDecal2ScaleBand;
			float4 _AudioLinkDecal2Scale;
			half _AudioLinkDecal2RotationBand;
			float2 _AudioLinkDecal2Rotation;
			half _AudioLinkDecal2AlphaBand;
			float2 _AudioLinkDecal2Alpha;
			half _AudioLinkDecal2EmissionBand;
			float2 _AudioLinkDecal2Emission;
			float _DecalRotationCTALBand2;
			float _DecalRotationCTALSpeed2;
			float _DecalRotationCTALType2;
			float _AudioLinkDecalCC2;
			float _AudioLinkDecal2SideBand;
			float4 _AudioLinkDecal2SideMin;
			float4 _AudioLinkDecal2SideMax;
			float2 _AudioLinkDecal2ChannelSeparation;
			float _AudioLinkDecal2ChannelSeparationBand;
			#endif //GEOM_TYPE_FROND
			#endif
			#ifdef GEOM_TYPE_BRANCH
			sampler2D _DecalTexture;
			float _Decal0MaskChannel;
			float _Decal0GlobalMask;
			float _Decal0GlobalMaskBlendType;
			float _Decal0ApplyGlobalMaskIndex;
			float _Decal0ApplyGlobalMaskBlendType;
			float4 _DecalTexture_ST;
			float2 _DecalTexturePan;
			float _DecalTextureUV;
			float4 _DecalColor;
			float _DecalColorThemeIndex;
			float _DecalTiled;
			float _DecalBlendType;
			half _DecalRotation;
			half2 _DecalScale;
			float4 _DecalSideOffset;
			half2 _DecalPosition;
			half _DecalRotationSpeed;
			float _DecalEmissionStrength;
			float _DecalBlendAlpha;
			float _DecalOverrideAlpha;
			float _DecalHueShiftEnabled;
			float _DecalHueShift;
			float _DecalHueShiftSpeed;
			float _Decal0Depth;
			float _Decal0HueAngleStrength;
			float _Decal0ChannelSeparationEnable;
			float _Decal0ChannelSeparation;
			float _Decal0ChannelSeparationPremultiply;
			float _Decal0ChannelSeparationHue;
			float _Decal0ChannelSeparationVertical;
			float _Decal0ChannelSeparationAngleStrength;
			#endif
			#ifdef GEOM_TYPE_FROND
			sampler2D _DecalTexture2;
			float _Decal2MaskChannel;
			float _Decal2GlobalMask;
			float _Decal2GlobalMaskBlendType;
			float _Decal2ApplyGlobalMaskIndex;
			float _Decal2ApplyGlobalMaskBlendType;
			float4 _DecalTexture2_ST;
			float2 _DecalTexture2Pan;
			float _DecalTexture2UV;
			float4 _DecalColor2;
			float _DecalColor2ThemeIndex;
			fixed _DecalTiled2;
			float _DecalBlendType2;
			half _DecalRotation2;
			half2 _DecalScale2;
			float4 _DecalSideOffset2;
			half2 _DecalPosition2;
			half _DecalRotationSpeed2;
			float _DecalEmissionStrength2;
			float _DecalBlendAlpha2;
			float _DecalOverrideAlpha2;
			float _DecalHueShiftEnabled2;
			float _DecalHueShift2;
			float _DecalHueShiftSpeed2;
			float _Decal2Depth;
			float _Decal2HueAngleStrength;
			float _Decal2ChannelSeparationEnable;
			float _Decal2ChannelSeparation;
			float _Decal2ChannelSeparationPremultiply;
			float _Decal2ChannelSeparationHue;
			float _Decal2ChannelSeparationVertical;
			float _Decal2ChannelSeparationAngleStrength;
			#endif
			#ifdef DISTORT
			float _DissolveType;
			float _DissolveEdgeWidth;
			float4 _DissolveEdgeColor;
			sampler2D _DissolveEdgeGradient;
			float4 _DissolveEdgeGradient_ST;
			float2 _DissolveEdgeGradientPan;
			float _DissolveEdgeGradientUV;
			float _DissolveEdgeEmission;
			float4 _DissolveTextureColor;
			float _DissolveEdgeColorThemeIndex;
			float _DissolveTextureColorThemeIndex;
			#if defined(PROP_DISSOLVETOTEXTURE) || !defined(OPTIMIZER_ENABLED)
			Texture2D _DissolveToTexture;
			#endif
			float4 _DissolveToTexture_ST;
			float2 _DissolveToTexturePan;
			float _DissolveToTextureUV;
			#if defined(PROP_DISSOLVENOISETEXTURE) || !defined(OPTIMIZER_ENABLED)
			Texture2D _DissolveNoiseTexture;
			#endif
			float4 _DissolveNoiseTexture_ST;
			float2 _DissolveNoiseTexturePan;
			float _DissolveNoiseTextureUV;
			#if defined(PROP_DISSOLVEDETAILNOISE) || !defined(OPTIMIZER_ENABLED)
			Texture2D _DissolveDetailNoise;
			#endif
			float4 _DissolveDetailNoise_ST;
			float2 _DissolveDetailNoisePan;
			float _DissolveDetailNoiseUV;
			#if defined(PROP_DISSOLVEMASK) || !defined(OPTIMIZER_ENABLED)
			Texture2D _DissolveMask;
			#endif
			float4 _DissolveMask_ST;
			float2 _DissolveMaskPan;
			float _DissolveMaskUV;
			float _DissolveMaskGlobalMask;
			float _DissolveMaskGlobalMaskBlendType;
			float _DissolveMaskInvert;
			float _DissolveAlpha;
			float _ContinuousDissolve;
			float _DissolveDetailStrength;
			float _DissolveDetailEdgeSmoothing;
			float _DissolveEdgeHardness;
			float _DissolveInvertNoise;
			float _DissolveInvertDetailNoise;
			float _DissolveToEmissionStrength;
			float _DissolveP2PWorldLocal;
			float _DissolveP2PEdgeLength;
			float _DissolveP2PClamp;
			float4 _DissolveStartPoint;
			float4 _DissolveEndPoint;
			float3 _SphericalDissolveCenter;
			float _SphericalDissolveRadius;
			float _SphericalDissolveInvert;
			float _SphericalDissolveClamp;
			float _CenterOutDissolveMode;
			float3 _CenterOutDissolveDirection;
			float _CenterOutDissolveInvert;
			float _CenterOutDissolveNormals;
			float _CenterOutDissolvePower;
			float _DissolveWorldShape;
			float4 _DissolveShapePosition;
			float4 _DissolveShapeRotation;
			float _DissolveShapeScale;
			float _DissolveInvertShape;
			float _DissolveShapeEdgeLength;
			float _UVTileDissolveEnabled;
			float _UVTileDissolveDiscardAtMax;
			float _UVTileDissolveUV;
			float _UVTileDissolveAlpha_Row3_0;
			float _UVTileDissolveAlpha_Row3_1;
			float _UVTileDissolveAlpha_Row3_2;
			float _UVTileDissolveAlpha_Row3_3;
			float _UVTileDissolveAlpha_Row2_0;
			float _UVTileDissolveAlpha_Row2_1;
			float _UVTileDissolveAlpha_Row2_2;
			float _UVTileDissolveAlpha_Row2_3;
			float _UVTileDissolveAlpha_Row1_0;
			float _UVTileDissolveAlpha_Row1_1;
			float _UVTileDissolveAlpha_Row1_2;
			float _UVTileDissolveAlpha_Row1_3;
			float _UVTileDissolveAlpha_Row0_0;
			float _UVTileDissolveAlpha_Row0_1;
			float _UVTileDissolveAlpha_Row0_2;
			float _UVTileDissolveAlpha_Row0_3;
			float _DissolveAlpha0;
			float _DissolveAlpha1;
			float _DissolveAlpha2;
			float _DissolveAlpha3;
			float _DissolveAlpha4;
			float _DissolveAlpha5;
			float _DissolveAlpha6;
			float _DissolveAlpha7;
			float _DissolveAlpha8;
			float _DissolveAlpha9;
			float _DissolveEmissionSide;
			float _DissolveEmission1Side;
			float _DissolveUseVertexColors;
			float4 edgeColor;
			float edgeAlpha;
			float dissolveAlpha;
			float4 dissolveToTexture;
			float _DissolveHueShiftEnabled;
			float _DissolveHueShiftSpeed;
			float _DissolveHueShift;
			float _DissolveEdgeHueShiftEnabled;
			float _DissolveEdgeHueShiftSpeed;
			float _DissolveEdgeHueShift;
			#ifdef POI_AUDIOLINK
			fixed _EnableDissolveAudioLink;
			half _AudioLinkDissolveAlphaBand;
			float2 _AudioLinkDissolveAlpha;
			half _AudioLinkDissolveDetailBand;
			float2 _AudioLinkDissolveDetail;
			#endif
			#endif
			float _ShadowStrength;
			float _LightingIgnoreAmbientColor;
			float3 _LightingShadowColor;
			#ifdef _LIGHTINGMODE_MULTILAYER_MATH
			float4 _ShadowColor;
			float _LightingMulitlayerNonLinear;
			#if defined(PROP_SHADOWCOLORTEX) || !defined(OPTIMIZER_ENABLED)
			Texture2D _ShadowColorTex;
			float4 _ShadowColorTex_ST;
			float2 _ShadowColorTexPan;
			float _ShadowColorTexUV;
			#endif
			#if defined(PROP_MULTILAYERMATHBLURMAP) || !defined(OPTIMIZER_ENABLED)
			Texture2D _MultilayerMathBlurMap;
			float4 _MultilayerMathBlurMap_ST;
			float2 _MultilayerMathBlurMapPan;
			float _MultilayerMathBlurMapUV;
			#endif
			float _ShadowBorder;
			float _ShadowBlur;
			float _ShadowReceive;
			float4 _Shadow2ndColor;
			#if defined(PROP_SHADOW2NDCOLORTEX) || !defined(OPTIMIZER_ENABLED)
			Texture2D _Shadow2ndColorTex;
			float4 _Shadow2ndColorTex_ST;
			float2 _Shadow2ndColorTexPan;
			float _Shadow2ndColorTexUV;
			#endif
			float _Shadow2ndBorder;
			float _Shadow2ndBlur;
			float _Shadow2ndReceive;
			float4 _Shadow3rdColor;
			#if defined(PROP_SHADOW3RDCOLORTEX) || !defined(OPTIMIZER_ENABLED)
			Texture2D _Shadow3rdColorTex;
			float4 _Shadow3rdColorTex_ST;
			float2 _Shadow3rdColorTexPan;
			float _Shadow3rdColorTexUV;
			#endif
			float _Shadow3rdBorder;
			float _Shadow3rdBlur;
			float _Shadow3rdReceive;
			float4 _ShadowBorderColor;
			float _ShadowBorderRange;
			float _ShadowMainStrength;
			#endif
			float _LightingAdditiveType;
			float _LightingAdditiveGradientStart;
			float _LightingAdditiveGradientEnd;
			float _LightingAdditiveDetailStrength;
			#ifdef _EMISSION
			#if defined(PROP_EMISSIONMAP) || !defined(OPTIMIZER_ENABLED)
			Texture2D _EmissionMap;
			#endif
			float4 _EmissionMap_ST;
			float2 _EmissionMapPan;
			float _EmissionMapUV;
			#if defined(PROP_EMISSIONMASK) || !defined(OPTIMIZER_ENABLED)
			Texture2D _EmissionMask;
			#endif
			float4 _EmissionMask_ST;
			float2 _EmissionMaskPan;
			float _EmissionMaskUV;
			float _EmissionMaskInvert;
			float _EmissionMaskChannel;
			float _EmissionMask0GlobalMask;
			float _EmissionMask0GlobalMaskBlendType;
			#if defined(PROP_EMISSIONSCROLLINGCURVE) || !defined(OPTIMIZER_ENABLED)
			Texture2D _EmissionScrollingCurve;
			#endif
			float4 _EmissionScrollingCurve_ST;
			float4 _EmissionColor;
			float _EmissionBaseColorAsMap;
			float _EmissionStrength;
			float _EmissionHueShiftEnabled;
			float _EmissionHueShift;
			float _EmissionHueShiftSpeed;
			float _EmissionCenterOutEnabled;
			float _EmissionCenterOutSpeed;
			float _EnableGITDEmission;
			float _GITDEWorldOrMesh;
			float _GITDEMinEmissionMultiplier;
			float _GITDEMaxEmissionMultiplier;
			float _GITDEMinLight;
			float _GITDEMaxLight;
			float _EmissionBlinkingEnabled;
			float _EmissiveBlink_Min;
			float _EmissiveBlink_Max;
			float _EmissiveBlink_Velocity;
			float _EmissionBlinkingOffset;
			float _ScrollingEmission;
			float4 _EmissiveScroll_Direction;
			float _EmissiveScroll_Width;
			float _EmissiveScroll_Velocity;
			float _EmissiveScroll_Interval;
			float _EmissionScrollingOffset;
			float _EmissionReplace0;
			float _EmissionScrollingVertexColor;
			float _EmissionScrollingUseCurve;
			float _EmissionColorThemeIndex;
			float _EmissionAL0Enabled;
			float2 _EmissionAL0StrengthMod;
			float _EmissionAL0StrengthBand;
			float2 _AudioLinkEmission0CenterOut;
			float _AudioLinkEmission0CenterOutSize;
			float _AudioLinkEmission0CenterOutBand;
			float _AudioLinkEmission0CenterOutDuration;
			float2 _EmissionAL0Multipliers;
			float _EmissionAL0MultipliersBand;
			#endif
			#ifdef POI_ENVIRORIM
			#if defined(PROP_RIMENVIROMASK) || !defined(OPTIMIZER_ENABLED)
			Texture2D _RimEnviroMask;
			#endif
			float4 _RimEnviroMask_ST;
			float2 _RimEnviroMaskPan;
			float _RimEnviroMaskUV;
			float _RimEnviroChannel;
			float _RimEnviroBlur;
			float _RimEnviroMinBrightness;
			float _RimEnviroWidth;
			float _RimEnviroSharpness;
			float _RimEnviroIntensity;
			#endif
			float _PPLightingMultiplier;
			float _PPLightingAddition;
			float _PPEmissionMultiplier;
			float _PPFinalColorMultiplier;
			struct appdata
			{
				float4 vertex : POSITION;
				float3 normal : NORMAL;
				float4 tangent : TANGENT;
				float4 color : COLOR;
				float2 uv0 : TEXCOORD0;
				float2 uv1 : TEXCOORD1;
				float2 uv2 : TEXCOORD2;
				float2 uv3 : TEXCOORD3;
				uint vertexId : SV_VertexID;
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};
			struct VertexOut
			{
				float4 pos : SV_POSITION;
				float2 uv[4] : TEXCOORD0;
				float3 objNormal : TEXCOORD4;
				float3 normal : TEXCOORD5;
				float3 tangent : TEXCOORD6;
				float3 binormal : TEXCOORD7;
				float4 worldPos : TEXCOORD8;
				float4 localPos : TEXCOORD9;
				float3 objectPos : TEXCOORD10;
				float4 vertexColor : TEXCOORD11;
				float4 lightmapUV : TEXCOORD12;
				float4 grabPos: TEXCOORD13;
				float4 worldDirection: TEXCOORD14;
				float4 extra: TEXCOORD15;
				UNITY_SHADOW_COORDS(16)
				UNITY_FOG_COORDS(17)
				UNITY_VERTEX_INPUT_INSTANCE_ID
				UNITY_VERTEX_OUTPUT_STEREO
			};
			struct PoiMesh
			{
				float3 normals[2];
				float3 objNormal;
				float3 tangentSpaceNormal;
				float3 binormal[2];
				float3 tangent[2];
				float3 worldPos;
				float3 localPos;
				float3 objectPosition;
				float isFrontFace;
				float4 vertexColor;
				float4 lightmapUV;
				float2 uv[9];
				float2 parallaxUV;
			};
			struct PoiCam
			{
				float3 viewDir;
				float3 forwardDir;
				float3 worldPos;
				float distanceToVert;
				float4 clipPos;
				float3 reflectionDir;
				float3 vertexReflectionDir;
				float3 tangentViewDir;
				float4 grabPos;
				float2 screenUV;
				float vDotN;
				float4 worldDirection;
			};
			struct PoiMods
			{
				float4 PBR; // smoothness, metallic, smoothness mask, metallic mask
				float4 Mask;
				float4 audioLink;
				float audioLinkAvailable;
				float audioLinkVersion;
				float4 audioLinkTexture;
				float audioLinkViaLuma;
				float2 detailMask;
				float2 backFaceDetailIntensity;
				float globalEmission;
				float4 globalColorTheme[12];
				float globalMask[16];
				float ALTime[8];
			};
			struct PoiLight
			{
				float3 direction;
				float attenuation;
				float attenuationStrength;
				float3 directColor;
				float3 indirectColor;
				float occlusion;
				float shadowMask;
				float detailShadow;
				float3 halfDir;
				float lightMap;
				float lightMapNoAttenuation;
				float3 rampedLightMap;
				float vertexNDotL;
				float nDotL;
				float nDotV;
				float vertexNDotV;
				float nDotH;
				float vertexNDotH;
				float lDotv;
				float lDotH;
				float nDotLSaturated;
				float nDotLNormalized;
				#ifdef POI_PASS_ADD
				float additiveShadow;
				#endif
				float3 finalLighting;
				float3 finalLightAdd;
				#if defined(VERTEXLIGHT_ON)
				float4 vDotNL;
				float4 vertexVDotNL;
				float3 vColor[4];
				float4 vCorrectedDotNL;
				float4 vAttenuation;
				float4 vAttenuationDotNL;
				float3 vPosition[4];
				float3 vDirection[4];
				float3 vFinalLighting;
				float3 vHalfDir[4];
				half4 vDotNH;
				half4 vertexVDotNH;
				half4 vDotLH;
				#endif
			};
			struct PoiVertexLights
			{
				float3 direction;
				float3 color;
				float attenuation;
			};
			struct PoiFragData
			{
				float3 baseColor;
				float3 finalColor;
				float alpha;
				float3 emission;
			};
			#ifndef glsl_mod
			#define glsl_mod(x, y) (((x) - (y) * floor((x) / (y))))
			#endif
			uniform float random_uniform_float_only_used_to_stop_compiler_warnings = 0.0f;
			float2 poiUV(float2 uv, float4 tex_st)
			{
				return uv * tex_st.xy + tex_st.zw;
			}
			float2 vertexUV(in VertexOut o, int index)
			{
				switch(index)
				{
					case 0:
					return o.uv[0];
					case 1:
					return o.uv[1];
					case 2:
					return o.uv[2];
					case 3:
					return o.uv[3];
					default:
					return o.uv[0];
				}
			}
			float2 vertexUV(in appdata v, int index)
			{
				switch(index)
				{
					case 0:
					return v.uv0;
					case 1:
					return v.uv1;
					case 2:
					return v.uv2;
					case 3:
					return v.uv3;
					default:
					return v.uv0;
				}
			}
			float calculateluminance(float3 color)
			{
				return color.r * 0.299 + color.g * 0.587 + color.b * 0.114;
			}
			float _VRChatCameraMode;
			float _VRChatMirrorMode;
			float VRCCameraMode()
			{
				return _VRChatCameraMode;
			}
			float VRCMirrorMode()
			{
				return _VRChatMirrorMode;
			}
			bool IsInMirror()
			{
				return unity_CameraProjection[2][0] != 0.f || unity_CameraProjection[2][1] != 0.f;
			}
			bool IsOrthographicCamera()
			{
				return unity_OrthoParams.w == 1 || UNITY_MATRIX_P[3][3] == 1;
			}
			float shEvaluateDiffuseL1Geomerics_local(float L0, float3 L1, float3 n)
			{
				float R0 = max(0, L0);
				float3 R1 = 0.5f * L1;
				float lenR1 = length(R1);
				float q = dot(normalize(R1), n) * 0.5 + 0.5;
				q = saturate(q); // Thanks to ScruffyRuffles for the bug identity.
				float p = 1.0f + 2.0f * lenR1 / R0;
				float a = (1.0f - lenR1 / R0) / (1.0f + lenR1 / R0);
				return R0 * (a + (1.0f - a) * (p + 1.0f) * pow(q, p));
			}
			half3 BetterSH9(half4 normal)
			{
				float3 indirect;
				float3 L0 = float3(unity_SHAr.w, unity_SHAg.w, unity_SHAb.w) + float3(unity_SHBr.z, unity_SHBg.z, unity_SHBb.z) / 3.0;
				indirect.r = shEvaluateDiffuseL1Geomerics_local(L0.r, unity_SHAr.xyz, normal.xyz);
				indirect.g = shEvaluateDiffuseL1Geomerics_local(L0.g, unity_SHAg.xyz, normal.xyz);
				indirect.b = shEvaluateDiffuseL1Geomerics_local(L0.b, unity_SHAb.xyz, normal.xyz);
				indirect = max(0, indirect);
				indirect += SHEvalLinearL2(normal);
				return indirect;
			}
			float3 getCameraForward()
			{
				#if UNITY_SINGLE_PASS_STEREO
				float3 p1 = mul(unity_StereoCameraToWorld[0], float4(0, 0, 1, 1));
				float3 p2 = mul(unity_StereoCameraToWorld[0], float4(0, 0, 0, 1));
				#else
				float3 p1 = mul(unity_CameraToWorld, float4(0, 0, 1, 1)).xyz;
				float3 p2 = mul(unity_CameraToWorld, float4(0, 0, 0, 1)).xyz;
				#endif
				return normalize(p2 - p1);
			}
			half3 GetSHLength()
			{
				half3 x, x1;
				x.r = length(unity_SHAr);
				x.g = length(unity_SHAg);
				x.b = length(unity_SHAb);
				x1.r = length(unity_SHBr);
				x1.g = length(unity_SHBg);
				x1.b = length(unity_SHBb);
				return x + x1;
			}
			float3 BoxProjection(float3 direction, float3 position, float4 cubemapPosition, float3 boxMin, float3 boxMax)
			{
				#if UNITY_SPECCUBE_BOX_PROJECTION
				if (cubemapPosition.w > 0)
				{
					float3 factors = ((direction > 0 ? boxMax : boxMin) - position) / direction;
					float scalar = min(min(factors.x, factors.y), factors.z);
					direction = direction * scalar + (position - cubemapPosition.xyz);
				}
				#endif
				return direction;
			}
			float poiMax(float2 i)
			{
				return max(i.x, i.y);
			}
			float poiMax(float3 i)
			{
				return max(max(i.x, i.y), i.z);
			}
			float poiMax(float4 i)
			{
				return max(max(max(i.x, i.y), i.z), i.w);
			}
			float3 calculateNormal(in float3 baseNormal, in PoiMesh poiMesh, in Texture2D normalTexture, in float4 normal_ST, in float2 normalPan, in float normalUV, in float normalIntensity)
			{
				float3 normal = UnpackScaleNormal(POI2D_SAMPLER_PAN(normalTexture, _MainTex, poiUV(poiMesh.uv[normalUV], normal_ST), normalPan), normalIntensity);
				return normalize(
				normal.x * poiMesh.tangent[0] +
				normal.y * poiMesh.binormal[0] +
				normal.z * baseNormal
				);
			}
			float remap(float x, float minOld, float maxOld, float minNew = 0, float maxNew = 1)
			{
				return minNew + (x - minOld) * (maxNew - minNew) / (maxOld - minOld);
			}
			float2 remap(float2 x, float2 minOld, float2 maxOld, float2 minNew = 0, float2 maxNew = 1)
			{
				return minNew + (x - minOld) * (maxNew - minNew) / (maxOld - minOld);
			}
			float3 remap(float3 x, float3 minOld, float3 maxOld, float3 minNew = 0, float3 maxNew = 1)
			{
				return minNew + (x - minOld) * (maxNew - minNew) / (maxOld - minOld);
			}
			float4 remap(float4 x, float4 minOld, float4 maxOld, float4 minNew = 0, float4 maxNew = 1)
			{
				return minNew + (x - minOld) * (maxNew - minNew) / (maxOld - minOld);
			}
			float remapClamped(float minOld, float maxOld, float x, float minNew = 0, float maxNew = 1)
			{
				return clamp(minNew + (x - minOld) * (maxNew - minNew) / (maxOld - minOld), minNew, maxNew);
			}
			float2 remapClamped(float2 minOld, float2 maxOld, float2 x, float2 minNew, float2 maxNew)
			{
				return clamp(minNew + (x - minOld) * (maxNew - minNew) / (maxOld - minOld), minNew, maxNew);
			}
			float3 remapClamped(float3 minOld, float3 maxOld, float3 x, float3 minNew, float3 maxNew)
			{
				return clamp(minNew + (x - minOld) * (maxNew - minNew) / (maxOld - minOld), minNew, maxNew);
			}
			float4 remapClamped(float4 minOld, float4 maxOld, float4 x, float4 minNew, float4 maxNew)
			{
				return clamp(minNew + (x - minOld) * (maxNew - minNew) / (maxOld - minOld), minNew, maxNew);
			}
			float2 calcParallax(in float height, in PoiCam poiCam)
			{
				return ((height * - 1) + 1) * (poiCam.tangentViewDir.xy / poiCam.tangentViewDir.z);
			}
			float4 poiBlend(const float sourceFactor, const  float4 sourceColor, const  float destinationFactor, const  float4 destinationColor, const float4 blendFactor)
			{
				float4 sA = 1 - blendFactor;
				const float4 blendData[11] = {
					float4(0.0, 0.0, 0.0, 0.0),
					float4(1.0, 1.0, 1.0, 1.0),
					destinationColor,
					sourceColor,
					float4(1.0, 1.0, 1.0, 1.0) - destinationColor,
					sA,
					float4(1.0, 1.0, 1.0, 1.0) - sourceColor,
					sA,
					float4(1.0, 1.0, 1.0, 1.0) - sA,
					saturate(sourceColor.aaaa),
					1 - sA,
				};
				return lerp(blendData[sourceFactor] * sourceColor + blendData[destinationFactor] * destinationColor, sourceColor, sA);
			}
			float blendAverage(float base, float blend)
			{
				return (base + blend) / 2.0;
			}
			float3 blendAverage(float3 base, float3 blend)
			{
				return (base + blend) / 2.0;
			}
			float blendColorBurn(float base, float blend)
			{
				return (blend == 0.0) ? blend : max((1.0 - ((1.0 - base) * rcp(random_uniform_float_only_used_to_stop_compiler_warnings + blend))), 0.0);
			}
			float3 blendColorBurn(float3 base, float3 blend)
			{
				return float3(blendColorBurn(base.r, blend.r), blendColorBurn(base.g, blend.g), blendColorBurn(base.b, blend.b));
			}
			float blendColorDodge(float base, float blend)
			{
				return (blend == 1.0) ? blend : min(base / (1.0 - blend), 1.0);
			}
			float3 blendColorDodge(float3 base, float3 blend)
			{
				return float3(blendColorDodge(base.r, blend.r), blendColorDodge(base.g, blend.g), blendColorDodge(base.b, blend.b));
			}
			float blendDarken(float base, float blend)
			{
				return min(blend, base);
			}
			float3 blendDarken(float3 base, float3 blend)
			{
				return float3(blendDarken(base.r, blend.r), blendDarken(base.g, blend.g), blendDarken(base.b, blend.b));
			}
			float blendExclusion(float base, float blend)
			{
				return base + blend - 2.0 * base * blend;
			}
			float3 blendExclusion(float3 base, float3 blend)
			{
				return base + blend - 2.0 * base * blend;
			}
			float blendReflect(float base, float blend)
			{
				return (blend == 1.0) ? blend : min(base * base / (1.0 - blend), 1.0);
			}
			float3 blendReflect(float3 base, float3 blend)
			{
				return float3(blendReflect(base.r, blend.r), blendReflect(base.g, blend.g), blendReflect(base.b, blend.b));
			}
			float blendGlow(float base, float blend)
			{
				return blendReflect(blend, base);
			}
			float3 blendGlow(float3 base, float3 blend)
			{
				return blendReflect(blend, base);
			}
			float blendOverlay(float base, float blend)
			{
				return base < 0.5 ? (2.0 * base * blend) : (1.0 - 2.0 * (1.0 - base) * (1.0 - blend));
			}
			float3 blendOverlay(float3 base, float3 blend)
			{
				return float3(blendOverlay(base.r, blend.r), blendOverlay(base.g, blend.g), blendOverlay(base.b, blend.b));
			}
			float blendHardLight(float base, float blend)
			{
				return blendOverlay(blend, base);
			}
			float3 blendHardLight(float3 base, float3 blend)
			{
				return blendOverlay(blend, base);
			}
			float blendVividLight(float base, float blend)
			{
				return (blend < 0.5) ? blendColorBurn(base, (2.0 * blend)) : blendColorDodge(base, (2.0 * (blend - 0.5)));
			}
			float3 blendVividLight(float3 base, float3 blend)
			{
				return float3(blendVividLight(base.r, blend.r), blendVividLight(base.g, blend.g), blendVividLight(base.b, blend.b));
			}
			float blendHardMix(float base, float blend)
			{
				return (blendVividLight(base, blend) < 0.5) ? 0.0 : 1.0;
			}
			float3 blendHardMix(float3 base, float3 blend)
			{
				return float3(blendHardMix(base.r, blend.r), blendHardMix(base.g, blend.g), blendHardMix(base.b, blend.b));
			}
			float blendLighten(float base, float blend)
			{
				return max(blend, base);
			}
			float3 blendLighten(float3 base, float3 blend)
			{
				return float3(blendLighten(base.r, blend.r), blendLighten(base.g, blend.g), blendLighten(base.b, blend.b));
			}
			float blendLinearBurn(float base, float blend)
			{
				return max(base + blend - 1.0, 0.0);
			}
			float3 blendLinearBurn(float3 base, float3 blend)
			{
				return max(base + blend - float3(1.0, 1.0, 1.0), float3(0.0, 0.0, 0.0));
			}
			float blendLinearDodge(float base, float blend)
			{
				return min(base + blend, 1.0);
			}
			float3 blendLinearDodge(float3 base, float3 blend)
			{
				return min(base + blend, float3(1.0, 1.0, 1.0));
			}
			float blendLinearLight(float base, float blend)
			{
				return blend < 0.5 ? blendLinearBurn(base, (2.0 * blend)) : blendLinearDodge(base, (2.0 * (blend - 0.5)));
			}
			float3 blendLinearLight(float3 base, float3 blend)
			{
				return float3(blendLinearLight(base.r, blend.r), blendLinearLight(base.g, blend.g), blendLinearLight(base.b, blend.b));
			}
			float blendMultiply(float base, float blend)
			{
				return base * blend;
			}
			float3 blendMultiply(float3 base, float3 blend)
			{
				return base * blend;
			}
			float blendNegation(float base, float blend)
			{
				return 1.0 - abs(1.0 - base - blend);
			}
			float3 blendNegation(float3 base, float3 blend)
			{
				return float3(1.0, 1.0, 1.0) - abs(float3(1.0, 1.0, 1.0) - base - blend);
			}
			float blendNormal(float base, float blend)
			{
				return blend;
			}
			float3 blendNormal(float3 base, float3 blend)
			{
				return blend;
			}
			float blendPhoenix(float base, float blend)
			{
				return min(base, blend) - max(base, blend) + 1.0;
			}
			float3 blendPhoenix(float3 base, float3 blend)
			{
				return min(base, blend) - max(base, blend) + float3(1.0, 1.0, 1.0);
			}
			float blendPinLight(float base, float blend)
			{
				return (blend < 0.5) ? blendDarken(base, (2.0 * blend)) : blendLighten(base, (2.0 * (blend - 0.5)));
			}
			float3 blendPinLight(float3 base, float3 blend)
			{
				return float3(blendPinLight(base.r, blend.r), blendPinLight(base.g, blend.g), blendPinLight(base.b, blend.b));
			}
			float blendScreen(float base, float blend)
			{
				return 1.0 - ((1.0 - base) * (1.0 - blend));
			}
			float3 blendScreen(float3 base, float3 blend)
			{
				return float3(blendScreen(base.r, blend.r), blendScreen(base.g, blend.g), blendScreen(base.b, blend.b));
			}
			float blendSoftLight(float base, float blend)
			{
				return (blend < 0.5) ? (2.0 * base * blend + base * base * (1.0 - 2.0 * blend)) : (sqrt(base) * (2.0 * blend - 1.0) + 2.0 * base * (1.0 - blend));
			}
			float3 blendSoftLight(float3 base, float3 blend)
			{
				return float3(blendSoftLight(base.r, blend.r), blendSoftLight(base.g, blend.g), blendSoftLight(base.b, blend.b));
			}
			float blendSubtract(float base, float blend)
			{
				return max(base - blend, 0.0);
			}
			float3 blendSubtract(float3 base, float3 blend)
			{
				return max(base - blend, 0.0);
			}
			float blendDifference(float base, float blend)
			{
				return abs(base - blend);
			}
			float3 blendDifference(float3 base, float3 blend)
			{
				return abs(base - blend);
			}
			float blendDivide(float base, float blend)
			{
				return base / max(blend, 0.0001);
			}
			float3 blendDivide(float3 base, float3 blend)
			{
				return base / max(blend, 0.0001);
			}
			float blendMixed(float base, float blend)
			{
				return base + base * blend;
			}
			float3 blendMixed(float3 base, float3 blend)
			{
				return base + base * blend;
			}
			float3 customBlend(float3 base, float3 blend, float blendType)
			{
				switch(blendType)
				{
					case 0: return blendNormal(base, blend); break;
					case 2: return blendMultiply(base, blend); break;
					case 6: return blendScreen(base, blend); break;
					case 8: return blendLinearDodge(base, blend); break;
					case 9: return blendOverlay(base, blend); break;
					case 20: return blendMixed(base, blend); break;
					default: return 0; break;
				}
			}
			float customBlend(float base, float blend, float blendType)
			{
				switch(blendType)
				{
					case 0: return blendNormal(base, blend); break;
					case 2: return blendMultiply(base, blend); break;
					case 6: return blendScreen(base, blend); break;
					case 8: return blendLinearDodge(base, blend); break;
					case 9: return blendOverlay(base, blend); break;
					case 20: return blendMixed(base, blend); break;
					default: return 0; break;
				}
			}
			float3 customBlend(float3 base, float3 blend, float blendType, float alpha)
			{
				float3 output = base;
				switch(blendType)
				{
					case 0: output = lerp(base, blend, alpha); break;
					case 2: output = base * lerp(1, blend, alpha); break;
					case 6: output = lerp(base, blendScreen(base, blend), alpha); break;
					case 8: output = lerp(base, blendLinearDodge(base, blend), alpha); break;
					case 9: output = lerp(base, blendOverlay(base, blend), alpha); break;
					case 20: output = lerp(base, blendMixed(base, blend), alpha); break;
					default: output = 0; break;
				}
				return output;
			}
			#define REPLACE 0
			#define SUBSTRACT 1
			#define MULTIPLY 2
			#define DIVIDE 3
			#define MIN 4
			#define MAX 5
			#define AVERAGE 6
			#define ADD 7
			float maskBlend(float baseMask, float blendMask, float blendType)
			{
				float output = 0;
				switch(blendType)
				{
					case REPLACE: output = blendMask; break;
					case SUBSTRACT: output = baseMask - blendMask; break;
					case MULTIPLY: output = baseMask * blendMask; break;
					case DIVIDE: output = baseMask / blendMask; break;
					case MIN: output = min(baseMask, blendMask); break;
					case MAX: output = max(baseMask, blendMask); break;
					case AVERAGE: output = (baseMask + blendMask) * 0.5; break;
					case ADD: output = baseMask + blendMask; break;
				}
				return saturate(output);
			}
			float random(float2 p)
			{
				return frac(sin(dot(p, float2(12.9898, 78.2383))) * 43758.5453123);
			}
			float2 random2(float2 p)
			{
				return frac(sin(float2(dot(p, float2(127.1, 311.7)), dot(p, float2(269.5, 183.3)))) * 43758.5453);
			}
			float3 random3(float2 p)
			{
				return frac(sin(float3(dot(p, float2(127.1, 311.7)), dot(p, float2(269.5, 183.3)), dot(p, float2(248.3, 315.9)))) * 43758.5453);
			}
			float3 random3(float3 p)
			{
				return frac(sin(float3(dot(p, float3(127.1, 311.7, 248.6)), dot(p, float3(269.5, 183.3, 423.3)), dot(p, float3(248.3, 315.9, 184.2)))) * 43758.5453);
			}
			float3 randomFloat3(float2 Seed, float maximum)
			{
				return (.5 + float3(
				frac(sin(dot(Seed.xy, float2(12.9898, 78.233))) * 43758.5453),
				frac(sin(dot(Seed.yx, float2(12.9898, 78.233))) * 43758.5453),
				frac(sin(dot(float2(Seed), float2(12.9898, 78.233))) * 43758.5453)
				) * .5) * (maximum);
			}
			float3 randomFloat3Range(float2 Seed, float Range)
			{
				return (float3(
				frac(sin(dot(Seed.xy, float2(12.9898, 78.233))) * 43758.5453),
				frac(sin(dot(Seed.yx, float2(12.9898, 78.233))) * 43758.5453),
				frac(sin(dot(float2(Seed.x * Seed.y, Seed.y + Seed.x), float2(12.9898, 78.233))) * 43758.5453)
				) * 2 - 1) * Range;
			}
			float3 randomFloat3WiggleRange(float2 Seed, float Range, float wiggleSpeed)
			{
				float3 rando = (float3(
				frac(sin(dot(Seed.xy, float2(12.9898, 78.233))) * 43758.5453),
				frac(sin(dot(Seed.yx, float2(12.9898, 78.233))) * 43758.5453),
				frac(sin(dot(float2(Seed.x * Seed.y, Seed.y + Seed.x), float2(12.9898, 78.233))) * 43758.5453)
				) * 2 - 1);
				float speed = 1 + wiggleSpeed;
				return float3(sin((_Time.x + rando.x * PI) * speed), sin((_Time.x + rando.y * PI) * speed), sin((_Time.x + rando.z * PI) * speed)) * Range;
			}
			void poiDither(float4 In, float4 ScreenPosition, out float4 Out)
			{
				float2 uv = ScreenPosition.xy * _ScreenParams.xy;
				float DITHER_THRESHOLDS[16] = {
					1.0 / 17.0, 9.0 / 17.0, 3.0 / 17.0, 11.0 / 17.0,
					13.0 / 17.0, 5.0 / 17.0, 15.0 / 17.0, 7.0 / 17.0,
					4.0 / 17.0, 12.0 / 17.0, 2.0 / 17.0, 10.0 / 17.0,
					16.0 / 17.0, 8.0 / 17.0, 14.0 / 17.0, 6.0 / 17.0
				};
				uint index = (uint(uv.x) % 4) * 4 + uint(uv.y) % 4;
				Out = In - DITHER_THRESHOLDS[index];
			}
			static const float Epsilon = 1e-10;
			static const float3 HCYwts = float3(0.299, 0.587, 0.114);
			static const float HCLgamma = 3;
			static const float HCLy0 = 100;
			static const float HCLmaxL = 0.530454533953517; // == exp(HCLgamma / HCLy0) - 0.5
			static const float3 wref = float3(1.0, 1.0, 1.0);
			#define TAU 6.28318531
			float3 HUEtoRGB(in float H)
			{
				float R = abs(H * 6 - 3) - 1;
				float G = 2 - abs(H * 6 - 2);
				float B = 2 - abs(H * 6 - 4);
				return saturate(float3(R, G, B));
			}
			float3 RGBtoHCV(in float3 RGB)
			{
				float4 P = (RGB.g < RGB.b) ? float4(RGB.bg, -1.0, 2.0 / 3.0) : float4(RGB.gb, 0.0, -1.0 / 3.0);
				float4 Q = (RGB.r < P.x) ? float4(P.xyw, RGB.r) : float4(RGB.r, P.yzx);
				float C = Q.x - min(Q.w, Q.y);
				float H = abs((Q.w - Q.y) / (6 * C + Epsilon) + Q.z);
				return float3(H, C, Q.x);
			}
			float3 HSVtoRGB(in float3 HSV)
			{
				float3 RGB = HUEtoRGB(HSV.x);
				return ((RGB - 1) * HSV.y + 1) * HSV.z;
			}
			float3 RGBtoHSV(in float3 RGB)
			{
				float3 HCV = RGBtoHCV(RGB);
				float S = HCV.y / (HCV.z + Epsilon);
				return float3(HCV.x, S, HCV.z);
			}
			float3 HSLtoRGB(in float3 HSL)
			{
				float3 RGB = HUEtoRGB(HSL.x);
				float C = (1 - abs(2 * HSL.z - 1)) * HSL.y;
				return (RGB - 0.5) * C + HSL.z;
			}
			float3 RGBtoHSL(in float3 RGB)
			{
				float3 HCV = RGBtoHCV(RGB);
				float L = HCV.z - HCV.y * 0.5;
				float S = HCV.y / (1 - abs(L * 2 - 1) + Epsilon);
				return float3(HCV.x, S, L);
			}
			void DecomposeHDRColor(in float3 linearColorHDR, out float3 baseLinearColor, out float exposure)
			{
				float maxColorComponent = max(linearColorHDR.r, max(linearColorHDR.g, linearColorHDR.b));
				bool isSDR = maxColorComponent <= 1.0;
				float scaleFactor = isSDR ? 1.0 : (1.0 / maxColorComponent);
				exposure = isSDR ? 0.0 : log(maxColorComponent) * 1.44269504089; // ln(2)
				baseLinearColor = scaleFactor * linearColorHDR;
			}
			float3 ApplyHDRExposure(float3 linearColor, float exposure)
			{
				return linearColor * pow(2, exposure);
			}
			float3 ModifyViaHSV(float3 color, float h, float s, float v)
			{
				float3 colorHSV = RGBtoHSV(color);
				colorHSV.x = frac(colorHSV.x + h);
				colorHSV.y = saturate(colorHSV.y + s);
				colorHSV.z = saturate(colorHSV.z + v);
				return HSVtoRGB(colorHSV);
			}
			float3 ModifyViaHSV(float3 color, float3 HSVMod)
			{
				return ModifyViaHSV(color, HSVMod.x, HSVMod.y, HSVMod.z);
			}
			float3 hueShift(float3 color, float hueOffset)
			{
				color = RGBtoHSV(color);
				color.x = frac(hueOffset +color.x);
				return HSVtoRGB(color);
			}
			float xyzF(float t)
			{
				return lerp(pow(t, 1. / 3.), 7.787037 * t + 0.139731, step(t, 0.00885645));
			}
			float xyzR(float t)
			{
				return lerp(t * t * t, 0.1284185 * (t - 0.139731), step(t, 0.20689655));
			}
			float4x4 poiRotationMatrixFromAngles(float x, float y, float z)
			{
				float angleX = radians(x);
				float c = cos(angleX);
				float s = sin(angleX);
				float4x4 rotateXMatrix = float4x4(1, 0, 0, 0,
				0, c, -s, 0,
				0, s, c, 0,
				0, 0, 0, 1);
				float angleY = radians(y);
				c = cos(angleY);
				s = sin(angleY);
				float4x4 rotateYMatrix = float4x4(c, 0, s, 0,
				0, 1, 0, 0,
				- s, 0, c, 0,
				0, 0, 0, 1);
				float angleZ = radians(z);
				c = cos(angleZ);
				s = sin(angleZ);
				float4x4 rotateZMatrix = float4x4(c, -s, 0, 0,
				s, c, 0, 0,
				0, 0, 1, 0,
				0, 0, 0, 1);
				return mul(mul(rotateXMatrix, rotateYMatrix), rotateZMatrix);
			}
			float4x4 poiRotationMatrixFromAngles(float3 angles)
			{
				float angleX = radians(angles.x);
				float c = cos(angleX);
				float s = sin(angleX);
				float4x4 rotateXMatrix = float4x4(1, 0, 0, 0,
				0, c, -s, 0,
				0, s, c, 0,
				0, 0, 0, 1);
				float angleY = radians(angles.y);
				c = cos(angleY);
				s = sin(angleY);
				float4x4 rotateYMatrix = float4x4(c, 0, s, 0,
				0, 1, 0, 0,
				- s, 0, c, 0,
				0, 0, 0, 1);
				float angleZ = radians(angles.z);
				c = cos(angleZ);
				s = sin(angleZ);
				float4x4 rotateZMatrix = float4x4(c, -s, 0, 0,
				s, c, 0, 0,
				0, 0, 1, 0,
				0, 0, 0, 1);
				return mul(mul(rotateXMatrix, rotateYMatrix), rotateZMatrix);
			}
			float3 getCameraPosition()
			{
				#ifdef USING_STEREO_MATRICES
				return lerp(unity_StereoWorldSpaceCameraPos[0], unity_StereoWorldSpaceCameraPos[1], 0.5);
				#endif
				return _WorldSpaceCameraPos;
			}
			half2 calcScreenUVs(half4 grabPos)
			{
				half2 uv = grabPos.xy / (grabPos.w + 0.0000000001);
				#if UNITY_SINGLE_PASS_STEREO
				uv.xy *= half2(_ScreenParams.x * 2, _ScreenParams.y);
				#else
				uv.xy *= _ScreenParams.xy;
				#endif
				return uv;
			}
			float CalcMipLevel(float2 texture_coord)
			{
				float2 dx = ddx(texture_coord);
				float2 dy = ddy(texture_coord);
				float delta_max_sqr = max(dot(dx, dx), dot(dy, dy));
				return 0.5 * log2(delta_max_sqr);
			}
			float inverseLerp(float A, float B, float T)
			{
				return (T - A) / (B - A);
			}
			float inverseLerp2(float2 a, float2 b, float2 value)
			{
				float2 AB = b - a;
				float2 AV = value - a;
				return dot(AV, AB) / dot(AB, AB);
			}
			float inverseLerp3(float3 a, float3 b, float3 value)
			{
				float3 AB = b - a;
				float3 AV = value - a;
				return dot(AV, AB) / dot(AB, AB);
			}
			float inverseLerp4(float4 a, float4 b, float4 value)
			{
				float4 AB = b - a;
				float4 AV = value - a;
				return dot(AV, AB) / dot(AB, AB);
			}
			float4 quaternion_conjugate(float4 v)
			{
				return float4(
				v.x, -v.yzw
				);
			}
			float4 quaternion_mul(float4 v1, float4 v2)
			{
				float4 result1 = (v1.x * v2 + v1 * v2.x);
				float4 result2 = float4(
				- dot(v1.yzw, v2.yzw),
				cross(v1.yzw, v2.yzw)
				);
				return float4(result1 + result2);
			}
			float4 get_quaternion_from_angle(float3 axis, float angle)
			{
				float sn = sin(angle * 0.5);
				float cs = cos(angle * 0.5);
				return float4(axis * sn, cs);
			}
			float4 quaternion_from_vector(float3 inVec)
			{
				return float4(0.0, inVec);
			}
			float degree_to_radius(float degree)
			{
				return (
				degree / 180.0 * PI
				);
			}
			float3 rotate_with_quaternion(float3 inVec, float3 rotation)
			{
				float4 qx = get_quaternion_from_angle(float3(1, 0, 0), radians(rotation.x));
				float4 qy = get_quaternion_from_angle(float3(0, 1, 0), radians(rotation.y));
				float4 qz = get_quaternion_from_angle(float3(0, 0, 1), radians(rotation.z));
				#define MUL3(A, B, C) quaternion_mul(quaternion_mul((A), (B)), (C))
				float4 quaternion = normalize(MUL3(qx, qy, qz));
				float4 conjugate = quaternion_conjugate(quaternion);
				float4 inVecQ = quaternion_from_vector(inVec);
				float3 rotated = (
				MUL3(quaternion, inVecQ, conjugate)
				).yzw;
				return rotated;
			}
			float4 transform(float4 input, float4 pos, float4 rotation, float4 scale)
			{
				input.rgb *= (scale.xyz * scale.w);
				input = float4(rotate_with_quaternion(input.xyz, rotation.xyz * rotation.w) + (pos.xyz * pos.w), input.w);
				return input;
			}
			float2 RotateUV(float2 _uv, float _radian, float2 _piv, float _time)
			{
				float RotateUV_ang = _radian;
				float RotateUV_cos = cos(_time * RotateUV_ang);
				float RotateUV_sin = sin(_time * RotateUV_ang);
				return (mul(_uv - _piv, float2x2(RotateUV_cos, -RotateUV_sin, RotateUV_sin, RotateUV_cos)) + _piv);
			}
			float3 poiThemeColor(in PoiMods poiMods, in float3 srcColor, in float themeIndex)
			{
				if (themeIndex == 0) return srcColor;
				themeIndex -= 1;
				if (themeIndex <= 3)
				{
					return poiMods.globalColorTheme[themeIndex];
				}
				#ifdef POI_AUDIOLINK
				if (poiMods.audioLinkAvailable)
				{
					return poiMods.globalColorTheme[themeIndex];
				}
				#endif
				return srcColor;
			}
			float3 lilToneCorrection(float3 c, float4 hsvg)
			{
				c = pow(abs(c), hsvg.w);
				float4 p = (c.b > c.g) ? float4(c.bg, -1.0, 2.0 / 3.0) : float4(c.gb, 0.0, -1.0 / 3.0);
				float4 q = (p.x > c.r) ? float4(p.xyw, c.r) : float4(c.r, p.yzx);
				float d = q.x - min(q.w, q.y);
				float e = 1.0e-10;
				float3 hsv = float3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
				hsv = float3(hsv.x + hsvg.x, saturate(hsv.y * hsvg.y), saturate(hsv.z * hsvg.z));
				return hsv.z - hsv.z * hsv.y + hsv.z * hsv.y * saturate(abs(frac(hsv.x + float3(1.0, 2.0 / 3.0, 1.0 / 3.0)) * 6.0 - 3.0) - 1.0);
			}
			float lilIsIn0to1(float f)
			{
				float value = 0.5 - abs(f - 0.5);
				return saturate(value / clamp(fwidth(value), 0.0001, 1.0));
			}
			float lilIsIn0to1(float f, float nv)
			{
				float value = 0.5 - abs(f - 0.5);
				return saturate(value / clamp(fwidth(value), 0.0001, nv));
			}
			float poiEdgeLinearNoSaturate(float value, float border)
			{
				return (value - border) / clamp(fwidth(value), 0.0001, 1.0);
			}
			float3 poiEdgeLinearNoSaturate(float value, float3 border)
			{
				return float3(
				(value - border.x) / clamp(fwidth(value), 0.0001, 1.0),
				(value - border.y) / clamp(fwidth(value), 0.0001, 1.0),
				(value - border.z) / clamp(fwidth(value), 0.0001, 1.0)
				);
			}
			float poiEdgeLinearNoSaturate(float value, float border, float blur)
			{
				float borderMin = saturate(border - blur * 0.5);
				float borderMax = saturate(border + blur * 0.5);
				return (value - borderMin) / saturate(borderMax - borderMin + fwidth(value));
			}
			float poiEdgeLinearNoSaturate(float value, float border, float blur, float borderRange)
			{
				float borderMin = saturate(border - blur * 0.5 - borderRange);
				float borderMax = saturate(border + blur * 0.5);
				return (value - borderMin) / saturate(borderMax - borderMin + fwidth(value));
			}
			float poiEdgeNonLinearNoSaturate(float value, float border)
			{
				float fwidthValue = fwidth(value);
				return smoothstep(border - fwidthValue, border + fwidthValue, value);
			}
			float poiEdgeNonLinearNoSaturate(float value, float border, float blur)
			{
				float fwidthValue = fwidth(value);
				float borderMin = saturate(border - blur * 0.5);
				float borderMax = saturate(border + blur * 0.5);
				return smoothstep(borderMin - fwidthValue, borderMax + fwidthValue, value);
			}
			float poiEdgeNonLinearNoSaturate(float value, float border, float blur, float borderRange)
			{
				float fwidthValue = fwidth(value);
				float borderMin = saturate(border - blur * 0.5 - borderRange);
				float borderMax = saturate(border + blur * 0.5);
				return smoothstep(borderMin - fwidthValue, borderMax + fwidthValue, value);
			}
			float poiEdgeNonLinear(float value, float border)
			{
				return saturate(poiEdgeNonLinearNoSaturate(value, border));
			}
			float poiEdgeNonLinear(float value, float border, float blur)
			{
				return saturate(poiEdgeNonLinearNoSaturate(value, border, blur));
			}
			float poiEdgeNonLinear(float value, float border, float blur, float borderRange)
			{
				return saturate(poiEdgeNonLinearNoSaturate(value, border, blur, borderRange));
			}
			float poiEdgeLinear(float value, float border)
			{
				return saturate(poiEdgeLinearNoSaturate(value, border));
			}
			float poiEdgeLinear(float value, float border, float blur)
			{
				return saturate(poiEdgeLinearNoSaturate(value, border, blur));
			}
			float poiEdgeLinear(float value, float border, float blur, float borderRange)
			{
				return saturate(poiEdgeLinearNoSaturate(value, border, blur, borderRange));
			}
			float3 OpenLitLinearToSRGB(float3 col)
			{
				return LinearToGammaSpace(col);
			}
			float3 OpenLitSRGBToLinear(float3 col)
			{
				return GammaToLinearSpace(col);
			}
			float OpenLitLuminance(float3 rgb)
			{
				#if defined(UNITY_COLORSPACE_GAMMA)
				return dot(rgb, float3(0.22, 0.707, 0.071));
				#else
				return dot(rgb, float3(0.0396819152, 0.458021790, 0.00609653955));
				#endif
			}
			float OpenLitGray(float3 rgb)
			{
				return dot(rgb, float3(1.0 / 3.0, 1.0 / 3.0, 1.0 / 3.0));
			}
			void OpenLitShadeSH9ToonDouble(float3 lightDirection, out float3 shMax, out float3 shMin)
			{
				#if !defined(LIGHTMAP_ON) && UNITY_SHOULD_SAMPLE_SH
				float3 N = lightDirection * 0.666666;
				float4 vB = N.xyzz * N.yzzx;
				float3 res = float3(unity_SHAr.w, unity_SHAg.w, unity_SHAb.w);
				res.r += dot(unity_SHBr, vB);
				res.g += dot(unity_SHBg, vB);
				res.b += dot(unity_SHBb, vB);
				res += unity_SHC.rgb * (N.x * N.x - N.y * N.y);
				float3 l1;
				l1.r = dot(unity_SHAr.rgb, N);
				l1.g = dot(unity_SHAg.rgb, N);
				l1.b = dot(unity_SHAb.rgb, N);
				shMax = res + l1;
				shMin = res - l1;
				#if defined(UNITY_COLORSPACE_GAMMA)
				shMax = OpenLitLinearToSRGB(shMax);
				shMin = OpenLitLinearToSRGB(shMin);
				#endif
				#else
				shMax = 0.0;
				shMin = 0.0;
				#endif
			}
			float3 OpenLitComputeCustomLightDirection(float4 lightDirectionOverride)
			{
				float3 customDir = length(lightDirectionOverride.xyz) * normalize(mul((float3x3)unity_ObjectToWorld, lightDirectionOverride.xyz));
				return lightDirectionOverride.w ? customDir : lightDirectionOverride.xyz; // .w isn't doc'd anywhere and is always 0 unless end user changes it
			}
			float3 OpenLitLightingDirectionForSH9()
			{
				float3 mainDir = _WorldSpaceLightPos0.xyz * OpenLitLuminance(_LightColor0.rgb);
				#if !defined(LIGHTMAP_ON) && UNITY_SHOULD_SAMPLE_SH
				float3 sh9Dir = unity_SHAr.xyz * 0.333333 + unity_SHAg.xyz * 0.333333 + unity_SHAb.xyz * 0.333333;
				float3 sh9DirAbs = float3(sh9Dir.x, abs(sh9Dir.y), sh9Dir.z);
				#else
				float3 sh9Dir = 0;
				float3 sh9DirAbs = 0;
				#endif
				float3 lightDirectionForSH9 = sh9Dir + mainDir;
				lightDirectionForSH9 = dot(lightDirectionForSH9, lightDirectionForSH9) < 0.000001 ? 0 : normalize(lightDirectionForSH9);
				return lightDirectionForSH9;
			}
			float3 OpenLitLightingDirection(float4 lightDirectionOverride)
			{
				float3 mainDir = _WorldSpaceLightPos0.xyz * OpenLitLuminance(_LightColor0.rgb);
				#if !defined(LIGHTMAP_ON) && UNITY_SHOULD_SAMPLE_SH
				float3 sh9Dir = unity_SHAr.xyz * 0.333333 + unity_SHAg.xyz * 0.333333 + unity_SHAb.xyz * 0.333333;
				float3 sh9DirAbs = float3(sh9Dir.x, abs(sh9Dir.y), sh9Dir.z);
				#else
				float3 sh9Dir = 0;
				float3 sh9DirAbs = 0;
				#endif
				float3 customDir = OpenLitComputeCustomLightDirection(lightDirectionOverride);
				return normalize(sh9DirAbs + mainDir + customDir);
			}
			float3 OpenLitLightingDirection()
			{
				float4 customDir = float4(0.001, 0.002, 0.001, 0.0);
				return OpenLitLightingDirection(customDir);
			}
			inline float4 CalculateFrustumCorrection()
			{
				float x1 = -UNITY_MATRIX_P._31 / (UNITY_MATRIX_P._11 * UNITY_MATRIX_P._34);
				float x2 = -UNITY_MATRIX_P._32 / (UNITY_MATRIX_P._22 * UNITY_MATRIX_P._34);
				return float4(x1, x2, 0, UNITY_MATRIX_P._33 / UNITY_MATRIX_P._34 + x1 * UNITY_MATRIX_P._13 + x2 * UNITY_MATRIX_P._23);
			}
			inline float CorrectedLinearEyeDepth(float z, float B)
			{
				return 1.0 / (z / UNITY_MATRIX_P._34 + B);
			}
			float2 sharpSample(float4 texelSize, float2 p)
			{
				p = p * texelSize.zw;
				float2 c = max(0.0, fwidth(p));
				p = floor(p) + saturate(frac(p) / c);
				p = (p - 0.5) * texelSize.xy;
				return p;
			}
			void applyToGlobalMask(inout PoiMods poiMods, int index, int blendType, float val)
			{
				float valBlended = saturate(maskBlend(poiMods.globalMask[index], val, blendType));
				switch(index)
				{
					case 0: poiMods.globalMask[0] = valBlended; break;
					case 1: poiMods.globalMask[1] = valBlended; break;
					case 2: poiMods.globalMask[2] = valBlended; break;
					case 3: poiMods.globalMask[3] = valBlended; break;
					case 4: poiMods.globalMask[4] = valBlended; break;
					case 5: poiMods.globalMask[5] = valBlended; break;
					case 6: poiMods.globalMask[6] = valBlended; break;
					case 7: poiMods.globalMask[7] = valBlended; break;
					case 8: poiMods.globalMask[8] = valBlended; break;
					case 9: poiMods.globalMask[9] = valBlended; break;
					case 10: poiMods.globalMask[10] = valBlended; break;
					case 11: poiMods.globalMask[11] = valBlended; break;
					case 12: poiMods.globalMask[12] = valBlended; break;
					case 13: poiMods.globalMask[13] = valBlended; break;
					case 14: poiMods.globalMask[14] = valBlended; break;
					case 15: poiMods.globalMask[15] = valBlended; break;
				}
			}
			void assignValueToVectorFromIndex(inout float4 vec, int index, float value)
			{
				switch(index)
				{
					case 0: vec[0] = value; break;
					case 1: vec[1] = value; break;
					case 2: vec[2] = value; break;
					case 3: vec[3] = value; break;
				}
			}
			float3 mod289(float3 x)
			{
				return x - floor(x * (1.0 / 289.0)) * 289.0;
			}
			float2 mod289(float2 x)
			{
				return x - floor(x * (1.0 / 289.0)) * 289.0;
			}
			float3 permute(float3 x)
			{
				return mod289(((x * 34.0) + 1.0) * x);
			}
			float snoise(float2 v)
			{
				const float4 C = float4(0.211324865405187, // (3.0-sqrt(3.0))/6.0
				0.366025403784439, // 0.5*(sqrt(3.0)-1.0)
				- 0.577350269189626, // -1.0 + 2.0 * C.x
				0.024390243902439); // 1.0 / 41.0
				float2 i = floor(v + dot(v, C.yy));
				float2 x0 = v - i + dot(i, C.xx);
				float2 i1;
				i1 = (x0.x > x0.y) ? float2(1.0, 0.0) : float2(0.0, 1.0);
				float4 x12 = x0.xyxy + C.xxzz;
				x12.xy -= i1;
				i = mod289(i); // Avoid truncation effects in permutation
				float3 p = permute(permute(i.y + float3(0.0, i1.y, 1.0))
				+ i.x + float3(0.0, i1.x, 1.0));
				float3 m = max(0.5 - float3(dot(x0, x0), dot(x12.xy, x12.xy), dot(x12.zw, x12.zw)), 0.0);
				m = m * m ;
				m = m * m ;
				float3 x = 2.0 * frac(p * C.www) - 1.0;
				float3 h = abs(x) - 0.5;
				float3 ox = floor(x + 0.5);
				float3 a0 = x - ox;
				m *= 1.79284291400159 - 0.85373472095314 * (a0 * a0 + h * h);
				float3 g;
				g.x = a0.x * x0.x + h.x * x0.y;
				g.yz = a0.yz * x12.xz + h.yz * x12.yw;
				return 130.0 * dot(m, g);
			}
			VertexOut vert(
			#ifndef POI_TESSELLATED
			appdata v
			#else
			tessAppData v
			#endif
			)
			{
				UNITY_SETUP_INSTANCE_ID(v);
				VertexOut o;
				PoiInitStruct(VertexOut, o);
				UNITY_TRANSFER_INSTANCE_ID(v, o);
				#ifdef POI_TESSELLATED
				UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(v);
				#endif
				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
				#ifdef AUTO_EXPOSURE
				float4 audioLinkBands = 0;
				float3 ALrotation = 0;
				float3 ALLocalTranslation = 0;
				float3 CTALRotation = 0;
				float3 ALScale = 0;
				float3 ALWorldTranslation = 0;
				float ALHeight = 0;
				float ALRoundingAmount = 0;
				float4 ALSpectrumLocalOffset = float4(0, 0, 0, 0);
				#ifdef POI_AUDIOLINK
				if (AudioLinkIsAvailable() && (0.0 /*_VertexAudioLinkEnabled*/) && (1.0 /*_AudioLinkAnimToggle*/))
				{
					audioLinkBands.x = AudioLinkData(ALPASS_AUDIOBASS).r;
					audioLinkBands.y = AudioLinkData(ALPASS_AUDIOLOWMIDS).r;
					audioLinkBands.z = AudioLinkData(ALPASS_AUDIOHIGHMIDS).r;
					audioLinkBands.w = AudioLinkData(ALPASS_AUDIOTREBLE).r;
					if (any(float4(0,0,0,1)) || any(float4(0,0,0,1)))
					{
						ALLocalTranslation = lerp(float4(0,0,0,1), float4(0,0,0,1), audioLinkBands[(0.0 /*_VertexLocalTranslationALBand*/)]);
					}
					if (any(float4(0,0,0,1)))
					{
						ALrotation = audioLinkBands[_VertexLocalRotationALBand] * float4(0,0,0,1);
					}
					if (any(float4(0,0,0,1)))
					{
						CTALRotation.x = AudioLinkGetChronoTime((0.0 /*_VertexLocalRotationCTALTypeX*/), (0.0 /*_VertexLocalRotationCTALBandX*/)) * float4(0,0,0,1).x * 360;
						CTALRotation.y = AudioLinkGetChronoTime((0.0 /*_VertexLocalRotationCTALTypeY*/), (0.0 /*_VertexLocalRotationCTALBandY*/)) * float4(0,0,0,1).y * 360;
						CTALRotation.z = AudioLinkGetChronoTime((0.0 /*_VertexLocalRotationCTALTypeZ*/), (0.0 /*_VertexLocalRotationCTALBandZ*/)) * float4(0,0,0,1).z * 360;
					}
					if (any(float4(0,0,0,0)) || any(float4(0,0,0,0)))
					{
						ALScale = lerp(float4(0,0,0,0).xyz + float4(0,0,0,0).w, float4(0,0,0,0).xyz + float4(0,0,0,0).w, audioLinkBands[(0.0 /*_VertexLocalScaleALBand*/)]);
					}
					if (any(float4(0,0,0,1)) || any(float4(0,0,0,1)))
					{
						ALWorldTranslation = lerp(float4(0,0,0,1), float4(0,0,0,1), audioLinkBands[(0.0 /*_VertexWorldTranslationALBand*/)]);
					}
					if (any(float4(0,0,0,1)))
					{
						ALHeight = lerp(float4(0,0,0,1).x, float4(0,0,0,1).y, audioLinkBands[(0.0 /*_VertexManipulationHeightBand*/)]);
					}
					if (any(float4(0,0,0,1)))
					{
						ALRoundingAmount = lerp(float4(0,0,0,1).x, float4(0,0,0,1).y, audioLinkBands[(0.0 /*_VertexRoundingRangeBand*/)]);
					}
					if ((0.0 /*_VertexSpectrumMotion*/))
					{
						ALSpectrumLocalOffset.xyz = lerp(float4(0,0,0,1).xyz, float4(0,0.1,0,1).xyz, AudioLinkLerpMultiline(ALPASS_DFT + float2(vertexUV(v, (0.0 /*_VertexSpectrumUV*/))[(0.0 /*_VertexSpectrumUVDirection*/)] * AUDIOLINK_ETOTALBINS, 0.)));
					}
				}
				#endif
				float4 rotation = float4(_VertexManipulationLocalRotation.xyz + float3(180, 0, 0) + float4(0,0,0,1) * _Time.x + ALrotation + CTALRotation, _VertexManipulationLocalRotation.w);
				v.normal = rotate_with_quaternion(v.normal, rotation.xyz);
				v.tangent.xyz = rotate_with_quaternion(v.tangent.xyz, rotation.xyz);
				v.vertex = transform(v.vertex, _VertexManipulationLocalTranslation + float4(ALLocalTranslation, 0) + ALSpectrumLocalOffset, rotation, _VertexManipulationLocalScale + float4(ALScale, 0));
				o.normal = UnityObjectToWorldNormal(v.normal);
				#if defined(PROP_VERTEXMANIPULATIONHEIGHTMASK) || !defined(OPTIMIZER_ENABLED)
				float3 heightOffset = (tex2Dlod(_VertexManipulationHeightMask, float4(poiUV(vertexUV(v, (0.0 /*_VertexManipulationHeightMaskUV*/)), float4(1,1,0,0)) + float4(0,0,0,0) * _Time.x, 0, 0))[(0.0 /*_VertexManipulationHeightMaskChannel*/)] - (0.0 /*_VertexManipulationHeightBias*/)) * ((0.0 /*_VertexManipulationHeight*/) + ALHeight) * o.normal;
				#else
				float3 heightOffset = ((0.0 /*_VertexManipulationHeight*/) + ALHeight) * o.normal;
				#endif
				if ((0.0 /*_VertexBarrelMode*/))
				{
					v.vertex.xz = lerp(v.vertex.xz, normalize(v.vertex.xz) * (0.2 /*_VertexBarrelWidth*/) + v.vertex.xz * (0.0 /*_VertexBarrelHeight*/), (0.0 /*_VertexBarrelAlpha*/));
				}
				if ((0.0 /*_VertexSphereMode*/))
				{
					v.vertex.xyz = lerp(v.vertex.xyz, normalize(v.vertex.xyz + float4(0,0,0,1).xyz) * (1.0 /*_VertexSphereRadius*/) + v.vertex.xyz * (1.0 /*_VertexSphereHeight*/), (0.0 /*_VertexSphereAlpha*/));
				}
				v.vertex.xyz += mul(unity_WorldToObject, float4(0,0,0,1).xyz + ALWorldTranslation + heightOffset).xyz;
				
				if ((0.0 /*_VertexRoundingEnabled*/))
				{
					float divisionAmount = max((500.0 /*_VertexRoundingDivision*/) + ALRoundingAmount, 0.0000001);
					float3 vertexPos = v.vertex.xyz;
					if ((0 /*_VertexRoundingSpace*/) == 0)
					{
						vertexPos = mul(unity_ObjectToWorld, v.vertex.xyz);
					}
					float3 worldRoundPosition = (ceil(vertexPos / divisionAmount) * divisionAmount) - divisionAmount * .5;
					v.vertex.xyz = worldRoundPosition;
					if ((0 /*_VertexRoundingSpace*/) == 0)
					{
						v.vertex.xyz = mul(unity_WorldToObject, worldRoundPosition);
					}
				}
				#endif
				#ifdef DISTORT
				
				if((0.0 /*_UVTileDissolveEnabled*/) && (1.0 /*_UVTileDissolveDiscardAtMax*/))
				{
					float2 dissolveUdim = 0;
					dissolveUdim += (v.uv0.xy * ((0.0 /*_UVTileDissolveUV*/) == 0));
					dissolveUdim += (v.uv1.xy * ((0.0 /*_UVTileDissolveUV*/) == 1));
					dissolveUdim += (v.uv2.xy * ((0.0 /*_UVTileDissolveUV*/) == 2));
					dissolveUdim += (v.uv3.xy * ((0.0 /*_UVTileDissolveUV*/) == 3));
					float isDiscardedFromDissolve = 0;
					float4 xMaskDissolve = float4(  (dissolveUdim.x >= 0 && dissolveUdim.x < 1),
					(dissolveUdim.x >= 1 && dissolveUdim.x < 2),
					(dissolveUdim.x >= 2 && dissolveUdim.x < 3),
					(dissolveUdim.x >= 3 && dissolveUdim.x < 4));
					isDiscardedFromDissolve += (dissolveUdim.y >= 0 && dissolveUdim.y < 1) * dot(float4((0.0 /*_UVTileDissolveAlpha_Row0_0*/), (0.0 /*_UVTileDissolveAlpha_Row0_1*/), (0.0 /*_UVTileDissolveAlpha_Row0_2*/), (0.0 /*_UVTileDissolveAlpha_Row0_3*/)), xMaskDissolve);
					isDiscardedFromDissolve += (dissolveUdim.y >= 1 && dissolveUdim.y < 2) * dot(float4((0.0 /*_UVTileDissolveAlpha_Row1_0*/), (0.0 /*_UVTileDissolveAlpha_Row1_1*/), (0.0 /*_UVTileDissolveAlpha_Row1_2*/), (0.0 /*_UVTileDissolveAlpha_Row1_3*/)), xMaskDissolve);
					isDiscardedFromDissolve += (dissolveUdim.y >= 2 && dissolveUdim.y < 3) * dot(float4((0.0 /*_UVTileDissolveAlpha_Row2_0*/), (0.0 /*_UVTileDissolveAlpha_Row2_1*/), (0.0 /*_UVTileDissolveAlpha_Row2_2*/), (0.0 /*_UVTileDissolveAlpha_Row2_3*/)), xMaskDissolve);
					isDiscardedFromDissolve += (dissolveUdim.y >= 3 && dissolveUdim.y < 4) * dot(float4((0.0 /*_UVTileDissolveAlpha_Row3_0*/), (0.0 /*_UVTileDissolveAlpha_Row3_1*/), (0.0 /*_UVTileDissolveAlpha_Row3_2*/), (0.0 /*_UVTileDissolveAlpha_Row3_3*/)), xMaskDissolve);
					isDiscardedFromDissolve *= any(float4(dissolveUdim.y >= 0, dissolveUdim.y < 4, dissolveUdim.x >= 0, dissolveUdim.x < 4)); // never discard outside 4x4 grid in pos coords
					const float threshold = 0.999;
					if(isDiscardedFromDissolve > threshold) // Early Return skips rest of vertex shader
					{
						return (VertexOut)POI_NAN;
					}
				}
				#endif
				o.objectPos = mul(unity_ObjectToWorld, float4(0, 0, 0, 1)).xyz;
				o.objNormal = v.normal;
				o.normal = UnityObjectToWorldNormal(v.normal);
				o.tangent = UnityObjectToWorldDir(v.tangent);
				o.binormal = cross(o.normal, o.tangent) * (v.tangent.w * unity_WorldTransformParams.w);
				o.vertexColor = v.color;
				o.uv[0] = v.uv0;
				o.uv[1] = v.uv1;
				o.uv[2] = v.uv2;
				o.uv[3] = v.uv3;
				#if defined(LIGHTMAP_ON)
				o.lightmapUV.xy = v.uv1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
				#endif
				#ifdef DYNAMICLIGHTMAP_ON
				o.lightmapUV.zw = v.uv2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
				#endif
				o.localPos = v.vertex;
				o.worldPos = mul(unity_ObjectToWorld, o.localPos);
				float3 localOffset = float3(0, 0, 0);
				float3 worldOffset = float3(0, 0, 0);
				o.localPos.rgb += localOffset;
				o.worldPos.rgb += worldOffset;
				o.pos = UnityObjectToClipPos(o.localPos);
				#ifdef POI_PASS_OUTLINE
				#if defined(UNITY_REVERSED_Z)
				o.pos.z += _Offset_Z * - 0.01;
				#else
				o.pos.z += _Offset_Z * 0.01;
				#endif
				#endif
				o.grabPos = ComputeGrabScreenPos(o.pos);
				#ifndef FORWARD_META_PASS
				#if !defined(UNITY_PASS_SHADOWCASTER)
				UNITY_TRANSFER_SHADOW(o, o.uv[0].xy);
				#else
				v.vertex.xyz = o.localPos.xyz;
				TRANSFER_SHADOW_CASTER_NOPOS(o, o.pos);
				#endif
				#endif
				UNITY_TRANSFER_FOG(o, o.pos);
				if ((0.0 /*_RenderingReduceClipDistance*/))
				{
					if (o.pos.w < _ProjectionParams.y * 1.01 && o.pos.w > 0)
					{
						o.pos.z = o.pos.z * 0.0001 + o.pos.w * 0.999;
					}
				}
				#ifdef POI_PASS_META
				o.pos = UnityMetaVertexPosition(v.vertex, v.uv1.xy, v.uv2.xy, unity_LightmapST, unity_DynamicLightmapST);
				#endif
				#if defined(GRAIN)
				float4 worldDirection;
				worldDirection.xyz = o.worldPos.xyz - _WorldSpaceCameraPos;
				worldDirection.w = dot(o.pos, CalculateFrustumCorrection());
				o.worldDirection = worldDirection;
				#endif
				return o;
			}
			#if defined(_STOCHASTICMODE_DELIOT_HEITZ)
			#define POI2D_SAMPLER_STOCHASTIC(tex, texSampler, uv, useStochastic) (useStochastic ? DeliotHeitzSampleTexture(tex, sampler##texSampler, uv) : POI2D_SAMPLER(tex, texSampler, uv))
			#define POI2D_SAMPLER_PAN_STOCHASTIC(tex, texSampler, uv, pan, useStochastic) (useStochastic ? DeliotHeitzSampleTexture(tex, sampler##texSampler, POI_PAN_UV(uv, pan)) : POI2D_SAMPLER_PAN(tex, texSampler, uv, pan))
			#define POI2D_SAMPLER_PANGRAD_STOCHASTIC(tex, texSampler, uv, pan, dx, dy, useStochastic) (useStochastic ? DeliotHeitzSampleTexture(tex, sampler##texSampler, POI_PAN_UV(uv, pan), dx, dy) : POI2D_SAMPLER_PANGRAD(tex, texSampler, uv, pan, dx, dy))
			#endif
			#if defined(_STOCHASTICMODE_HEXTILE)
			#define POI2D_SAMPLER_STOCHASTIC(tex, texSampler, uv, useStochastic) (useStochastic ? HextileSampleTexture(tex, sampler##texSampler, uv, false) : POI2D_SAMPLER(tex, texSampler, uv))
			#define POI2D_SAMPLER_PAN_STOCHASTIC(tex, texSampler, uv, pan, useStochastic) (useStochastic ? HextileSampleTexture(tex, sampler##texSampler, POI_PAN_UV(uv, pan), false) : POI2D_SAMPLER_PAN(tex, texSampler, uv, pan))
			#define POI2D_SAMPLER_PANGRAD_STOCHASTIC(tex, texSampler, uv, pan, dx, dy, useStochastic) (useStochastic ? HextileSampleTexture(tex, sampler##texSampler, POI_PAN_UV(uv, pan), false, dx, dy) : POI2D_SAMPLER_PANGRAD(tex, texSampler, uv, pan, dx, dy))
			#endif
			#ifndef POI2D_SAMPLER_STOCHASTIC
			#define POI2D_SAMPLER_STOCHASTIC(tex, texSampler, uv, useStochastic) (POI2D_SAMPLER(tex, texSampler, uv))
			#endif
			#ifndef POI2D_SAMPLER_PAN_STOCHASTIC
			#define POI2D_SAMPLER_PAN_STOCHASTIC(tex, texSampler, uv, pan, useStochastic) (POI2D_SAMPLER_PAN(tex, texSampler, uv, pan))
			#endif
			#ifndef POI2D_SAMPLER_PANGRAD_STOCHASTIC
			#define POI2D_SAMPLER_PANGRAD_STOCHASTIC(tex, texSampler, uv, pan, dx, dy, useStochastic) (POI2D_SAMPLER_PANGRAD(tex, texSampler, uv, pan, dx, dy))
			#endif
			#if !defined(_STOCHASTICMODE_NONE)
			float2 StochasticHash2D2D (float2 s)
			{
				return frac(sin(glsl_mod(float2(dot(s, float2(127.1,311.7)), dot(s, float2(269.5,183.3))), 3.14159)) * 43758.5453);
			}
			#endif
			#if defined(_STOCHASTICMODE_DELIOT_HEITZ)
			float3x3 DeliotHeitzStochasticUVBW(float2 uv)
			{
				const float2x2 stochasticSkewedGrid = float2x2(1.0, -0.57735027, 0.0, 1.15470054);
				float2 skewUV = mul(stochasticSkewedGrid, uv * 3.4641 * (1.0 /*_StochasticDeliotHeitzDensity*/));
				float2 vxID = floor(skewUV);
				float3 bary = float3(frac(skewUV), 0);
				bary.z = 1.0 - bary.x - bary.y;
				float3x3 pos = float3x3(
				float3(vxID, 				bary.z),
				float3(vxID + float2(0, 1), bary.y),
				float3(vxID + float2(1, 0), bary.x)
				);
				float3x3 neg = float3x3(
				float3(vxID + float2(1, 1), 	 -bary.z),
				float3(vxID + float2(1, 0), 1.0 - bary.y),
				float3(vxID + float2(0, 1), 1.0 - bary.x)
				);
				return (bary.z > 0) ? pos : neg;
			}
			float4 DeliotHeitzSampleTexture(Texture2D tex, SamplerState texSampler, float2 uv, float2 dx, float2 dy)
			{
				float3x3 UVBW = DeliotHeitzStochasticUVBW(uv);
				return 	mul(tex.SampleGrad(texSampler, uv + StochasticHash2D2D(UVBW[0].xy), dx, dy), UVBW[0].z) +
				mul(tex.SampleGrad(texSampler, uv + StochasticHash2D2D(UVBW[1].xy), dx, dy), UVBW[1].z) +
				mul(tex.SampleGrad(texSampler, uv + StochasticHash2D2D(UVBW[2].xy), dx, dy), UVBW[2].z) ;
			}
			float4 DeliotHeitzSampleTexture(Texture2D tex, SamplerState texSampler, float2 uv)
			{
				float2 dx = ddx(uv), dy = ddy(uv);
				return DeliotHeitzSampleTexture(tex, texSampler, uv, dx, dy);
			}
			#endif // defined(_STOCHASTICMODE_DELIOT_HEITZ)
			#if defined(_STOCHASTICMODE_HEXTILE)
			float2 HextileMakeCenUV(float2 vertex)
			{
				const float2x2 stochasticInverseSkewedGrid = float2x2(1.0, 0.5, 0.0, 1.0/1.15470054);
				return mul(stochasticInverseSkewedGrid, vertex) * 0.288675;
			}
			float2x2 HextileLoadRot2x2(float2 idx, float rotStrength)
			{
				float angle = abs(idx.x * idx.y) + abs(idx.x + idx.y) + PI;
				angle = glsl_mod(angle, 2 * PI);
				if(angle < 0)  angle += 2 * PI;
				if(angle > PI) angle -= 2 * PI;
				angle *= rotStrength;
				float cs = cos(angle), si = sin(angle);
				return float2x2(cs, -si, si, cs);
			}
			float4x4 HextileUVBWR(float2 uv)
			{
				const float2x2 stochasticSkewedGrid = float2x2(1.0, -0.57735027, 0.0, 1.15470054);
				float2 skewedCoord = mul(stochasticSkewedGrid, uv * 3.4641 * (1.0 /*_StochasticHexGridDensity*/));
				float2 baseId = float2(floor(skewedCoord));
				float3 temp = float3(frac(skewedCoord), 0);
				temp.z = 1 - temp.x - temp.y;
				float s = step(0.0, -temp.z);
				float s2 = 2 * s - 1;
				float3 weights = float3(-temp.z * s2, s - temp.y * s2, s - temp.x * s2);
				float2 vertex0 = baseId + float2(s, s);
				float2 vertex1 = baseId + float2(s, 1 - s);
				float2 vertex2 = baseId + float2(1 - s, s);
				float2 cen0 = HextileMakeCenUV(vertex0), cen1 = HextileMakeCenUV(vertex1), cen2 = HextileMakeCenUV(vertex2);
				float2x2 rot0 = float2x2(1, 0, 0, 1), rot1 = float2x2(1, 0, 0, 1), rot2 = float2x2(1, 0, 0, 1);
				if((0.0 /*_StochasticHexRotationStrength*/) > 0)
				{
					rot0 = HextileLoadRot2x2(vertex0, (0.0 /*_StochasticHexRotationStrength*/));
					rot1 = HextileLoadRot2x2(vertex1, (0.0 /*_StochasticHexRotationStrength*/));
					rot2 = HextileLoadRot2x2(vertex2, (0.0 /*_StochasticHexRotationStrength*/));
				}
				return float4x4(
				float4(mul(uv - cen0, rot0) + cen0 + StochasticHash2D2D(vertex0), rot0[0].x, -rot0[0].y),
				float4(mul(uv - cen1, rot1) + cen1 + StochasticHash2D2D(vertex1), rot1[0].x, -rot1[0].y),
				float4(mul(uv - cen2, rot2) + cen2 + StochasticHash2D2D(vertex2), rot2[0].x, -rot2[0].y),
				float4(weights, 0)
				);
			}
			float4 HextileSampleTexture(Texture2D tex, SamplerState texSampler, float2 uv, bool isNormalMap, float2 dUVdx, float2 dUVdy)
			{
				float4x4 UVBWR = HextileUVBWR(uv);
				float2x2 rot0 = float2x2(1, 0, 0, 1), rot1 = float2x2(1, 0, 0, 1), rot2 = float2x2(1, 0, 0, 1);
				if((0.0 /*_StochasticHexRotationStrength*/) > 0)
				{
					rot0 = float2x2(UVBWR[0].z, -UVBWR[0].w, UVBWR[0].w, UVBWR[0].z);
					rot1 = float2x2(UVBWR[1].z, -UVBWR[1].w, UVBWR[1].w, UVBWR[1].z);
					rot2 = float2x2(UVBWR[2].z, -UVBWR[2].w, UVBWR[2].w, UVBWR[2].z);
				}
				float3 W = UVBWR[3].xyz;
				float4 c0 = tex.SampleGrad(texSampler, UVBWR[0].xy, mul(dUVdx, rot0), mul(dUVdy, rot0));
				float4 c1 = tex.SampleGrad(texSampler, UVBWR[1].xy, mul(dUVdx, rot1), mul(dUVdy, rot1));
				float4 c2 = tex.SampleGrad(texSampler, UVBWR[2].xy, mul(dUVdx, rot2), mul(dUVdy, rot2));
				const float3 Lw = float3(0.299, 0.587, 0.114);
				float3 Dw = float3(dot(c0.xyz, Lw), dot(c1.xyz, Lw), dot(c2.xyz, Lw));
				Dw = lerp(1.0, Dw, (0.6 /*_StochasticHexFallOffContrast*/));
				W = Dw * pow(W, (7.0 /*_StochasticHexFallOffPower*/));
				W /= (W.x + W.y + W.z);
				return W.x * c0 + W.y * c1 + W.z * c2;
			}
			float4 HextileSampleTexture(Texture2D tex, SamplerState texSampler, float2 uv, bool isNormalMap)
			{
				return HextileSampleTexture(tex, texSampler, uv, isNormalMap, ddx(uv), ddy(uv));
			}
			#endif // defined(_STOCHASTICMODE_HEXTILE)
			void applyAlphaOptions(inout PoiFragData poiFragData, in PoiMesh poiMesh, in PoiCam poiCam, in PoiMods poiMods)
			{
				poiFragData.alpha = saturate(poiFragData.alpha + (0.0 /*_AlphaMod*/));
				if ((0.0 /*_AlphaGlobalMask*/) > 0)
				{
					poiFragData.alpha = maskBlend(poiFragData.alpha, poiMods.globalMask[(0.0 /*_AlphaGlobalMask*/)-1], (2.0 /*_AlphaGlobalMaskBlendType*/));
				}
			}
			float4 grabpassBlur(float2 uv)
			{
				float two_pi = 6.28318530718;
				float2 radius = (0.0 /*_GrabBlurDistance*/) / _ScreenParams.xy * 100; // Arbitrary constant to match old blurring
				float quality = floor((2.0 /*_GrabBlurQuality*/));
				float directions = floor((4.0 /*_GrabBlurDirections*/));
				float4 color = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_PoiGrab2, uv);
				float deltaAngle = two_pi / directions;
				float deltaQuality = 1.0 / quality;
				for (int i = 0; i < directions; i++)
				{
					for (int j = 0; j < quality; j++)
					{
						float angle = deltaAngle * i + j;
						float offset = deltaQuality * (j + 1);
						color += UNITY_SAMPLE_SCREENSPACE_TEXTURE(_PoiGrab2, uv + float2(cos(angle), sin(angle)) * radius * offset);
					}
				}
				color /= quality * directions + 1;
				return color;
			}
			inline float4 Refraction(float indexOfRefraction, float chromaticAberration, float2 projectedGrabPos, in PoiMesh poiMesh, in PoiCam poiCam, in PoiMods poiMods)
			{
				float4 refractionColor;
				float3 worldViewDir = normalize(UnityWorldSpaceViewDir(poiMesh.worldPos));
				float3 refractionOffset = ((((indexOfRefraction - 1.0) * mul(UNITY_MATRIX_V, float4(poiMesh.normals[1], 0.0)).xyz) * (1.0 / (poiCam.grabPos.z + 1.0))) * (1.0 - dot(poiMesh.normals[1], worldViewDir)));
				float2 cameraRefraction = float2(refractionOffset.x, - (refractionOffset.y * _ProjectionParams.x));
				
				if ((20.0 /*_RefractionFalloff*/) > 0)
				{
					float falloff = smoothstep((20.0 /*_RefractionFalloff*/), 0, distance(poiMesh.worldPos, poiCam.worldPos));
					cameraRefraction *= falloff;
				}
				
				if ((0.0 /*_RefractionChromaticAberattion*/) > 0)
				{
					float4 redAlpha = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_PoiGrab2, (projectedGrabPos + cameraRefraction));
					float green = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_PoiGrab2, (projectedGrabPos + (cameraRefraction * (1.0 - chromaticAberration)))).g;
					float blue = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_PoiGrab2, (projectedGrabPos + (cameraRefraction * (1.0 + chromaticAberration)))).b;
					refractionColor = float4(redAlpha.r, green, blue, redAlpha.a);
				}
				else
				{
					float2 refractedGrab = projectedGrabPos + cameraRefraction;
					refractionColor = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_PoiGrab2, (refractedGrab));
				}
				return refractionColor;
			}
			void calculateGrabpass(float2 projectedGrabPos, inout PoiFragData poiFragData, in PoiCam poiCam, in PoiMesh poiMesh, inout PoiLight poiLight, in PoiMods poiMods)
			{
				float3 grabpassColor = 1;
				
				if ((0.0 /*_RefractionEnabled*/) == 1)
				{
					grabpassColor = Refraction((1.333333 /*_RefractionIndex*/), (0.0 /*_RefractionChromaticAberattion*/), projectedGrabPos, poiMesh, poiCam, poiMods).rgb;
				}
				else
				{
					grabpassColor = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_PoiGrab2, projectedGrabPos).rgb;
				}
				float blendMap = 1;
				#if defined(PROP_GRABPASSBLENDMAP) || !defined(OPTIMIZER_ENABLED)
				blendMap = POI2D_SAMPLER_PAN(_GrabPassBlendMap, _MainTex, poiUV(poiMesh.uv[(0.0 /*_GrabPassBlendMapUV*/)], float4(1,1,0,0)), float4(0,0,0,0))[(0.0 /*_GrabPassBlendMapChannel*/)];;
				#endif
				float blendFactor = (1.0 /*_GrabPassBlendFactor*/) * blendMap;
				if ((0.0 /*_GrabPassBlendGlobalMask*/) > 0)
				{
					blendFactor = customBlend(blendFactor, poiMods.globalMask[(0.0 /*_GrabPassBlendGlobalMask*/)-1], (2.0 /*_GrabPassBlendGlobalMaskBlendType*/));
				}
				if ((1.0 /*_GrabPassUseAlpha*/))
				{
					blendFactor *= (1 - poiFragData.alpha);
				}
				poiFragData.finalColor = poiBlend((0.0 /*_GrabSrcBlend*/), float4(poiFragData.finalColor, poiFragData.alpha), (1.0 /*_GrabDstBlend*/), float4(grabpassColor, 1), blendFactor);
			}
			inline float2 computeGrabScreenPos(in float4 pos)
			{
				float4 grabPos = pos;
				#if UNITY_UV_STARTS_AT_TOP
				float scale = -1.0;
				#else
				float scale = 1.0;
				#endif
				float halfPosW = grabPos.w * 0.5;
				grabPos.y = (grabPos.y - halfPosW) * _ProjectionParams.x * scale + halfPosW;
				#if SHADER_API_D3D9 || SHADER_API_D3D11
				grabPos.w += 0.00000000001;
				#endif
				return(grabPos / grabPos.w).xy;
			}
			void applyGrabEffects(inout PoiFragData poiFragData, in PoiCam poiCam, in PoiMesh poiMesh, inout PoiLight poiLight, in PoiMods poiMods)
			{
				float2 projectedGrabPos = computeGrabScreenPos(poiCam.grabPos);
				calculateGrabpass(projectedGrabPos, poiFragData, poiCam, poiMesh, poiLight, poiMods);
			}
			void calculateGlobalThemes(inout PoiMods poiMods)
			{
				float4 themeColorExposures = 0;
				float4 themeColor0, themeColor1, themeColor2, themeColor3 = 0;
				DecomposeHDRColor(float4(1,1,1,1).rgb, themeColor0.rgb, themeColorExposures.x);
				DecomposeHDRColor(float4(1,1,1,1).rgb, themeColor1.rgb, themeColorExposures.y);
				DecomposeHDRColor(float4(1,1,1,1).rgb, themeColor2.rgb, themeColorExposures.z);
				DecomposeHDRColor(float4(1,1,1,1).rgb, themeColor3.rgb, themeColorExposures.w);
				poiMods.globalColorTheme[0] = float4(ApplyHDRExposure(ModifyViaHSV(themeColor0.rgb, frac((0.0 /*_GlobalThemeHue0*/) + (0.0 /*_GlobalThemeHueSpeed0*/) * _Time.x), (0.0 /*_GlobalThemeSaturation0*/), (0.0 /*_GlobalThemeValue0*/)), themeColorExposures.x), float4(1,1,1,1).a);
				poiMods.globalColorTheme[1] = float4(ApplyHDRExposure(ModifyViaHSV(themeColor1.rgb, frac((0.0 /*_GlobalThemeHue1*/) + (0.0 /*_GlobalThemeHueSpeed1*/) * _Time.x), (0.0 /*_GlobalThemeSaturation1*/), (0.0 /*_GlobalThemeValue1*/)), themeColorExposures.y), float4(1,1,1,1).a);
				poiMods.globalColorTheme[2] = float4(ApplyHDRExposure(ModifyViaHSV(themeColor2.rgb, frac((0.0 /*_GlobalThemeHue2*/) + (0.0 /*_GlobalThemeHueSpeed2*/) * _Time.x), (0.0 /*_GlobalThemeSaturation2*/), (0.0 /*_GlobalThemeValue2*/)), themeColorExposures.z), float4(1,1,1,1).a);
				poiMods.globalColorTheme[3] = float4(ApplyHDRExposure(ModifyViaHSV(themeColor3.rgb, frac((0.0 /*_GlobalThemeHue3*/) + (0.0 /*_GlobalThemeHueSpeed3*/) * _Time.x), (0.0 /*_GlobalThemeSaturation3*/), (0.0 /*_GlobalThemeValue3*/)), themeColorExposures.w), float4(1,1,1,1).a);
			}
			float customDistanceBlend(float base, float blend, float blendType)
			{
				switch(blendType)
				{
					case 0: return blendNormal(base, blend); break;
					case 2: return blendMultiply(base, blend); break;
					default: return 0; break;
				}
			}
			void ApplyGlobalMaskModifiers(in PoiMesh poiMesh, inout PoiMods poiMods, in PoiCam poiCam)
			{
			}
			float2 calculatePolarCoordinate(in PoiMesh poiMesh)
			{
				float2 delta = poiMesh.uv[(0.0 /*_PolarUV*/)] - float4(0.5,0.5,0,0);
				float radius = length(delta) * 2 * (1.0 /*_PolarRadialScale*/);
				float angle = atan2(delta.x, delta.y);
				float phi = angle / (UNITY_PI * 2.0);
				float phi_frac = frac(phi);
				angle = fwidth(phi) - 0.0001 < fwidth(phi_frac) ? phi : phi_frac;
				angle *= (1.0 /*_PolarLengthScale*/);
				return float2(radius, angle + distance(poiMesh.uv[(0.0 /*_PolarUV*/)], float4(0.5,0.5,0,0)) * (0.0 /*_PolarSpiralPower*/));
			}
			float2 MonoPanoProjection(float3 coords)
			{
				float3 normalizedCoords = normalize(coords);
				float latitude = acos(normalizedCoords.y);
				float longitude = atan2(normalizedCoords.z, normalizedCoords.x);
				float phi = longitude / (UNITY_PI * 2.0);
				float phi_frac = frac(phi);
				longitude = fwidth(phi) - 0.0001 < fwidth(phi_frac) ? phi : phi_frac;
				longitude *= 2;
				float2 sphereCoords = float2(longitude, latitude) * float2(1.0, 1.0 / UNITY_PI);
				sphereCoords = float2(1.0, 1.0) - sphereCoords;
				return (sphereCoords + float4(0, 1 - unity_StereoEyeIndex, 1, 1.0).xy) * float4(0, 1 - unity_StereoEyeIndex, 1, 1.0).zw;
			}
			float2 StereoPanoProjection(float3 coords)
			{
				float3 normalizedCoords = normalize(coords);
				float latitude = acos(normalizedCoords.y);
				float longitude = atan2(normalizedCoords.z, normalizedCoords.x);
				float phi = longitude / (UNITY_PI * 2.0);
				float phi_frac = frac(phi);
				longitude = fwidth(phi) - 0.0001 < fwidth(phi_frac) ? phi : phi_frac;
				longitude *= 2;
				float2 sphereCoords = float2(longitude, latitude) * float2(0.5, 1.0 / UNITY_PI);
				sphereCoords = float2(0.5, 1.0) - sphereCoords;
				return (sphereCoords + float4(0, 1 - unity_StereoEyeIndex, 1, 0.5).xy) * float4(0, 1 - unity_StereoEyeIndex, 1, 0.5).zw;
			}
			float2 calculateWorldUV(in PoiMesh poiMesh)
			{
				return float2((0.0 /*_UVModWorldPos0*/) != 3 ? poiMesh.worldPos[ (0.0 /*_UVModWorldPos0*/)] : 0.0f, (2.0 /*_UVModWorldPos1*/) != 3 ? poiMesh.worldPos[(2.0 /*_UVModWorldPos1*/)] : 0.0f);
			}
			float2 calculatelocalUV(in PoiMesh poiMesh)
			{
				float localUVs[8];
				localUVs[0] = poiMesh.localPos.x;
				localUVs[1] = poiMesh.localPos.y;
				localUVs[2] = poiMesh.localPos.z;
				localUVs[3] = 0;
				localUVs[4] = poiMesh.vertexColor.r;
				localUVs[5] = poiMesh.vertexColor.g;
				localUVs[6] = poiMesh.vertexColor.b;
				localUVs[7] = poiMesh.vertexColor.a;
				return float2(localUVs[(0.0 /*_UVModLocalPos0*/)],localUVs[(1.0 /*_UVModLocalPos1*/)]);
			}
			float2 calculatePanosphereUV(in PoiMesh poiMesh)
			{
				float3 viewDirection = normalize(lerp(getCameraPosition().xyz, _WorldSpaceCameraPos.xyz, (1.0 /*_PanoUseBothEyes*/)) - poiMesh.worldPos.xyz) * - 1;
				return lerp(MonoPanoProjection(viewDirection), StereoPanoProjection(viewDirection), (0.0 /*_StereoEnabled*/));
			}
			#ifdef FINALPASS
			void ApplyDetailColor(inout PoiFragData poiFragData, in PoiMesh poiMesh, in PoiMods poiMods)
			{
				#if defined(PROP_DETAILTEX) || !defined(OPTIMIZER_ENABLED)
				half3 detailTexture = POI2D_SAMPLER_PAN_STOCHASTIC(_DetailTex, _MainTex, poiUV(poiMesh.uv[(0.0 /*_DetailTexUV*/)], float4(0.3,0.3,0,0)), float4(0,-0.5,0,0), (0.0 /*_DetailTexStochastic*/)).rgb * poiThemeColor(poiMods, float4(1,1,1,1), (0.0 /*_DetailTintThemeIndex*/));
				#else
				half3 detailTexture = 0.21763764082 * poiThemeColor(poiMods, float4(1,1,1,1), (0.0 /*_DetailTintThemeIndex*/));
				#endif
				poiFragData.baseColor.rgb *= LerpWhiteTo(detailTexture * (1.0 /*_DetailBrightness*/) * unity_ColorSpaceDouble.rgb, poiMods.detailMask.r * (0.14 /*_DetailTexIntensity*/));
			}
			void ApplyDetailNormal(inout PoiMods poiMods, inout PoiMesh poiMesh)
			{
				#if defined(PROP_DETAILMASK) || !defined(OPTIMIZER_ENABLED)
				poiMods.detailMask = POI2D_SAMPLER_PAN_STOCHASTIC(_DetailMask, _MainTex, poiUV(poiMesh.uv[(0.0 /*_DetailMaskUV*/)], float4(1,1,0,0)), float4(0,0,0,0), (0.0 /*_DetailMaskStochastic*/)).rg;
				#else
				poiMods.detailMask = 1;
				#endif
				#ifdef POI_BACKFACE
				if (!poiMesh.isFrontFace)
				{
					poiMods.detailMask.rg *= (1.0 /*_BackFaceDetailIntensity*/);
				}
				#endif
				if ((0.0 /*_DetailTexGlobalMask*/) > 0)
				{
					poiMods.detailMask.r = maskBlend(poiMods.detailMask.r, poiMods.globalMask[(0.0 /*_DetailTexGlobalMask*/)-1], (2.0 /*_DetailTexGlobalMaskBlendType*/));
				}
				if ((0.0 /*_DetailNormalGlobalMask*/) > 0)
				{
					poiMods.detailMask.g = maskBlend(poiMods.detailMask.g, poiMods.globalMask[(0.0 /*_DetailNormalGlobalMask*/)-1], (2.0 /*_DetailNormalGlobalMaskBlendType*/));
				}
				#if defined(PROP_DETAILNORMALMAP) || !defined(OPTIMIZER_ENABLED)
				half3 detailNormal = UnpackScaleNormal(POI2D_SAMPLER_PAN_STOCHASTIC(_DetailNormalMap, _MainTex, poiUV(poiMesh.uv[(0.0 /*_DetailNormalMapUV*/)], float4(1,1,0,0)), float4(0,0,0,0), (0.0 /*_DetailNormalMapStochastic*/)), (1.0 /*_DetailNormalMapScale*/) * poiMods.detailMask.g);
				poiMesh.tangentSpaceNormal = BlendNormals(detailNormal, poiMesh.tangentSpaceNormal);
				#endif
			}
			#endif
			#if defined(GEOM_TYPE_BRANCH) || defined(GEOM_TYPE_BRANCH_DETAIL) || defined(GEOM_TYPE_FROND) || defined(DEPTH_OF_FIELD_COC_VIEW)
			float2 decalUV(float uvNumber, float2 position, half rotation, half rotationSpeed, half2 scale, float4 scaleOffset, float depth, in PoiMesh poiMesh, in PoiCam poiCam)
			{
				scaleOffset = float4(-scaleOffset.x, scaleOffset.y, -scaleOffset.z, scaleOffset.w);
				float2 centerOffset = float2((scaleOffset.x + scaleOffset.y)/2, (scaleOffset.z + scaleOffset.w)/2);
				float2 uv = poiMesh.uv[uvNumber] + calcParallax(depth + 1, poiCam);
				float2 decalCenter = position + centerOffset;
				float theta = radians(rotation + _Time.z * rotationSpeed);
				float cs = cos(theta);
				float sn = sin(theta);
				uv = float2((uv.x - decalCenter.x) * cs - (uv.y - decalCenter.y) * sn + decalCenter.x, (uv.x - decalCenter.x) * sn + (uv.y - decalCenter.y) * cs + decalCenter.y);
				uv = remap(uv, float2(0, 0) - scale / 2 + position + scaleOffset.xz, scale / 2 + position + scaleOffset.yw, float2(0, 0), float2(1, 1));
				return uv;
			}
			inline float3 decalHueShift(float enabled, float3 color, float shift, float shiftSpeed)
			{
				if (enabled)
				{
					color = hueShift(color, shift + _Time.x * shiftSpeed);
				}
				return color;
			}
			inline float applyTilingClipping(float enabled, float2 uv)
			{
				float ret = 1;
				if (!enabled)
				{
					if (uv.x > 1 || uv.y > 1 || uv.x < 0 || uv.y < 0)
					{
						ret = 0;
					}
				}
				return ret;
			}
			struct PoiDecal
			{
				float m_DecalMaskChannel;
				float m_DecalGlobalMask;
				float m_DecalGlobalMaskBlendType;
				float m_DecalApplyGlobalMaskIndex;
				float m_DecalApplyGlobalMaskBlendType;
				float4 m_DecalTexture_ST;
				float2 m_DecalTexturePan;
				float m_DecalTextureUV;
				float4 m_DecalColor;
				float m_DecalColorThemeIndex;
				fixed m_DecalTiled;
				float m_DecalBlendType;
				half m_DecalRotation;
				half2 m_DecalScale;
				float4 m_DecalSideOffset;
				half2 m_DecalPosition;
				half m_DecalRotationSpeed;
				float m_DecalEmissionStrength;
				float m_DecalBlendAlpha;
				float m_DecalOverrideAlpha;
				float m_DecalHueShiftEnabled;
				float m_DecalHueShift;
				float m_DecalHueShiftSpeed;
				float m_DecalDepth;
				float m_DecalHueAngleStrength;
				float m_DecalChannelSeparationEnable;
				float m_DecalChannelSeparation;
				float m_DecalChannelSeparationPremultiply;
				float m_DecalChannelSeparationHue;
				float m_DecalChannelSeparationVertical;
				float m_DecalChannelSeparationAngleStrength;
				#if defined(POI_AUDIOLINK)
				half m_AudioLinkDecalScaleBand;
				float4 m_AudioLinkDecalScale;
				half m_AudioLinkDecalRotationBand;
				float2 m_AudioLinkDecalRotation;
				half m_AudioLinkDecalAlphaBand;
				float2 m_AudioLinkDecalAlpha;
				half m_AudioLinkDecalEmissionBand;
				float2 m_AudioLinkDecalEmission;
				float m_DecalRotationCTALBand;
				float m_DecalRotationCTALSpeed;
				float m_DecalRotationCTALType;
				float m_AudioLinkDecalColorChord;
				float m_AudioLinkDecalSideBand;
				float4 m_AudioLinkDecalSideMin;
				float4 m_AudioLinkDecalSideMax;
				float2 m_AudioLinkDecalChannelSeparation;
				float m_AudioLinkDecalChannelSeparationBand;
				#endif
				float4 decalColor;
				float2 decalScale;
				float decalRotation;
				float2 uv;
				float4 dduv;
				float4 sideMod;
				float decalChannelOffset;
				float4 decalMask;
				void Init(in float4 DecalMask)
				{
					decalMask = DecalMask;
					decalScale = m_DecalScale;
				}
				void InitAudiolink(in PoiMods poiMods)
				{
					#ifdef POI_AUDIOLINK
					if (poiMods.audioLinkAvailable)
					{
						decalScale += lerp(m_AudioLinkDecalScale.xy, m_AudioLinkDecalScale.zw, poiMods.audioLink[m_AudioLinkDecalScaleBand]);
						sideMod += lerp(m_AudioLinkDecalSideMin, m_AudioLinkDecalSideMax, poiMods.audioLink[m_AudioLinkDecalSideBand]);
						decalRotation += lerp(m_AudioLinkDecalRotation.x, m_AudioLinkDecalRotation.y, poiMods.audioLink[m_AudioLinkDecalRotationBand]);
						decalRotation += AudioLinkGetChronoTime(m_DecalRotationCTALType, m_DecalRotationCTALBand) * m_DecalRotationCTALSpeed * 360;
						decalChannelOffset += lerp(m_AudioLinkDecalChannelSeparation[0], m_AudioLinkDecalChannelSeparation[1], poiMods.audioLink[m_AudioLinkDecalChannelSeparationBand]);
					}
					#endif
				}
				void SampleDecalNoTexture(in PoiMods poiMods, in PoiLight poiLight, in PoiMesh poiMesh, in PoiCam poiCam)
				{
					uv = decalUV(m_DecalTextureUV, m_DecalPosition, m_DecalRotation + decalRotation, m_DecalRotationSpeed, decalScale, m_DecalSideOffset +sideMod, m_DecalDepth, poiMesh, poiCam);
					decalColor = float4(poiThemeColor(poiMods, m_DecalColor.rgb, m_DecalColorThemeIndex), m_DecalColor.a);
					decalColor.rgb = decalHueShift(m_DecalHueShiftEnabled, decalColor.rgb, m_DecalHueShift + poiLight.nDotV * m_DecalHueAngleStrength, m_DecalHueShiftSpeed);
					decalColor.a *= decalMask[m_DecalMaskChannel] * applyTilingClipping(m_DecalTiled, uv);
				}
				void SampleDecal(sampler2D decalTexture, in PoiMods poiMods, in PoiLight poiLight, in PoiMesh poiMesh, in PoiCam poiCam)
				{
					uv = decalUV(m_DecalTextureUV, m_DecalPosition, m_DecalRotation + decalRotation, m_DecalRotationSpeed, decalScale, m_DecalSideOffset +sideMod, m_DecalDepth, poiMesh, poiCam);
					float4 dduv = any(fwidth(uv) > .5) ? 0.001 : float4(ddx(uv) * m_DecalTexture_ST.x, ddy(uv) * m_DecalTexture_ST.y);
					decalColor = tex2D(decalTexture, poiUV(uv, m_DecalTexture_ST) + m_DecalTexturePan * _Time.x, dduv.xy, dduv.zw) * float4(poiThemeColor(poiMods, m_DecalColor.rgb, m_DecalColorThemeIndex), m_DecalColor.a);
					decalColor.rgb = decalHueShift(m_DecalHueShiftEnabled, decalColor.rgb, m_DecalHueShift + poiLight.nDotV * m_DecalHueAngleStrength, m_DecalHueShiftSpeed);
					decalColor.a *= decalMask[m_DecalMaskChannel] * applyTilingClipping(m_DecalTiled, uv);
				}
				void SampleDecalChannelSeparation(sampler2D decalTexture, in PoiMods poiMods, in PoiLight poiLight, in PoiMesh poiMesh, in PoiCam poiCam)
				{
					decalColor = 0;
					decalChannelOffset += m_DecalChannelSeparation + m_DecalChannelSeparationAngleStrength * (m_DecalChannelSeparationAngleStrength > 0 ? (1 - poiLight.nDotV) : poiLight.nDotV);
					float2 positionOffset = decalChannelOffset * 0.01 * (decalScale.x + decalScale.y) * float2(cos(m_DecalChannelSeparationVertical), sin(m_DecalChannelSeparationVertical));
					float2 uvSample0 = decalUV(m_DecalTextureUV, m_DecalPosition + positionOffset, m_DecalRotation + decalRotation, m_DecalRotationSpeed, decalScale, m_DecalSideOffset +sideMod, m_DecalDepth, poiMesh, poiCam);
					float2 uvSample1 = decalUV(m_DecalTextureUV, m_DecalPosition - positionOffset, m_DecalRotation + decalRotation, m_DecalRotationSpeed, decalScale, m_DecalSideOffset +sideMod, m_DecalDepth, poiMesh, poiCam);
					float4 dduvSample0 = any(fwidth(uvSample0) > .5) ? 0.001 : float4(ddx(uvSample0) * m_DecalTexture_ST.x, ddy(uvSample0) * m_DecalTexture_ST.y);
					float4 dduvSample1 = any(fwidth(uvSample1) > .5) ? 0.001 : float4(ddx(uvSample1) * m_DecalTexture_ST.x, ddy(uvSample1) * m_DecalTexture_ST.y);
					float4 sample0 = tex2D(decalTexture, poiUV(uvSample0, m_DecalTexture_ST) + m_DecalTexturePan * _Time.x, dduvSample0.xy, dduvSample0.zw) * float4(poiThemeColor(poiMods, m_DecalColor.rgb, m_DecalColorThemeIndex), m_DecalColor.a);
					float4 sample1 = tex2D(decalTexture, poiUV(uvSample1, m_DecalTexture_ST) + m_DecalTexturePan * _Time.x, dduvSample1.xy, dduvSample1.zw) * float4(poiThemeColor(poiMods, m_DecalColor.rgb, m_DecalColorThemeIndex), m_DecalColor.a);
					sample0.rgb = decalHueShift(m_DecalHueShiftEnabled, sample0.rgb, m_DecalHueShift + poiLight.nDotV * m_DecalHueAngleStrength, m_DecalHueShiftSpeed);
					sample1.rgb = decalHueShift(m_DecalHueShiftEnabled, sample1.rgb, m_DecalHueShift + poiLight.nDotV * m_DecalHueAngleStrength, m_DecalHueShiftSpeed);
					float3 channelSeparationColor = HUEtoRGB(frac(m_DecalChannelSeparationHue));
					if (m_DecalChannelSeparationPremultiply)
					{
						decalColor.rgb = lerp(sample0 * sample0.a, sample1 * sample1.a, channelSeparationColor);
					}
					else
					{
						decalColor.rgb = lerp(sample0, sample1, channelSeparationColor);
					}
					decalColor.a = 0.5 * (sample0.a + sample1.a);
					decalColor.a *= decalMask[m_DecalMaskChannel] * max(applyTilingClipping(m_DecalTiled, uvSample0), applyTilingClipping(m_DecalTiled, uvSample1));
				}
				void Apply(inout float alphaOverride, inout float decalAlpha, inout PoiFragData poiFragData, in PoiMesh poiMesh, in PoiCam poiCam, inout PoiMods poiMods, in PoiLight poiLight)
				{
					if (m_DecalGlobalMask > 0)
					{
						decalColor.a = maskBlend(decalColor.a, poiMods.globalMask[m_DecalGlobalMask - 1], m_DecalGlobalMaskBlendType);
					}
					float audioLinkDecalAlpha = 0;
					float audioLinkDecalEmission = 0;
					#ifdef POI_AUDIOLINK
					audioLinkDecalEmission = lerp(m_AudioLinkDecalEmission.x, m_AudioLinkDecalEmission.y, poiMods.audioLink[m_AudioLinkDecalEmissionBand]) * poiMods.audioLinkAvailable;
					if (m_AudioLinkDecalColorChord)
					{
						if (poiMods.audioLinkAvailable)
						{
							decalColor.rgb *= AudioLinkLerp(ALPASS_CCSTRIP + float2(uv.x * AUDIOLINK_WIDTH, 0)).rgb;
						}
						else
						{
							decalAlpha = 0;
						}
					}
					audioLinkDecalAlpha = lerp(m_AudioLinkDecalAlpha.x, m_AudioLinkDecalAlpha.y, poiMods.audioLink[m_AudioLinkDecalAlphaBand]) * poiMods.audioLinkAvailable;
					#endif
					if (m_DecalOverrideAlpha)
					{
						alphaOverride += 1;
						decalAlpha = lerp(decalAlpha, min(decalAlpha, decalColor.a), decalMask[m_DecalMaskChannel]);
					}
					float decalAlphaMixed = decalColor.a * saturate(m_DecalBlendAlpha + audioLinkDecalAlpha);
					if (m_DecalApplyGlobalMaskIndex > 0)
					{
						applyToGlobalMask(poiMods, m_DecalApplyGlobalMaskIndex - 1, m_DecalApplyGlobalMaskBlendType, decalAlphaMixed);
					}
					poiFragData.baseColor.rgb = lerp(poiFragData.baseColor.rgb, customBlend(poiFragData.baseColor.rgb, decalColor.rgb, m_DecalBlendType), decalAlphaMixed);
					poiFragData.emission += decalColor.rgb * decalColor.a * max(m_DecalEmissionStrength + audioLinkDecalEmission, 0);
				}
			};
			void applyDecals(inout PoiFragData poiFragData, in PoiMesh poiMesh, in PoiCam poiCam, inout PoiMods poiMods, in PoiLight poiLight)
			{
				float decalAlpha = 1;
				float alphaOverride = 0;
				#if defined(PROP_DECALMASK) || !defined(OPTIMIZER_ENABLED)
				float4 decalMask = POI2D_SAMPLER_PAN(_DecalMask, _MainTex, poiUV(poiMesh.uv[(0.0 /*_DecalMaskUV*/)], float4(1,1,0,0)), float4(0,0,0,0));
				#else
				float4 decalMask = 1;
				#endif
				#ifdef TPS_Penetrator
				if ((0.0 /*_DecalTPSDepthMaskEnabled*/))
				{
					decalMask.r = lerp(0, decalMask.r * TPSBufferedDepth(poiMesh.localPos, poiMesh.vertexColor), (1.0 /*_Decal0TPSMaskStrength*/));
					decalMask.g = lerp(0, decalMask.g * TPSBufferedDepth(poiMesh.localPos, poiMesh.vertexColor), (1.0 /*_Decal1TPSMaskStrength*/));
					decalMask.b = lerp(0, decalMask.b * TPSBufferedDepth(poiMesh.localPos, poiMesh.vertexColor), (1.0 /*_Decal2TPSMaskStrength*/));
					decalMask.a = lerp(0, decalMask.a * TPSBufferedDepth(poiMesh.localPos, poiMesh.vertexColor), (1.0 /*_Decal3TPSMaskStrength*/));
				}
				#endif
				float4 decalColor = 1;
				float2 uv = 0;
				#ifdef GEOM_TYPE_BRANCH
				PoiDecal Decal0;
				PoiInitStruct(PoiDecal, Decal0)
				Decal0.m_DecalMaskChannel = (0.0 /*_Decal0MaskChannel*/);
				Decal0.m_DecalGlobalMask = (0.0 /*_Decal0GlobalMask*/);
				Decal0.m_DecalGlobalMaskBlendType = (2.0 /*_Decal0GlobalMaskBlendType*/);
				Decal0.m_DecalApplyGlobalMaskIndex = (0.0 /*_Decal0ApplyGlobalMaskIndex*/);
				Decal0.m_DecalApplyGlobalMaskBlendType = (0.0 /*_Decal0ApplyGlobalMaskBlendType*/);
				Decal0.m_DecalTexture_ST = float4(1,1,0,0);
				Decal0.m_DecalTexturePan = float4(0,0,0,0);
				Decal0.m_DecalTextureUV = (0.0 /*_DecalTextureUV*/);
				Decal0.m_DecalColor = float4(0,0,0,1);
				Decal0.m_DecalColorThemeIndex = (0.0 /*_DecalColorThemeIndex*/);
				Decal0.m_DecalTiled = (0.0 /*_DecalTiled*/);
				Decal0.m_DecalBlendType = (0.0 /*_DecalBlendType*/);
				Decal0.m_DecalRotation = (0.0 /*_DecalRotation*/);
				Decal0.m_DecalScale = float4(0.5,0.5,0,0);
				Decal0.m_DecalSideOffset = float4(0,0,0,0);
				Decal0.m_DecalPosition = float4(0.5,0.53,0,0);
				Decal0.m_DecalRotationSpeed = (0.0 /*_DecalRotationSpeed*/);
				Decal0.m_DecalEmissionStrength = (0.0 /*_DecalEmissionStrength*/);
				Decal0.m_DecalBlendAlpha = _DecalBlendAlpha;
				Decal0.m_DecalOverrideAlpha = (0.0 /*_DecalOverrideAlpha*/);
				Decal0.m_DecalHueShiftEnabled = (0.0 /*_DecalHueShiftEnabled*/);
				Decal0.m_DecalHueShift = (0.0 /*_DecalHueShift*/);
				Decal0.m_DecalHueShiftSpeed = (0.0 /*_DecalHueShiftSpeed*/);
				Decal0.m_DecalDepth = (0.0 /*_Decal0Depth*/);
				Decal0.m_DecalHueAngleStrength = (0.0 /*_Decal0HueAngleStrength*/);
				Decal0.m_DecalChannelSeparationEnable = (0.0 /*_Decal0ChannelSeparationEnable*/);
				Decal0.m_DecalChannelSeparation = (0.0 /*_Decal0ChannelSeparation*/);
				Decal0.m_DecalChannelSeparationPremultiply = (0.0 /*_Decal0ChannelSeparationPremultiply*/);
				Decal0.m_DecalChannelSeparationHue = (0.0 /*_Decal0ChannelSeparationHue*/);
				Decal0.m_DecalChannelSeparationVertical = (0.0 /*_Decal0ChannelSeparationVertical*/);
				Decal0.m_DecalChannelSeparationAngleStrength = (0.0 /*_Decal0ChannelSeparationAngleStrength*/);
				Decal0.Init(decalMask);
				#if defined(POI_AUDIOLINK)
				Decal0.m_AudioLinkDecalScaleBand = (0.0 /*_AudioLinkDecal0ScaleBand*/);
				Decal0.m_AudioLinkDecalScale = float4(0,0,0,0);
				Decal0.m_AudioLinkDecalRotationBand = (0.0 /*_AudioLinkDecal0RotationBand*/);
				Decal0.m_AudioLinkDecalRotation = float4(0,0,0,0);
				Decal0.m_AudioLinkDecalAlphaBand = (0.0 /*_AudioLinkDecal0AlphaBand*/);
				Decal0.m_AudioLinkDecalAlpha = float4(0,0,0,0);
				Decal0.m_AudioLinkDecalEmissionBand = (0.0 /*_AudioLinkDecal0EmissionBand*/);
				Decal0.m_AudioLinkDecalEmission = float4(0,0,0,0);
				Decal0.m_DecalRotationCTALBand = (0.0 /*_DecalRotationCTALBand0*/);
				Decal0.m_DecalRotationCTALSpeed = (0.0 /*_DecalRotationCTALSpeed0*/);
				Decal0.m_DecalRotationCTALType = (0.0 /*_DecalRotationCTALType0*/);
				Decal0.m_AudioLinkDecalColorChord = (0.0 /*_AudioLinkDecalCC0*/);
				Decal0.m_AudioLinkDecalSideBand = (0.0 /*_AudioLinkDecal0SideBand*/);
				Decal0.m_AudioLinkDecalSideMin = float4(0,0,0,0);
				Decal0.m_AudioLinkDecalSideMax = float4(0,0,0,0);
				Decal0.m_AudioLinkDecalChannelSeparation = float4(0,0,0,0);
				Decal0.m_AudioLinkDecalChannelSeparationBand = (0.0 /*_AudioLinkDecal0ChannelSeparationBand*/);
				Decal0.InitAudiolink(poiMods);
				#endif
				#if defined(PROP_DECALTEXTURE) || !defined(OPTIMIZER_ENABLED)
				if (!(0.0 /*_Decal0ChannelSeparationEnable*/))
				{
					Decal0.SampleDecal(_DecalTexture, poiMods, poiLight, poiMesh, poiCam);
				}
				#else
				Decal0.SampleDecalNoTexture(poiMods, poiLight, poiMesh, poiCam);
				#endif
				Decal0.Apply(alphaOverride, decalAlpha, poiFragData, poiMesh, poiCam, poiMods, poiLight);
				#endif
				#ifdef GEOM_TYPE_FROND
				PoiDecal Decal2;
				PoiInitStruct(PoiDecal, Decal2)
				Decal2.m_DecalMaskChannel = (2.0 /*_Decal2MaskChannel*/);
				Decal2.m_DecalGlobalMask = (0.0 /*_Decal2GlobalMask*/);
				Decal2.m_DecalGlobalMaskBlendType = (2.0 /*_Decal2GlobalMaskBlendType*/);
				Decal2.m_DecalApplyGlobalMaskIndex = (0.0 /*_Decal2ApplyGlobalMaskIndex*/);
				Decal2.m_DecalApplyGlobalMaskBlendType = (0.0 /*_Decal2ApplyGlobalMaskBlendType*/);
				Decal2.m_DecalTexture_ST = float4(1,1,0,0);
				Decal2.m_DecalTexturePan = float4(0,0,0,0);
				Decal2.m_DecalTextureUV = (0.0 /*_DecalTexture2UV*/);
				Decal2.m_DecalColor = float4(0,0,0,1);
				Decal2.m_DecalColorThemeIndex = (0.0 /*_DecalColor2ThemeIndex*/);
				Decal2.m_DecalTiled = (0.0 /*_DecalTiled2*/);
				Decal2.m_DecalBlendType = (0.0 /*_DecalBlendType2*/);
				Decal2.m_DecalRotation = (0.0 /*_DecalRotation2*/);
				Decal2.m_DecalScale = float4(0.7,0.4,0,0);
				Decal2.m_DecalSideOffset = float4(0,0,0,0);
				Decal2.m_DecalPosition = float4(0.51,0.5,0,0);
				Decal2.m_DecalRotationSpeed = (0.0 /*_DecalRotationSpeed2*/);
				Decal2.m_DecalEmissionStrength = (0.0 /*_DecalEmissionStrength2*/);
				Decal2.m_DecalBlendAlpha = _DecalBlendAlpha2;
				Decal2.m_DecalOverrideAlpha = (0.0 /*_DecalOverrideAlpha2*/);
				Decal2.m_DecalHueShiftEnabled = (0.0 /*_DecalHueShiftEnabled2*/);
				Decal2.m_DecalHueShift = (0.0 /*_DecalHueShift2*/);
				Decal2.m_DecalHueShiftSpeed = (0.0 /*_DecalHueShiftSpeed2*/);
				Decal2.m_DecalDepth = (0.0 /*_Decal2Depth*/);
				Decal2.m_DecalHueAngleStrength = (0.0 /*_Decal2HueAngleStrength*/);
				Decal2.m_DecalChannelSeparationEnable = (0.0 /*_Decal2ChannelSeparationEnable*/);
				Decal2.m_DecalChannelSeparation = (0.0 /*_Decal2ChannelSeparation*/);
				Decal2.m_DecalChannelSeparationPremultiply = (0.0 /*_Decal2ChannelSeparationPremultiply*/);
				Decal2.m_DecalChannelSeparationHue = (0.0 /*_Decal2ChannelSeparationHue*/);
				Decal2.m_DecalChannelSeparationVertical = (0.0 /*_Decal2ChannelSeparationVertical*/);
				Decal2.m_DecalChannelSeparationAngleStrength = (0.0 /*_Decal2ChannelSeparationAngleStrength*/);
				Decal2.Init(decalMask);
				#if defined(POI_AUDIOLINK)
				Decal2.m_AudioLinkDecalScaleBand = (0.0 /*_AudioLinkDecal2ScaleBand*/);
				Decal2.m_AudioLinkDecalScale = float4(0,0,0,0);
				Decal2.m_AudioLinkDecalRotationBand = (0.0 /*_AudioLinkDecal2RotationBand*/);
				Decal2.m_AudioLinkDecalRotation = float4(0,0,0,0);
				Decal2.m_AudioLinkDecalAlphaBand = (0.0 /*_AudioLinkDecal2AlphaBand*/);
				Decal2.m_AudioLinkDecalAlpha = float4(0,0,0,0);
				Decal2.m_AudioLinkDecalEmissionBand = (0.0 /*_AudioLinkDecal2EmissionBand*/);
				Decal2.m_AudioLinkDecalEmission = float4(0,0,0,0);
				Decal2.m_DecalRotationCTALBand = (0.0 /*_DecalRotationCTALBand2*/);
				Decal2.m_DecalRotationCTALSpeed = (0.0 /*_DecalRotationCTALSpeed2*/);
				Decal2.m_DecalRotationCTALType = (0.0 /*_DecalRotationCTALType2*/);
				Decal2.m_AudioLinkDecalColorChord = (0.0 /*_AudioLinkDecalCC2*/);
				Decal2.m_AudioLinkDecalSideBand = (0.0 /*_AudioLinkDecal2SideBand*/);
				Decal2.m_AudioLinkDecalSideMin = float4(0,0,0,0);
				Decal2.m_AudioLinkDecalSideMax = float4(0,0,0,0);
				Decal2.m_AudioLinkDecalChannelSeparation = float4(0,0,0,0);
				Decal2.m_AudioLinkDecalChannelSeparationBand = (0.0 /*_AudioLinkDecal2ChannelSeparationBand*/);
				Decal2.InitAudiolink(poiMods);
				#endif
				#if defined(PROP_DECALTEXTURE2) || !defined(OPTIMIZER_ENABLED)
				if (!(0.0 /*_Decal2ChannelSeparationEnable*/))
				{
					Decal2.SampleDecal(_DecalTexture2, poiMods, poiLight, poiMesh, poiCam);
				}
				#else
				Decal2.SampleDecalNoTexture(poiMods, poiLight, poiMesh, poiCam);
				#endif
				Decal2.Apply(alphaOverride, decalAlpha, poiFragData, poiMesh, poiCam, poiMods, poiLight);
				#endif
				if (alphaOverride)
				{
					poiFragData.alpha *= decalAlpha;
				}
				poiFragData.baseColor = saturate(poiFragData.baseColor);
			}
			#endif
			#ifdef DISTORT
			void applyDissolve(inout PoiFragData poiFragData, in PoiMesh poiMesh, in PoiMods poiMods, in PoiCam poiCam, in PoiLight poiLight)
			{
				#if defined(PROP_DISSOLVEMASK) || !defined(OPTIMIZER_ENABLED)
				float dissolveMask = POI2D_SAMPLER_PAN(_DissolveMask, _MainTex, poiUV(poiMesh.uv[(0.0 /*_DissolveMaskUV*/)], float4(1,1,0,0)), float4(0,0,0,0)).r;
				#else
				float dissolveMask = 1;
				#endif
				
				if ((0.0 /*_DissolveUseVertexColors*/) > 0)
				{
					dissolveMask = ceil(poiMesh.vertexColor[(0.0 /*_DissolveUseVertexColors*/)] * 100000) / 100000;
				}
				if ((0.0 /*_DissolveMaskGlobalMask*/) > 0)
				{
					dissolveMask = maskBlend(dissolveMask, poiMods.globalMask[(0.0 /*_DissolveMaskGlobalMask*/)-1], (2.0 /*_DissolveMaskGlobalMaskBlendType*/));
				}
				#if defined(PROP_DISSOLVETOTEXTURE) || !defined(OPTIMIZER_ENABLED)
				dissolveToTexture = POI2D_SAMPLER_PAN(_DissolveToTexture, _MainTex, poiUV(poiMesh.uv[(0.0 /*_DissolveToTextureUV*/)], float4(1,1,0,0)), float4(0,0,0,0)) * float4(poiThemeColor(poiMods, float4(1,1,1,1).rgb, (0.0 /*_DissolveTextureColorThemeIndex*/)), float4(1,1,1,1).a);
				#else
				dissolveToTexture = float4(1,1,1,1);
				#endif
				#if defined(PROP_DISSOLVENOISETEXTURE) || !defined(OPTIMIZER_ENABLED)
				float dissolveNoiseTexture = POI2D_SAMPLER_PAN(_DissolveNoiseTexture, _MainTex, poiUV(poiMesh.uv[(0.0 /*_DissolveNoiseTextureUV*/)], float4(1,1,0,0)), float4(0,0,0,0)).r;
				#else
				float dissolveNoiseTexture = 1;
				#endif
				float da = (0.0 /*_DissolveAlpha*/)
				+ (0.0 /*_DissolveAlpha0*/)
				+ (0.0 /*_DissolveAlpha1*/)
				+ (0.0 /*_DissolveAlpha2*/)
				+ (0.0 /*_DissolveAlpha3*/)
				+ (0.0 /*_DissolveAlpha4*/)
				+ (0.0 /*_DissolveAlpha5*/)
				+ (0.0 /*_DissolveAlpha6*/)
				+ (0.0 /*_DissolveAlpha7*/)
				+ (0.0 /*_DissolveAlpha8*/)
				+ (0.0 /*_DissolveAlpha9*/);
				float dds = (0.1 /*_DissolveDetailStrength*/);
				if((0.0 /*_UVTileDissolveEnabled*/))
				{
					float2 udim = floor(poiMesh.uv[(int)(0.0 /*_UVTileDissolveUV*/)]);
					float4 xMask = float4(  (udim.x >= 0 && udim.x < 1),
					(udim.x >= 1 && udim.x < 2),
					(udim.x >= 2 && udim.x < 3),
					(udim.x >= 3 && udim.x < 4));
					da += (udim.y >= 0 && udim.y < 1) * dot(float4((0.0 /*_UVTileDissolveAlpha_Row0_0*/), (0.0 /*_UVTileDissolveAlpha_Row0_1*/), (0.0 /*_UVTileDissolveAlpha_Row0_2*/), (0.0 /*_UVTileDissolveAlpha_Row0_3*/)), xMask);
					da += (udim.y >= 1 && udim.y < 2) * dot(float4((0.0 /*_UVTileDissolveAlpha_Row1_0*/), (0.0 /*_UVTileDissolveAlpha_Row1_1*/), (0.0 /*_UVTileDissolveAlpha_Row1_2*/), (0.0 /*_UVTileDissolveAlpha_Row1_3*/)), xMask);
					da += (udim.y >= 2 && udim.y < 3) * dot(float4((0.0 /*_UVTileDissolveAlpha_Row2_0*/), (0.0 /*_UVTileDissolveAlpha_Row2_1*/), (0.0 /*_UVTileDissolveAlpha_Row2_2*/), (0.0 /*_UVTileDissolveAlpha_Row2_3*/)), xMask);
					da += (udim.y >= 3 && udim.y < 4) * dot(float4((0.0 /*_UVTileDissolveAlpha_Row3_0*/), (0.0 /*_UVTileDissolveAlpha_Row3_1*/), (0.0 /*_UVTileDissolveAlpha_Row3_2*/), (0.0 /*_UVTileDissolveAlpha_Row3_3*/)), xMask);
				}
				#ifdef POI_AUDIOLINK
				
				if ((0.0 /*_EnableDissolveAudioLink*/) && poiMods.audioLinkAvailable)
				{
					da += lerp(float4(0,0,0,0).x, float4(0,0,0,0).y, poiMods.audioLink[(0.0 /*_AudioLinkDissolveAlphaBand*/)]);
					dds += lerp(float4(0,0,0,0).x, float4(0,0,0,0).y, poiMods.audioLink[(0.0 /*_AudioLinkDissolveDetailBand*/)]);
				}
				#endif
				da = saturate(da);
				dds = saturate(dds);
				if ((0.0 /*_DissolveMaskInvert*/))
				{
					dissolveMask = 1 - dissolveMask;
				}
				#if defined(PROP_DISSOLVEDETAILNOISE) || !defined(OPTIMIZER_ENABLED)
				float dissolveDetailNoise = POI2D_SAMPLER_PAN(_DissolveDetailNoise, _MainTex, poiUV(poiMesh.uv[(0.0 /*_DissolveDetailNoiseUV*/)], float4(1,1,0,0)), float4(0,0,0,0));
				#else
				float dissolveDetailNoise = 0;
				#endif
				if ((0.0 /*_DissolveInvertNoise*/))
				{
					dissolveNoiseTexture = 1 - dissolveNoiseTexture;
				}
				if ((0.0 /*_DissolveInvertDetailNoise*/))
				{
					dissolveDetailNoise = 1 - dissolveDetailNoise;
				}
				if ((0.0 /*_ContinuousDissolve*/) != 0)
				{
					da = sin(_Time.x * (0.0 /*_ContinuousDissolve*/)) * .5 + .5;
				}
				da *= dissolveMask;
				dissolveAlpha = da;
				edgeAlpha = 0;
				[flatten]
				switch((1.0 /*_DissolveType*/))
				{
					default: // Basic (case 1)
					{
						da = remap(da, 0, 1, -(0.025 /*_DissolveEdgeWidth*/), 1);
						dissolveAlpha = da;
						dds *= smoothstep(1, 0.99, da) * lerp(1, smoothstep(0, lerp(0.01, 0.1, dds), da), (0.0 /*_DissolveDetailEdgeSmoothing*/));
						float noise = saturate(dissolveNoiseTexture - dissolveDetailNoise * dds);
						noise = saturate(noise * 0.998 + 0.001);
						dissolveAlpha = dissolveAlpha >= noise;
						edgeAlpha = remapClamped(da + (0.025 /*_DissolveEdgeWidth*/), da, noise) * (1 - dissolveAlpha);
						break;
					}
					case 2: // Point to Point
					{
						float3 direction;
						float3 currentPos;
						float distanceTo = 0;
						direction = normalize(float4(0,1,0,0) - float4(0,-1,0,0));
						currentPos = lerp(float4(0,-1,0,0), float4(0,1,0,0), dissolveAlpha);
						
						if ((0.0 /*_DissolveP2PWorldLocal*/) != 1)
						{
							float3 pos = (0.0 /*_DissolveP2PWorldLocal*/) == 0 ? poiMesh.localPos.rgb : poiMesh.vertexColor.rgb;
							distanceTo = dot(pos - currentPos, direction) - dissolveDetailNoise * dds;
							edgeAlpha = smoothstep((0.1 /*_DissolveP2PEdgeLength*/) + .00001, 0, distanceTo);
							dissolveAlpha = step(distanceTo, 0);
							edgeAlpha *= 1 - dissolveAlpha;
						}
						else
						{
							distanceTo = dot(poiMesh.worldPos - currentPos, direction) - dissolveDetailNoise * dds;
							edgeAlpha = smoothstep((0.1 /*_DissolveP2PEdgeLength*/) + .00001, 0, distanceTo);
							dissolveAlpha = (distanceTo < 0) ? 1 : 0;
							edgeAlpha *= 1 - dissolveAlpha;
						}
						if((0.0 /*_DissolveP2PClamp*/))
						{
							dissolveAlpha = saturate(dissolveAlpha * smoothstep(0, 0.01, da) + smoothstep(0.99, 1, da));
							edgeAlpha *= smoothstep(0, 0.01, da);
						}
						break;
					}
					case 3: // Spherical
					{
						if((0.0 /*_SphericalDissolveInvert*/))
						{
							da = remap(da, 1, 0, -(0.025 /*_DissolveEdgeWidth*/), 1);
						} else {
							da = remap(da, 0, 1, -(0.025 /*_DissolveEdgeWidth*/), 1);
						}
						dissolveAlpha = da;
						dds *= smoothstep(0, 0.2*dds + 0.01, dissolveAlpha) * lerp(1, smoothstep(1, 1 - 0.2*dds - 0.01, dissolveAlpha), (0.0 /*_DissolveDetailEdgeSmoothing*/));
						float currentDistance = lerp(0, (1.5 /*_SphericalDissolveRadius*/), dissolveAlpha);
						float fragDistance = distance(float4(0,0,0,1), poiMesh.localPos.xyz);
						float normalizedDistance;
						normalizedDistance = (fragDistance - currentDistance) / ((1.5 /*_SphericalDissolveRadius*/) + 0.0001)  - dissolveDetailNoise * dds;
						if((0.0 /*_SphericalDissolveInvert*/))
						{
							dissolveAlpha = (normalizedDistance > 0) ? 1 : 0;
							edgeAlpha = smoothstep((0.025 /*_DissolveEdgeWidth*/) + .00001, 0, -normalizedDistance);
						} else {
							dissolveAlpha = (normalizedDistance < 0) ? 1 : 0;
							edgeAlpha = smoothstep((0.025 /*_DissolveEdgeWidth*/) + .00001, 0, normalizedDistance);
						}
						if((0.0 /*_SphericalDissolveClamp*/))
						{
							da = lerp(da, 1 - da, (0.0 /*_SphericalDissolveInvert*/));
							dissolveAlpha = saturate(dissolveAlpha * smoothstep(0, 0.01, da) + smoothstep(0.99, 1, da));
							edgeAlpha *= smoothstep(0, 0.01, da);
						}
						break;
					}
					case 4: // CenterOut
					{
						float ramp = 0.5;
						float noise;
						[flatten]
						switch((1.0 /*_CenterOutDissolveMode*/))
						{
							case 1: // View Direction
							{
								ramp = saturate(lerp(poiLight.vertexNDotV, poiLight.nDotV, (0.0 /*_CenterOutDissolveNormals*/)));
								break;
							}
							case 2: // Custom Direction
							{
								ramp = dot(normalize(float4(0,0,1,0)), lerp(poiMesh.normals[0], poiMesh.normals[1], (0.0 /*_CenterOutDissolveNormals*/)));
								ramp = saturate(ramp * .5 + 0.5);
								break;
							}
							case 3: // Light Direction
							{
								ramp = lerp(poiLight.vertexNDotL, poiLight.nDotL, (0.0 /*_CenterOutDissolveNormals*/));
								ramp = saturate(ramp * .5 + 0.5);
								break;
							}
						}
						if((1.0 /*_CenterOutDissolvePower*/) != 1)
						{
							ramp = pow(ramp, (1.0 /*_CenterOutDissolvePower*/));
						}
						if(!(0.0 /*_CenterOutDissolveInvert*/))
						{
							ramp = 1 - ramp;
						}
						da = remap(da, 0, 1, -(0.025 /*_DissolveEdgeWidth*/), 1);
						dissolveAlpha = da;
						dds *= smoothstep(1, 0.99, da) * lerp(1, smoothstep(0, lerp(0.01, 0.1, dds), da), (0.0 /*_DissolveDetailEdgeSmoothing*/));
						noise = saturate(ramp - dissolveDetailNoise * dds);
						noise = saturate(noise * 0.998 + 0.001);
						dissolveAlpha = dissolveAlpha >= noise;
						edgeAlpha = remapClamped(da + (0.025 /*_DissolveEdgeWidth*/), da, noise) * (1 - dissolveAlpha);
						break;
					}
				}
				#ifndef POI_SHADOW
				
				if ((0.0 /*_DissolveHueShiftEnabled*/))
				{
					dissolveToTexture.rgb = hueShift(dissolveToTexture.rgb, (0.0 /*_DissolveHueShift*/) + _Time.x * (0.0 /*_DissolveHueShiftSpeed*/));
				}
				#endif
				poiFragData.alpha = lerp(poiFragData.alpha, dissolveToTexture.a, dissolveAlpha * .999999);
				#if !defined(POI_PASS_OUTLINE) && !defined(UNITY_PASS_SHADOWCASTER)
				poiFragData.baseColor = lerp(poiFragData.baseColor, dissolveToTexture.rgb, dissolveAlpha * .999999);
				
				if ((0.025 /*_DissolveEdgeWidth*/) || ((1.0 /*_DissolveType*/) == 2 && (0.1 /*_DissolveP2PEdgeLength*/) != 0))
				{
					edgeColor = tex2D(_DissolveEdgeGradient, poiUV(float2(edgeAlpha, edgeAlpha), float4(1,1,0,0))) * float4(poiThemeColor(poiMods, float4(1,1,1,1).rgb, (0.0 /*_DissolveEdgeColorThemeIndex*/)), float4(1,1,1,1).a);
					#ifndef POI_SHADOW
					
					if ((0.0 /*_DissolveEdgeHueShiftEnabled*/))
					{
						edgeColor.rgb = hueShift(edgeColor.rgb, (0.0 /*_DissolveEdgeHueShift*/) + _Time.x * (0.0 /*_DissolveEdgeHueShiftSpeed*/));
					}
					#endif
					poiFragData.baseColor = lerp(poiFragData.baseColor, edgeColor.rgb, smoothstep(0, 1 - (0.5 /*_DissolveEdgeHardness*/) * .99999999999, edgeAlpha));
				}
				poiFragData.emission += lerp(0, dissolveToTexture * (0.0 /*_DissolveToEmissionStrength*/), dissolveAlpha) + lerp(0, edgeColor.rgb * (0.0 /*_DissolveEdgeEmission*/), smoothstep(0, 1 - (0.5 /*_DissolveEdgeHardness*/) * .99999999999, edgeAlpha));
				#endif
			}
			#endif
			#ifdef VIGNETTE_MASKED
			void calculateShading(inout PoiLight poiLight, inout PoiFragData poiFragData, in PoiMesh poiMesh, in PoiCam poiCam)
			{
				float shadowAttenuation = lerp(1, poiLight.attenuation, poiLight.attenuationStrength);
				float attenuation = 1;
				#if defined(POINT) || defined(SPOT)
				shadowAttenuation = lerp(1, poiLight.additiveShadow, poiLight.attenuationStrength);
				attenuation = poiLight.attenuation;
				#endif
				#ifdef UNITY_PASS_FORWARDADD
				if ((1.0 /*_LightingAdditiveType*/) == 0) // Realistic
				{
					poiLight.rampedLightMap = max(0, poiLight.nDotL);
					poiLight.finalLighting = poiLight.directColor * attenuation * max(0, poiLight.nDotL) * poiLight.detailShadow * shadowAttenuation;
					return;
				}
				else if ((1.0 /*_LightingAdditiveType*/) == 1) // Toon
				{
					#if defined(POINT_COOKIE) || defined(DIRECTIONAL_COOKIE)
					float passthrough = 0;
					#else
					float passthrough = (0.5 /*_LightingAdditivePassthrough*/);
					#endif
					if ((0.5 /*_LightingAdditiveGradientEnd*/) == (0.0 /*_LightingAdditiveGradientStart*/)) (0.5 /*_LightingAdditiveGradientEnd*/) += 0.001;
					poiLight.rampedLightMap = smoothstep((0.5 /*_LightingAdditiveGradientEnd*/), (0.0 /*_LightingAdditiveGradientStart*/), 1 - (.5 * poiLight.nDotL + .5));
					#if defined(POINT) || defined(SPOT)
					poiLight.finalLighting = lerp(poiLight.directColor * max(min(poiLight.additiveShadow, poiLight.detailShadow), passthrough), poiLight.indirectColor, smoothstep((0.0 /*_LightingAdditiveGradientStart*/), (0.5 /*_LightingAdditiveGradientEnd*/), 1 - (.5 * poiLight.nDotL + .5))) * poiLight.attenuation;
					#else
					poiLight.finalLighting = lerp(poiLight.directColor * max(min(poiLight.attenuation, poiLight.detailShadow), passthrough), poiLight.indirectColor, smoothstep((0.0 /*_LightingAdditiveGradientStart*/), (0.5 /*_LightingAdditiveGradientEnd*/), 1 - (.5 * poiLight.nDotL + .5)));
					#endif
					return;
				}
				#endif
				float shadowStrength = (1.0 /*_ShadowStrength*/) * poiLight.shadowMask;
				#ifdef POI_PASS_OUTLINE
				shadowStrength = lerp(0, shadowStrength, _OutlineShadowStrength);
				#endif
				#ifdef _LIGHTINGMODE_MULTILAYER_MATH
				#if defined(PROP_MULTILAYERMATHBLURMAP) || !defined(OPTIMIZER_ENABLED)
				float4 blurMap = POI2D_SAMPLER_PAN(_MultilayerMathBlurMap, _MainTex, poiUV(poiMesh.uv[(0.0 /*_MultilayerMathBlurMapUV*/)], float4(1,1,0,0)), float4(0,0,0,0));
				#else
				float4 blurMap = 1;
				#endif
				float4 lns = float4(1, 1, 1, 1);
				float3 lightMap = poiLight.lightMapNoAttenuation.xxx;
				lightMap.x *= lerp(1.0, poiLight.attenuation, (0.0 /*_ShadowReceive*/));
				lightMap.y *= lerp(1.0, poiLight.attenuation, (0.0 /*_Shadow2ndReceive*/));
				lightMap.z *= lerp(1.0, poiLight.attenuation, (0.0 /*_Shadow3rdReceive*/));
				if ((1.0 /*_LightingMulitlayerNonLinear*/))
				{
					lns.x = poiEdgeNonLinearNoSaturate(lightMap.x, (0.5 /*_ShadowBorder*/), (0.1 /*_ShadowBlur*/) * blurMap.r);
					lns.y = poiEdgeNonLinearNoSaturate(lightMap.y, (0.5 /*_Shadow2ndBorder*/), (0.3 /*_Shadow2ndBlur*/) * blurMap.g);
					lns.z = poiEdgeNonLinearNoSaturate(lightMap.z, (0.25 /*_Shadow3rdBorder*/), (0.1 /*_Shadow3rdBlur*/) * blurMap.b);
					lns.w = poiEdgeNonLinearNoSaturate(lightMap.x, (0.5 /*_ShadowBorder*/), (0.1 /*_ShadowBlur*/) * blurMap.r, (0.0 /*_ShadowBorderRange*/));
				}
				else
				{
					lns.x = poiEdgeLinearNoSaturate(lightMap.x, (0.5 /*_ShadowBorder*/), (0.1 /*_ShadowBlur*/) * blurMap.r);
					lns.y = poiEdgeLinearNoSaturate(lightMap.y, (0.5 /*_Shadow2ndBorder*/), (0.3 /*_Shadow2ndBlur*/) * blurMap.g);
					lns.z = poiEdgeLinearNoSaturate(lightMap.z, (0.25 /*_Shadow3rdBorder*/), (0.1 /*_Shadow3rdBlur*/) * blurMap.b);
					lns.w = poiEdgeLinearNoSaturate(lightMap.x, (0.5 /*_ShadowBorder*/), (0.1 /*_ShadowBlur*/) * blurMap.r, (0.0 /*_ShadowBorderRange*/));
				}
				lns = saturate(lns);
				float3 indirectColor = 1;
				if (float4(0.4479884,0.5225216,0.6920712,1).a > 0)
				{
					#if defined(PROP_SHADOWCOLORTEX) || !defined(OPTIMIZER_ENABLED)
					float4 shadowColorTex = POI2D_SAMPLER_PAN(_ShadowColorTex, _MainTex, poiUV(poiMesh.uv[(0.0 /*_ShadowColorTexUV*/)], float4(1,1,0,0)), float4(0,0,0,0));
					#else
					float4 shadowColorTex = float4(1, 1, 1, 1);
					#endif
					indirectColor = lerp(float3(1, 1, 1), shadowColorTex.rgb, shadowColorTex.a) * float4(0.4479884,0.5225216,0.6920712,1).rgb;
				}
				if (float4(0,0,0,0).a > 0)
				{
					#if defined(PROP_SHADOW2NDCOLORTEX) || !defined(OPTIMIZER_ENABLED)
					float4 shadow2ndColorTex = POI2D_SAMPLER_PAN(_Shadow2ndColorTex, _MainTex, poiUV(poiMesh.uv[(0.0 /*_Shadow2ndColorTexUV*/)], float4(1,1,0,0)), float4(0,0,0,0));
					#else
					float4 shadow2ndColorTex = float4(1, 1, 1, 1);
					#endif
					shadow2ndColorTex.rgb = lerp(float3(1, 1, 1), shadow2ndColorTex.rgb, shadow2ndColorTex.a) * float4(0,0,0,0).rgb;
					lns.y = float4(0,0,0,0).a - lns.y * float4(0,0,0,0).a;
					indirectColor = lerp(indirectColor, shadow2ndColorTex.rgb, lns.y);
				}
				if (float4(0,0,0,0).a > 0)
				{
					#if defined(PROP_SHADOW3RDCOLORTEX) || !defined(OPTIMIZER_ENABLED)
					float4 shadow3rdColorTex = POI2D_SAMPLER_PAN(_Shadow3rdColorTex, _MainTex, poiUV(poiMesh.uv[(0.0 /*_Shadow3rdColorTexUV*/)], float4(1,1,0,0)), float4(0,0,0,0));
					#else
					float4 shadow3rdColorTex = float4(1, 1, 1, 1);
					#endif
					shadow3rdColorTex.rgb = lerp(float3(1, 1, 1), shadow3rdColorTex.rgb, shadow3rdColorTex.a) * float4(0,0,0,0).rgb;
					lns.z = float4(0,0,0,0).a - lns.z * float4(0,0,0,0).a;
					indirectColor = lerp(indirectColor, shadow3rdColorTex.rgb, lns.z);
				}
				indirectColor = lerp(indirectColor, indirectColor * poiFragData.baseColor, (0.0 /*_ShadowMainStrength*/));
				poiLight.rampedLightMap = lns.x;
				indirectColor = lerp(indirectColor, 1, lns.w * float4(1,0,0,1).rgb);
				indirectColor = indirectColor * lerp(poiLight.indirectColor, poiLight.directColor, (0.0 /*_LightingIgnoreAmbientColor*/));
				indirectColor = lerp(poiLight.directColor, indirectColor, shadowStrength * poiLight.shadowMask);
				poiLight.finalLighting = lerp(indirectColor, poiLight.directColor, lns.x) * attenuation;
				#endif
				if ((1.0 /*_LightingVertexLightingEnabled*/))
				{
					#if defined(VERTEXLIGHT_ON)
					float3 vertexLighting = float3(0, 0, 0);
					for (int index = 0; index < 4; index++)
					{
						if ((1.0 /*_LightingAdditiveType*/) == 0 || (1.0 /*_LightingAdditiveType*/) == 3)
						{
							vertexLighting += poiLight.vColor[index] * poiLight.vAttenuationDotNL[index] * poiLight.detailShadow; // Realistic
						}
						if ((1.0 /*_LightingAdditiveType*/) == 1) // Toon
						{
							vertexLighting += lerp(poiLight.vColor[index] * poiLight.vAttenuation[index], poiLight.vColor[index] * (0.5 /*_LightingAdditivePassthrough*/) * poiLight.vAttenuation[index], smoothstep((0.0 /*_LightingAdditiveGradientStart*/), (0.5 /*_LightingAdditiveGradientEnd*/), 1 - (.5 * poiLight.vDotNL[index] + .5))) * poiLight.detailShadow;
						}
					}
					float3 mixedLight = poiLight.finalLighting;
					poiLight.finalLighting = vertexLighting + poiLight.finalLighting;
					#endif
				}
			}
			#endif
			float calculateGlowInTheDark(in float minLight, in float maxLight, in float minEmissionMultiplier, in float maxEmissionMultiplier, in float enabled, in float worldOrMesh, in PoiLight poiLight)
			{
				float glowInTheDarkMultiplier = 1;
				if (enabled)
				{
					float3 lightValue = worldOrMesh ? calculateluminance(poiLight.finalLighting.rgb) : calculateluminance(poiLight.directColor.rgb);
					float gitdeAlpha = saturate(inverseLerp(minLight, maxLight, lightValue));
					glowInTheDarkMultiplier = lerp(minEmissionMultiplier, maxEmissionMultiplier, gitdeAlpha);
				}
				return glowInTheDarkMultiplier;
			}
			float calculateScrollingEmission(in float3 direction, in float velocity, in float interval, in float scrollWidth, float offset, float3 position)
			{
				scrollWidth = max(scrollWidth, 0);
				float phase = 0;
				phase = dot(position, direction);
				phase -= (_Time.y + offset) * velocity;
				phase /= interval;
				phase -= floor(phase);
				phase = saturate(phase);
				return (pow(phase, scrollWidth) + pow(1 - phase, scrollWidth * 4)) * 0.5;
			}
			float calculateBlinkingEmission(in float blinkMin, in float blinkMax, in float blinkVelocity, float offset)
			{
				float amplitude = (blinkMax - blinkMin) * 0.5f;
				float base = blinkMin + amplitude;
				return sin((_Time.y + offset) * blinkVelocity) * amplitude + base;
			}
			void applyALEmmissionStrength(in PoiMods poiMods, inout float emissionStrength, in float2 emissionStrengthMod, in float emissionStrengthBand, in float2 _EmissionALMultipliers, in float _EmissionALMultipliersBand, in float enabled)
			{
				#ifdef POI_AUDIOLINK
				if (poiMods.audioLinkAvailable && enabled)
				{
					emissionStrength += lerp(emissionStrengthMod.x, emissionStrengthMod.y, poiMods.audioLink[emissionStrengthBand]);
					emissionStrength *= lerp(_EmissionALMultipliers.x, _EmissionALMultipliers.y, poiMods.audioLink[_EmissionALMultipliersBand]);
				}
				#endif
			}
			void applyALCenterOutEmission(in PoiMods poiMods, in float nDotV, inout float emissionStrength, in float size, in float band, in float2 emissionToAdd, in float enabled, in float duration)
			{
				#ifdef POI_AUDIOLINK
				if (poiMods.audioLinkAvailable && enabled)
				{
					float intensity;
					[flatten]
					if (duration >= 0)
					{
						intensity = getBandAtTime(band, saturate(remap(nDotV, 1, 0, 0, duration)), size);
					}
					else
					{
						duration *= -1;
						intensity = getBandAtTime(band, saturate(remap(pow(nDotV, 2), 0, 1 + duration, 0, duration)), size);
					}
					emissionStrength += lerp(emissionToAdd[0], emissionToAdd[1], intensity);
				}
				#endif
			}
			void applyLumaGradient(in PoiMods poiMods, inout float3 emissionColor, in float themeIndex, in float nDotV)
			{
				#ifdef POI_AUDIOLINK
				if (poiMods.audioLinkAvailable && poiMods.audioLinkViaLuma && themeIndex >= 5 && themeIndex <= 7)
				{
					emissionColor = getLumaGradient(themeIndex - 5, saturate(1 - nDotV));
				}
				#endif
			}
			#ifdef _EMISSION
			float3 applyEmission(inout PoiFragData poiFragData, in PoiMesh poiMesh, in PoiLight poiLight, in PoiCam poiCam, in PoiMods poiMods)
			{
				float3 emission0 = 0;
				float emissionStrength0 = (1.0 /*_EmissionStrength*/);
				float3 emissionColor0 = 0;
				float glowInTheDarkMultiplier0 = calculateGlowInTheDark((0.0 /*_GITDEMinLight*/), (1.0 /*_GITDEMaxLight*/), (1.0 /*_GITDEMinEmissionMultiplier*/), (0.0 /*_GITDEMaxEmissionMultiplier*/), (0.0 /*_EnableGITDEmission*/), (0.0 /*_GITDEWorldOrMesh*/), poiLight);
				#if defined(PROP_EMISSIONMAP) || !defined(OPTIMIZER_ENABLED)
				if (!(0.0 /*_EmissionCenterOutEnabled*/))
				{
					emissionColor0 = POI2D_SAMPLER_PAN(_EmissionMap, _MainTex, poiUV(poiMesh.uv[(0.0 /*_EmissionMapUV*/)], float4(1,1,0,0)), float4(0,0,0,0)).rgb * lerp(1, poiFragData.baseColor, (1.0 /*_EmissionBaseColorAsMap*/)).rgb * poiThemeColor(poiMods, float4(0.6431373,0.3215686,0.3215686,1).rgb, (0.0 /*_EmissionColorThemeIndex*/));
				}
				else
				{
					emissionColor0 = UNITY_SAMPLE_TEX2D_SAMPLER(_EmissionMap, _MainTex, ((.5 + poiLight.nDotV * .5) * float4(1,1,0,0).xy) + _Time.x * (5.0 /*_EmissionCenterOutSpeed*/)).rgb * lerp(1, poiFragData.baseColor, (1.0 /*_EmissionBaseColorAsMap*/)).rgb * poiThemeColor(poiMods, float4(0.6431373,0.3215686,0.3215686,1).rgb, (0.0 /*_EmissionColorThemeIndex*/));
				}
				#else
				emissionColor0 = lerp(1, poiFragData.baseColor, (1.0 /*_EmissionBaseColorAsMap*/)).rgb * poiThemeColor(poiMods, float4(0.6431373,0.3215686,0.3215686,1).rgb, (0.0 /*_EmissionColorThemeIndex*/));
				#endif
				if ((1.0 /*_ScrollingEmission*/))
				{
					float3 pos = poiMesh.localPos;
					if ((0.0 /*_EmissionScrollingVertexColor*/))
					{
						pos = poiMesh.vertexColor.rgb;
					}
					if ((0.0 /*_EmissionScrollingUseCurve*/))
					{
						#if defined(PROP_EMISSIONSCROLLINGCURVE) || !defined(OPTIMIZER_ENABLED)
						emissionStrength0 *= UNITY_SAMPLE_TEX2D_SAMPLER(_EmissionScrollingCurve, _MainTex, poiUV(poiMesh.uv[(0.0 /*_EmissionMapUV*/)], float4(1,1,0,0)) + (dot(pos, float4(0,-10,0,0).xyz) * (2.0 /*_EmissiveScroll_Interval*/)) + _Time.x * (1.0 /*_EmissiveScroll_Velocity*/)).r;
						#endif
					}
					else
					{
						emissionStrength0 *= calculateScrollingEmission(float4(0,-10,0,0).xyz, (1.0 /*_EmissiveScroll_Velocity*/), (2.0 /*_EmissiveScroll_Interval*/), (2.0 /*_EmissiveScroll_Width*/), (0.0 /*_EmissionScrollingOffset*/), pos);
					}
				}
				if ((0.0 /*_EmissionBlinkingEnabled*/))
				{
					emissionStrength0 *= calculateBlinkingEmission((0.0 /*_EmissiveBlink_Min*/), (1.0 /*_EmissiveBlink_Max*/), (4.0 /*_EmissiveBlink_Velocity*/), (0.0 /*_EmissionBlinkingOffset*/));
				}
				applyLumaGradient(poiMods, emissionColor0, (0.0 /*_EmissionColorThemeIndex*/), poiLight.nDotV);
				emissionColor0 = hueShift(emissionColor0, frac((0.0 /*_EmissionHueShift*/) + (0.0 /*_EmissionHueShiftSpeed*/) * _Time.x) * (0.0 /*_EmissionHueShiftEnabled*/));
				#if defined(PROP_EMISSIONMASK) || !defined(OPTIMIZER_ENABLED)
				float emissionMask0 = UNITY_SAMPLE_TEX2D_SAMPLER(_EmissionMask, _MainTex, poiUV(poiMesh.uv[(0.0 /*_EmissionMaskUV*/)], float4(1,1,0,0)) + _Time.x * float4(0,0,0,0))[(0.0 /*_EmissionMaskChannel*/)];
				#else
				float emissionMask0 = 1;
				#endif
				if ((0.0 /*_EmissionMaskInvert*/))
				{
					emissionMask0 = 1 - emissionMask0;
				}
				if ((0.0 /*_EmissionMask0GlobalMask*/) > 0)
				{
					emissionMask0 = maskBlend(emissionMask0, poiMods.globalMask[(0.0 /*_EmissionMask0GlobalMask*/) - 1], (2.0 /*_EmissionMask0GlobalMaskBlendType*/));
				}
				applyALEmmissionStrength(poiMods, emissionStrength0, float4(0,0,0,0), (0.0 /*_EmissionAL0StrengthBand*/), float4(1,1,0,0), (0.0 /*_EmissionAL0MultipliersBand*/), (0.0 /*_EmissionAL0Enabled*/));
				applyALCenterOutEmission(poiMods, poiLight.nDotV, emissionStrength0, (0.0 /*_AudioLinkEmission0CenterOutSize*/), (0.0 /*_AudioLinkEmission0CenterOutBand*/), float4(0,0,0,0), (0.0 /*_EmissionAL0Enabled*/), (1.0 /*_AudioLinkEmission0CenterOutDuration*/));
				emissionStrength0 *= glowInTheDarkMultiplier0 * emissionMask0;
				emission0 = max(emissionStrength0 * emissionColor0, 0);
				#ifdef POI_DISSOLVE
				if (_DissolveEmissionSide != 2)
				{
					emission0 *= lerp(1 - dissolveAlpha, dissolveAlpha, _DissolveEmissionSide);
				}
				#endif
				poiFragData.emission += emission0;
				return emission0 * (0.0 /*_EmissionReplace0*/);
			}
			#endif
			#ifdef POI_ENVIRORIM
			void applyEnvironmentRim(inout PoiFragData poiFragData, in PoiMesh poiMesh, in PoiCam poiCam)
			{
				float enviroRimAlpha = saturate(1 - smoothstep(min((0.0 /*_RimEnviroSharpness*/), (0.45 /*_RimEnviroWidth*/)), (0.45 /*_RimEnviroWidth*/), poiCam.vDotN));
				(0.7 /*_RimEnviroBlur*/) *= 1.7 - 0.7 * (0.7 /*_RimEnviroBlur*/);
				float3 enviroRimColor = 0;
				float interpolator = unity_SpecCube0_BoxMin.w;
				
				if (interpolator < 0.99999)
				{
					float4 reflectionData0 = UNITY_SAMPLE_TEXCUBE_LOD(unity_SpecCube0, poiMesh.normals[1], (0.7 /*_RimEnviroBlur*/) * UNITY_SPECCUBE_LOD_STEPS);
					float3 reflectionColor0 = DecodeHDR(reflectionData0, unity_SpecCube0_HDR);
					float4 reflectionData1 = UNITY_SAMPLE_TEXCUBE_SAMPLER_LOD(unity_SpecCube1, unity_SpecCube0, poiMesh.normals[1], (0.7 /*_RimEnviroBlur*/) * UNITY_SPECCUBE_LOD_STEPS);
					float3 reflectionColor1 = DecodeHDR(reflectionData1, unity_SpecCube1_HDR);
					enviroRimColor = lerp(reflectionColor1, reflectionColor0, interpolator);
				}
				else
				{
					float4 reflectionData = UNITY_SAMPLE_TEXCUBE_LOD(unity_SpecCube0, poiMesh.normals[1], (0.7 /*_RimEnviroBlur*/) * UNITY_SPECCUBE_LOD_STEPS);
					enviroRimColor = DecodeHDR(reflectionData, unity_SpecCube0_HDR);
				}
				half enviroMask = 1;
				#if defined(PROP_RIMENVIROMASK) || !defined(OPTIMIZER_ENABLED)
				enviroMask = POI2D_SAMPLER_PAN(_RimEnviroMask, _MainTex, poiMesh.uv[(0.0 /*_RimEnviroMaskUV*/)], float4(0,0,0,0))[(0.0 /*_RimEnviroChannel*/)];
				#endif
				float3 envRimCol = lerp(0, max(0, (enviroRimColor - (0.0 /*_RimEnviroMinBrightness*/)) * poiFragData.baseColor), enviroRimAlpha).rgb * enviroMask * (1.0 /*_RimEnviroIntensity*/);
				poiFragData.finalColor += envRimCol;
			}
			#endif
			float4 frag(VertexOut i, uint facing : SV_IsFrontFace) : SV_Target
			{
				UNITY_SETUP_INSTANCE_ID(i);
				UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
				PoiMesh poiMesh;
				PoiInitStruct(PoiMesh, poiMesh);
				PoiLight poiLight;
				PoiInitStruct(PoiLight, poiLight);
				PoiVertexLights poiVertexLights;
				PoiInitStruct(PoiVertexLights, poiVertexLights);
				PoiCam poiCam;
				PoiInitStruct(PoiCam, poiCam);
				PoiMods poiMods;
				PoiInitStruct(PoiMods, poiMods);
				poiMods.globalEmission = 1;
				poiMods.PBR = 1;
				PoiFragData poiFragData;
				poiFragData.emission = 0;
				poiFragData.baseColor = float3(0, 0, 0);
				poiFragData.finalColor = float3(0, 0, 0);
				poiFragData.alpha = 1;
				#ifdef POI_UDIMDISCARD
				applyUDIMDiscard(i);
				#endif
				poiMesh.objectPosition = i.objectPos;
				poiMesh.objNormal = i.objNormal;
				poiMesh.normals[0] = i.normal;
				poiMesh.tangent[0] = i.tangent;
				poiMesh.binormal[0] = i.binormal;
				poiMesh.worldPos = i.worldPos.xyz;
				poiMesh.localPos = i.localPos.xyz;
				poiMesh.vertexColor = i.vertexColor;
				poiMesh.isFrontFace = facing;
				#ifndef POI_PASS_OUTLINE
				if (!poiMesh.isFrontFace)
				{
					poiMesh.normals[0] *= -1;
					poiMesh.tangent[0] *= -1;
					poiMesh.binormal[0] *= -1;
				}
				#endif
				poiCam.viewDir = !IsOrthographicCamera() ? normalize(_WorldSpaceCameraPos - i.worldPos.xyz) : normalize(UNITY_MATRIX_I_V._m02_m12_m22);
				float3 tanToWorld0 = float3(i.tangent.x, i.binormal.x, i.normal.x);
				float3 tanToWorld1 = float3(i.tangent.y, i.binormal.y, i.normal.y);
				float3 tanToWorld2 = float3(i.tangent.z, i.binormal.z, i.normal.z);
				float3 ase_tanViewDir = tanToWorld0 * poiCam.viewDir.x + tanToWorld1 * poiCam.viewDir.y + tanToWorld2 * poiCam.viewDir.z;
				poiCam.tangentViewDir = normalize(ase_tanViewDir);
				#if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)
				poiMesh.lightmapUV = i.lightmapUV;
				#endif
				poiMesh.parallaxUV = poiCam.tangentViewDir.xy / max(poiCam.tangentViewDir.z, 0.0001);
				poiMesh.uv[0] = i.uv[0];
				poiMesh.uv[1] = i.uv[1];
				poiMesh.uv[2] = i.uv[2];
				poiMesh.uv[3] = i.uv[3];
				poiMesh.uv[4] = poiMesh.uv[0];
				poiMesh.uv[5] = poiMesh.uv[0];
				poiMesh.uv[6] = poiMesh.uv[0];
				poiMesh.uv[7] = poiMesh.uv[0];
				poiMesh.uv[8] = poiMesh.uv[0];
				poiMesh.uv[4] = calculatePanosphereUV(poiMesh);
				poiMesh.uv[5] = calculateWorldUV(poiMesh);
				poiMesh.uv[6] = calculatePolarCoordinate(poiMesh);
				poiMesh.uv[8] = calculatelocalUV(poiMesh);
				poiMods.globalMask[0]  = 1;
				poiMods.globalMask[1]  = 1;
				poiMods.globalMask[2]  = 1;
				poiMods.globalMask[3]  = 1;
				poiMods.globalMask[4]  = 1;
				poiMods.globalMask[5]  = 1;
				poiMods.globalMask[6]  = 1;
				poiMods.globalMask[7]  = 1;
				poiMods.globalMask[8]  = 1;
				poiMods.globalMask[9]  = 1;
				poiMods.globalMask[10] = 1;
				poiMods.globalMask[11] = 1;
				poiMods.globalMask[12] = 1;
				poiMods.globalMask[13] = 1;
				poiMods.globalMask[14] = 1;
				poiMods.globalMask[15] = 1;
				ApplyGlobalMaskModifiers(poiMesh, poiMods, poiCam);
				float2 mainUV = poiMesh.uv[(0.0 /*_MainTexUV*/)].xy;
				if ((0.0 /*_MainPixelMode*/))
				{
					mainUV = sharpSample(float4(0.0009765625,0.015625,1024,64), mainUV);
				}
				float4 mainTexture = POI2D_SAMPLER_PAN_STOCHASTIC(_MainTex, _MainTex, poiUV(mainUV, float4(1,44,0,0)), float4(0,8,0,0), (0.0 /*_MainTexStochastic*/));
				#if defined(PROP_BUMPMAP) || !defined(OPTIMIZER_ENABLED)
				poiMesh.tangentSpaceNormal = UnpackScaleNormal(POI2D_SAMPLER_PAN_STOCHASTIC(_BumpMap, _MainTex, poiUV(poiMesh.uv[(0.0 /*_BumpMapUV*/)].xy, float4(1,1,0,0)), float4(0,0,0,0), (0.0 /*_BumpMapStochastic*/)), (1.0 /*_BumpScale*/));
				#else
				poiMesh.tangentSpaceNormal = UnpackNormal(float4(0.5, 0.5, 1, 1));
				#endif
				#if defined(FINALPASS) && !defined(UNITY_PASS_SHADOWCASTER) && !defined(POI_PASS_OUTLINE)
				ApplyDetailNormal(poiMods, poiMesh);
				#endif
				poiMesh.normals[1] = normalize(
				poiMesh.tangentSpaceNormal.x * poiMesh.tangent[0] +
				poiMesh.tangentSpaceNormal.y * poiMesh.binormal[0] +
				poiMesh.tangentSpaceNormal.z * poiMesh.normals[0]
				);
				poiMesh.tangent[1] = cross(poiMesh.binormal[0], -poiMesh.normals[1]);
				poiMesh.binormal[1] = cross(-poiMesh.normals[1], poiMesh.tangent[0]);
				poiCam.forwardDir = getCameraForward();
				poiCam.worldPos = _WorldSpaceCameraPos;
				poiCam.reflectionDir = reflect(-poiCam.viewDir, poiMesh.normals[1]);
				poiCam.vertexReflectionDir = reflect(-poiCam.viewDir, poiMesh.normals[0]);
				poiCam.distanceToVert = distance(poiMesh.worldPos, poiCam.worldPos);
				poiCam.grabPos = i.grabPos;
				poiCam.screenUV = calcScreenUVs(i.grabPos);
				poiCam.vDotN = abs(dot(poiCam.viewDir, poiMesh.normals[1]));
				poiCam.clipPos = i.pos;
				poiCam.worldDirection = i.worldDirection;
				calculateGlobalThemes(poiMods);
				poiLight.finalLightAdd = 0;
				#if defined(PROP_LIGHTINGAOMAPS) || !defined(OPTIMIZER_ENABLED)
				float4 AOMaps = POI2D_SAMPLER_PAN(_LightingAOMaps, _MainTex, poiUV(poiMesh.uv[(0.0 /*_LightingAOMapsUV*/)], float4(1,1,0,0)), float4(0,0,0,0));
				poiLight.occlusion = min(min(min(lerp(1, AOMaps.r, (1.0 /*_LightDataAOStrengthR*/)), lerp(1, AOMaps.g, (0.0 /*_LightDataAOStrengthG*/))), lerp(1, AOMaps.b, (0.0 /*_LightDataAOStrengthB*/))), lerp(1, AOMaps.a, (0.0 /*_LightDataAOStrengthA*/)));
				#else
				poiLight.occlusion = 1;
				#endif
				if ((0.0 /*_LightDataAOGlobalMaskR*/) > 0)
				{
					poiLight.occlusion = maskBlend(poiLight.occlusion, poiMods.globalMask[(0.0 /*_LightDataAOGlobalMaskR*/) - 1], (2.0 /*_LightDataAOGlobalMaskBlendTypeR*/));
				}
				#if defined(PROP_LIGHTINGDETAILSHADOWMAPS) || !defined(OPTIMIZER_ENABLED)
				float4 DetailShadows = POI2D_SAMPLER_PAN(_LightingDetailShadowMaps, _MainTex, poiUV(poiMesh.uv[(0.0 /*_LightingDetailShadowMapsUV*/)], float4(1,1,0,0)), float4(0,0,0,0));
				#ifndef POI_PASS_ADD
				poiLight.detailShadow = lerp(1, DetailShadows.r, (1.0 /*_LightingDetailShadowStrengthR*/)) * lerp(1, DetailShadows.g, (0.0 /*_LightingDetailShadowStrengthG*/)) * lerp(1, DetailShadows.b, (0.0 /*_LightingDetailShadowStrengthB*/)) * lerp(1, DetailShadows.a, (0.0 /*_LightingDetailShadowStrengthA*/));
				#else
				poiLight.detailShadow = lerp(1, DetailShadows.r, (1.0 /*_LightingAddDetailShadowStrengthR*/)) * lerp(1, DetailShadows.g, (0.0 /*_LightingAddDetailShadowStrengthG*/)) * lerp(1, DetailShadows.b, (0.0 /*_LightingAddDetailShadowStrengthB*/)) * lerp(1, DetailShadows.a, (0.0 /*_LightingAddDetailShadowStrengthA*/));
				#endif
				#else
				poiLight.detailShadow = 1;
				#endif
				if ((0.0 /*_LightDataDetailShadowGlobalMaskR*/) > 0)
				{
					poiLight.detailShadow = maskBlend(poiLight.detailShadow, poiMods.globalMask[(0.0 /*_LightDataDetailShadowGlobalMaskR*/) - 1], (2.0 /*_LightDataDetailShadowGlobalMaskBlendTypeR*/));
				}
				#if defined(PROP_LIGHTINGSHADOWMASKS) || !defined(OPTIMIZER_ENABLED)
				float4 ShadowMasks = POI2D_SAMPLER_PAN(_LightingShadowMasks, _MainTex, poiUV(poiMesh.uv[(0.0 /*_LightingShadowMasksUV*/)], float4(1,1,0,0)), float4(0,0,0,0));
				poiLight.shadowMask = lerp(1, ShadowMasks.r, (1.0 /*_LightingShadowMaskStrengthR*/)) * lerp(1, ShadowMasks.g, (0.0 /*_LightingShadowMaskStrengthG*/)) * lerp(1, ShadowMasks.b, (0.0 /*_LightingShadowMaskStrengthB*/)) * lerp(1, ShadowMasks.a, (0.0 /*_LightingShadowMaskStrengthA*/));
				#else
				poiLight.shadowMask = 1;
				#endif
				if ((0.0 /*_LightDataShadowMaskGlobalMaskR*/) > 0)
				{
					poiLight.shadowMask = maskBlend(poiLight.shadowMask, poiMods.globalMask[(0.0 /*_LightDataShadowMaskGlobalMaskR*/) - 1], (2.0 /*_LightDataShadowMaskGlobalMaskBlendTypeR*/));
				}
				#ifdef UNITY_PASS_FORWARDBASE
				bool lightExists = false;
				if (any(_LightColor0.rgb >= 0.002))
				{
					lightExists = true;
				}
				if ((1.0 /*_LightingVertexLightingEnabled*/))
				{
					#if defined(VERTEXLIGHT_ON)
					float4 toLightX = unity_4LightPosX0 - i.worldPos.x;
					float4 toLightY = unity_4LightPosY0 - i.worldPos.y;
					float4 toLightZ = unity_4LightPosZ0 - i.worldPos.z;
					float4 lengthSq = 0;
					lengthSq += toLightX * toLightX;
					lengthSq += toLightY * toLightY;
					lengthSq += toLightZ * toLightZ;
					float4 lightAttenSq = unity_4LightAtten0;
					float4 atten = 1.0 / (1.0 + lengthSq * lightAttenSq);
					float4 vLightWeight = saturate(1 - (lengthSq * lightAttenSq / 25));
					poiLight.vAttenuation = min(atten, vLightWeight * vLightWeight);
					poiLight.vDotNL = 0;
					poiLight.vDotNL += toLightX * poiMesh.normals[1].x;
					poiLight.vDotNL += toLightY * poiMesh.normals[1].y;
					poiLight.vDotNL += toLightZ * poiMesh.normals[1].z;
					float4 corr = rsqrt(lengthSq);
					poiLight.vertexVDotNL = max(0, poiLight.vDotNL * corr);
					poiLight.vertexVDotNL = 0;
					poiLight.vertexVDotNL += toLightX * poiMesh.normals[0].x;
					poiLight.vertexVDotNL += toLightY * poiMesh.normals[0].y;
					poiLight.vertexVDotNL += toLightZ * poiMesh.normals[0].z;
					poiLight.vertexVDotNL = max(0, poiLight.vDotNL * corr);
					poiLight.vAttenuationDotNL = saturate(poiLight.vAttenuation * saturate(poiLight.vDotNL));
					[unroll]
					for (int index = 0; index < 4; index++)
					{
						poiLight.vPosition[index] = float3(unity_4LightPosX0[index], unity_4LightPosY0[index], unity_4LightPosZ0[index]);
						float3 vertexToLightSource = poiLight.vPosition[index] - poiMesh.worldPos;
						poiLight.vDirection[index] = normalize(vertexToLightSource);
						poiLight.vColor[index] = (0.0 /*_LightingAdditiveLimited*/) ? min((1.0 /*_LightingAdditiveLimit*/), unity_LightColor[index].rgb) : unity_LightColor[index].rgb;
						poiLight.vColor[index] = lerp(poiLight.vColor[index], dot(poiLight.vColor[index], float3(0.299, 0.587, 0.114)), (0.0 /*_LightingAdditiveMonochromatic*/));
						poiLight.vHalfDir[index] = Unity_SafeNormalize(poiLight.vDirection[index] + poiCam.viewDir);
						poiLight.vDotNL[index] = dot(poiMesh.normals[1], poiLight.vDirection[index]);
						poiLight.vCorrectedDotNL[index] = .5 * (poiLight.vDotNL[index] + 1);
						poiLight.vDotLH[index] = saturate(dot(poiLight.vDirection[index], poiLight.vHalfDir[index]));
						poiLight.vDotNH[index] = dot(poiMesh.normals[1], poiLight.vHalfDir[index]);
						poiLight.vertexVDotNH[index] = saturate(dot(poiMesh.normals[0], poiLight.vHalfDir[index]));
					}
					#endif
				}
				if ((0.0 /*_LightingColorMode*/) == 0) // Poi Custom Light Color
				{
					float3 magic = max(BetterSH9(normalize(unity_SHAr + unity_SHAg + unity_SHAb)), 0);
					float3 normalLight = _LightColor0.rgb + BetterSH9(float4(0, 0, 0, 1));
					float magiLumi = calculateluminance(magic);
					float normaLumi = calculateluminance(normalLight);
					float maginormalumi = magiLumi + normaLumi;
					float magiratio = magiLumi / maginormalumi;
					float normaRatio = normaLumi / maginormalumi;
					float target = calculateluminance(magic * magiratio + normalLight * normaRatio);
					float3 properLightColor = magic + normalLight;
					float properLuminance = calculateluminance(magic + normalLight);
					poiLight.directColor = properLightColor * max(0.0001, (target / properLuminance));
					poiLight.indirectColor = BetterSH9(float4(lerp(0, poiMesh.normals[1], (0.0 /*_LightingIndirectUsesNormals*/)), 1));
				}
				if ((0.0 /*_LightingColorMode*/) == 1) // More standard approach to light color
				{
					float3 indirectColor = BetterSH9(float4(poiMesh.normals[1], 1));
					if (lightExists)
					{
						poiLight.directColor = _LightColor0.rgb;
						poiLight.indirectColor = indirectColor;
					}
					else
					{
						poiLight.directColor = indirectColor * 0.6;
						poiLight.indirectColor = indirectColor * 0.5;
					}
				}
				if ((0.0 /*_LightingColorMode*/) == 2) // UTS style
				{
					poiLight.indirectColor = saturate(max(half3(0.05, 0.05, 0.05) * (1.0 /*_Unlit_Intensity*/), max(ShadeSH9(half4(0.0, 0.0, 0.0, 1.0)), ShadeSH9(half4(0.0, -1.0, 0.0, 1.0)).rgb) * (1.0 /*_Unlit_Intensity*/)));
					poiLight.directColor = max(poiLight.indirectColor, _LightColor0.rgb);
				}
				if ((0.0 /*_LightingColorMode*/) == 3) // OpenLit
				{
					float3 lightDirectionForSH9 = OpenLitLightingDirectionForSH9();
					OpenLitShadeSH9ToonDouble(lightDirectionForSH9, poiLight.directColor, poiLight.indirectColor);
					poiLight.directColor += _LightColor0.rgb;
				}
				float lightMapMode = (0.0 /*_LightingMapMode*/);
				if ((0.0 /*_LightingDirectionMode*/) == 0)
				{
					poiLight.direction = _WorldSpaceLightPos0.xyz + unity_SHAr.xyz + unity_SHAg.xyz + unity_SHAb.xyz;
				}
				if ((0.0 /*_LightingDirectionMode*/) == 1 || (0.0 /*_LightingDirectionMode*/) == 2)
				{
					if ((0.0 /*_LightingDirectionMode*/) == 1)
					{
						poiLight.direction = mul(unity_ObjectToWorld, float4(0,0,0,1)).xyz;;
					}
					if ((0.0 /*_LightingDirectionMode*/) == 2)
					{
						poiLight.direction = float4(0,0,0,1);
					}
					if (lightMapMode == 0)
					{
						lightMapMode == 1;
					}
				}
				if ((0.0 /*_LightingDirectionMode*/) == 3) // UTS
				{
					float3 defaultLightDirection = normalize(UNITY_MATRIX_V[2].xyz + UNITY_MATRIX_V[1].xyz);
					float3 lightDirection = normalize(lerp(defaultLightDirection, _WorldSpaceLightPos0.xyz, any(_WorldSpaceLightPos0.xyz)));
					poiLight.direction = lightDirection;
				}
				if ((0.0 /*_LightingDirectionMode*/) == 4) // OpenLit
				{
					poiLight.direction = OpenLitLightingDirection(); // float4 customDir = 0; // Do we want to give users to alter this (OpenLit always does!)?
				}
				if (!any(poiLight.direction))
				{
					poiLight.direction = float3(.4, 1, .4);
				}
				poiLight.direction = normalize(poiLight.direction);
				poiLight.attenuationStrength = (0.0 /*_LightingCastedShadows*/);
				poiLight.attenuation = 1;
				if (!all(_LightColor0.rgb == 0.0))
				{
					UNITY_LIGHT_ATTENUATION(attenuation, i, poiMesh.worldPos)
					poiLight.attenuation *= attenuation;
				}
				if (!any(poiLight.directColor) && !any(poiLight.indirectColor) && lightMapMode == 0)
				{
					lightMapMode = 1;
					if ((0.0 /*_LightingDirectionMode*/) == 0)
					{
						poiLight.direction = normalize(float3(.4, 1, .4));
					}
				}
				poiLight.halfDir = normalize(poiLight.direction + poiCam.viewDir);
				poiLight.vertexNDotL = dot(poiMesh.normals[0], poiLight.direction);
				poiLight.nDotL = dot(poiMesh.normals[1], poiLight.direction);
				poiLight.nDotLSaturated = saturate(poiLight.nDotL);
				poiLight.nDotLNormalized = (poiLight.nDotL + 1) * 0.5;
				poiLight.nDotV = abs(dot(poiMesh.normals[1], poiCam.viewDir));
				poiLight.vertexNDotV = abs(dot(poiMesh.normals[0], poiCam.viewDir));
				poiLight.nDotH = dot(poiMesh.normals[1], poiLight.halfDir);
				poiLight.vertexNDotH = max(0.00001, dot(poiMesh.normals[0], poiLight.halfDir));
				poiLight.lDotv = dot(poiLight.direction, poiCam.viewDir);
				poiLight.lDotH = max(0.00001, dot(poiLight.direction, poiLight.halfDir));
				if (lightMapMode == 0)
				{
					float3 ShadeSH9Plus = GetSHLength();
					float3 ShadeSH9Minus = float3(unity_SHAr.w, unity_SHAg.w, unity_SHAb.w) + float3(unity_SHBr.z, unity_SHBg.z, unity_SHBb.z) / 3.0;
					float3 greyScaleVector = float3(.33333, .33333, .33333);
					float bw_lightColor = dot(poiLight.directColor, greyScaleVector);
					float bw_directLighting = (((poiLight.nDotL * 0.5 + 0.5) * bw_lightColor * lerp(1, poiLight.attenuation, poiLight.attenuationStrength)) + dot(ShadeSH9(float4(poiMesh.normals[1], 1)), greyScaleVector));
					float bw_directLightingNoAtten = (((poiLight.nDotL * 0.5 + 0.5) * bw_lightColor) + dot(ShadeSH9(float4(poiMesh.normals[1], 1)), greyScaleVector));
					float bw_bottomIndirectLighting = dot(ShadeSH9Minus, greyScaleVector);
					float bw_topIndirectLighting = dot(ShadeSH9Plus, greyScaleVector);
					float lightDifference = ((bw_topIndirectLighting + bw_lightColor) - bw_bottomIndirectLighting);
					poiLight.lightMap = smoothstep(0, lightDifference, bw_directLighting - bw_bottomIndirectLighting) * poiLight.detailShadow;
					poiLight.lightMap = smoothstep(0, lightDifference, bw_directLighting - bw_bottomIndirectLighting) * poiLight.detailShadow;
					poiLight.lightMapNoAttenuation = smoothstep(0, lightDifference, bw_directLightingNoAtten - bw_bottomIndirectLighting) * poiLight.detailShadow;
				}
				if (lightMapMode == 1)
				{
					poiLight.lightMapNoAttenuation = poiLight.nDotLNormalized;
					poiLight.lightMap = poiLight.nDotLNormalized * lerp(1, poiLight.attenuation, poiLight.attenuationStrength);
				}
				if (lightMapMode == 2)
				{
					poiLight.lightMapNoAttenuation = poiLight.nDotLSaturated;
					poiLight.lightMap = poiLight.nDotLSaturated * lerp(1, poiLight.attenuation, poiLight.attenuationStrength);
				}
				poiLight.directColor = max(poiLight.directColor, 0.0001);
				poiLight.indirectColor = max(poiLight.indirectColor, 0.0001);
				if ((0.0 /*_LightingColorMode*/) == 3)
				{
					poiLight.directColor = max(poiLight.directColor, (0.0 /*_LightingMinLightBrightness*/));
				}
				else
				{
					poiLight.directColor = max(poiLight.directColor, poiLight.directColor * min(10000, ((0.0 /*_LightingMinLightBrightness*/) * rcp(calculateluminance(poiLight.directColor)))));
					poiLight.indirectColor = max(poiLight.indirectColor, poiLight.indirectColor * min(10000, ((0.0 /*_LightingMinLightBrightness*/) * rcp(calculateluminance(poiLight.indirectColor)))));
				}
				poiLight.directColor = lerp(poiLight.directColor, dot(poiLight.directColor, float3(0.299, 0.587, 0.114)), (0.0 /*_LightingMonochromatic*/));
				poiLight.indirectColor = lerp(poiLight.indirectColor, dot(poiLight.indirectColor, float3(0.299, 0.587, 0.114)), (0.0 /*_LightingMonochromatic*/));
				if ((1.0 /*_LightingCapEnabled*/))
				{
					poiLight.directColor = min(poiLight.directColor, (1.0 /*_LightingCap*/));
					poiLight.indirectColor = min(poiLight.indirectColor, (1.0 /*_LightingCap*/));
				}
				if ((0.0 /*_LightingForceColorEnabled*/))
				{
					poiLight.directColor = poiThemeColor(poiMods, float4(1,1,1,1), (0.0 /*_LightingForcedColorThemeIndex*/));
				}
				#ifdef UNITY_PASS_FORWARDBASE
				poiLight.directColor = max(poiLight.directColor * (1.0 /*_PPLightingMultiplier*/), 0);
				poiLight.directColor = max(poiLight.directColor + (0.0 /*_PPLightingAddition*/), 0);
				poiLight.indirectColor = max(poiLight.indirectColor * (1.0 /*_PPLightingMultiplier*/), 0);
				poiLight.indirectColor = max(poiLight.indirectColor + (0.0 /*_PPLightingAddition*/), 0);
				#endif
				#endif
				#ifdef POI_PASS_ADD
				if (!(1.0 /*_LightingAdditiveEnable*/))
				{
					return float4(mainTexture.rgb * .0001, 1);
				}
				#if defined(DIRECTIONAL)
				if ((1.0 /*_DisableDirectionalInAdd*/))
				{
					return float4(mainTexture.rgb * .0001, 1);
				}
				#endif
				poiLight.direction = normalize(_WorldSpaceLightPos0.xyz - i.worldPos.xyz * _WorldSpaceLightPos0.w);
				#if defined(POINT) || defined(SPOT)
				#ifdef POINT
				unityShadowCoord3 lightCoord = mul(unity_WorldToLight, unityShadowCoord4(poiMesh.worldPos, 1)).xyz;
				poiLight.attenuation = tex2D(_LightTexture0, dot(lightCoord, lightCoord).rr).r;
				#endif
				#ifdef SPOT
				unityShadowCoord4 lightCoord = mul(unity_WorldToLight, unityShadowCoord4(poiMesh.worldPos, 1));
				poiLight.attenuation = (lightCoord.z > 0) * UnitySpotCookie(lightCoord) * UnitySpotAttenuate(lightCoord.xyz);
				#endif
				#else
				UNITY_LIGHT_ATTENUATION(attenuation, i, poiMesh.worldPos)
				poiLight.attenuation = attenuation;
				#endif
				poiLight.additiveShadow = UNITY_SHADOW_ATTENUATION(i, poiMesh.worldPos);
				poiLight.attenuationStrength = (1.0 /*_LightingAdditiveCastedShadows*/);
				poiLight.directColor = (0.0 /*_LightingAdditiveLimited*/) ? min((1.0 /*_LightingAdditiveLimit*/), _LightColor0.rgb) : _LightColor0.rgb;
				#if defined(POINT_COOKIE) || defined(DIRECTIONAL_COOKIE)
				poiLight.indirectColor = 0;
				#else
				poiLight.indirectColor = lerp(0, poiLight.directColor, (0.5 /*_LightingAdditivePassthrough*/));
				#endif
				poiLight.directColor = lerp(poiLight.directColor, dot(poiLight.directColor, float3(0.299, 0.587, 0.114)), (0.0 /*_LightingAdditiveMonochromatic*/));
				poiLight.indirectColor = lerp(poiLight.indirectColor, dot(poiLight.indirectColor, float3(0.299, 0.587, 0.114)), (0.0 /*_LightingAdditiveMonochromatic*/));
				poiLight.halfDir = normalize(poiLight.direction + poiCam.viewDir);
				poiLight.nDotL = dot(poiMesh.normals[1], poiLight.direction);
				poiLight.nDotLSaturated = saturate(poiLight.nDotL);
				poiLight.nDotLNormalized = (poiLight.nDotL + 1) * 0.5;
				poiLight.nDotV = abs(dot(poiMesh.normals[1], poiCam.viewDir));
				poiLight.nDotH = dot(poiMesh.normals[1], poiLight.halfDir);
				poiLight.lDotv = dot(poiLight.direction, poiCam.viewDir);
				poiLight.lDotH = dot(poiLight.direction, poiLight.halfDir);
				poiLight.vertexNDotL = dot(poiMesh.normals[0], poiLight.direction);
				poiLight.vertexNDotV = abs(dot(poiMesh.normals[0], poiCam.viewDir));
				poiLight.vertexNDotH = max(0.00001, dot(poiMesh.normals[0], poiLight.halfDir));
				if ((0.0 /*_LightingMapMode*/) == 1)
				{
					poiLight.lightMap = poiLight.nDotLNormalized;
				}
				if ((0.0 /*_LightingMapMode*/) == 2 || (0.0 /*_LightingMapMode*/) == 0)
				{
					poiLight.lightMap = poiLight.nDotLSaturated;
				}
				poiLight.lightMap *= lerp(1, poiLight.additiveShadow, poiLight.attenuationStrength);
				#endif
				poiFragData.baseColor = mainTexture.rgb * poiThemeColor(poiMods, _Color.rgb, (0.0 /*_ColorThemeIndex*/));
				poiFragData.alpha = mainTexture.a * _Color.a;
				#if defined(PROP_CLIPPINGMASK) || !defined(OPTIMIZER_ENABLED)
				float alphaMask = POI2D_SAMPLER_PAN(_ClippingMask, _MainTex, poiUV(poiMesh.uv[(0.0 /*_ClippingMaskUV*/)], float4(1,1,0,0)), float4(0,0,0,0)).r;
				if ((0.0 /*_Inverse_Clipping*/))
				{
					alphaMask = 1 - alphaMask;
				}
				poiFragData.alpha *= alphaMask;
				#endif
				applyAlphaOptions(poiFragData, poiMesh, poiCam, poiMods);
				#ifdef FINALPASS
				ApplyDetailColor(poiFragData, poiMesh, poiMods);
				#endif
				#if defined(GEOM_TYPE_BRANCH) || defined(GEOM_TYPE_BRANCH_DETAIL) || defined(GEOM_TYPE_FROND) || defined(DEPTH_OF_FIELD_COC_VIEW)
				applyDecals(poiFragData, poiMesh, poiCam, poiMods, poiLight);
				#endif
				#ifdef DISTORT
				applyDissolve(poiFragData, poiMesh, poiMods, poiCam, poiLight);
				#endif
				#if defined(_LIGHTINGMODE_SHADEMAP) && defined(VIGNETTE_MASKED)
				#ifndef POI_PASS_OUTLINE
				#endif
				#endif
				#ifdef VIGNETTE_MASKED
				#ifdef POI_PASS_OUTLINE
				if (_OutlineLit)
				{
					calculateShading(poiLight, poiFragData, poiMesh, poiCam);
				}
				else
				{
					poiLight.finalLighting = 1;
				}
				#else
				calculateShading(poiLight, poiFragData, poiMesh, poiCam);
				#endif
				#else
				poiLight.finalLighting = 1;
				poiLight.rampedLightMap = poiEdgeNonLinear(poiLight.nDotL, 0.1, .1);
				#endif
				
				if ((0.0 /*_AlphaPremultiply*/))
				{
					poiFragData.baseColor *= saturate(poiFragData.alpha);
				}
				poiFragData.finalColor = poiFragData.baseColor;
				poiFragData.finalColor = poiFragData.baseColor * poiLight.finalLighting;
				#ifdef POI_ENVIRORIM
				applyEnvironmentRim(poiFragData, poiMesh, poiCam);
				#endif
				if ((1.0 /*_EnableGrabpass*/))
				{
					applyGrabEffects(poiFragData, poiCam, poiMesh, poiLight, poiMods);
					poiFragData.alpha = 1;
				}
				#if defined(_EMISSION) || defined(POI_EMISSION_1) || defined(POI_EMISSION_2) || defined(POI_EMISSION_3)
				float3 emissionBaseReplace = 0;
				#endif
				#ifdef _EMISSION
				emissionBaseReplace += applyEmission(poiFragData, poiMesh, poiLight, poiCam, poiMods);
				#endif
				#if defined(_EMISSION) || defined(POI_EMISSION_1) || defined(POI_EMISSION_2) || defined(POI_EMISSION_3)
				poiFragData.finalColor.rgb = lerp(poiFragData.finalColor.rgb, saturate(emissionBaseReplace), poiMax(emissionBaseReplace));
				#endif
				if ((0.0 /*_IgnoreFog*/) == 0)
				{
					UNITY_APPLY_FOG(i.fogCoord, poiFragData.finalColor);
				}
				poiFragData.alpha = (0.0 /*_AlphaForceOpaque*/) ? 1 : poiFragData.alpha;
				poiFragData.finalColor += poiLight.finalLightAdd;
				#ifdef UNITY_PASS_FORWARDBASE
				poiFragData.emission = max(poiFragData.emission * (1.0 /*_PPEmissionMultiplier*/), 0);
				poiFragData.finalColor = max(poiFragData.finalColor * (1.0 /*_PPFinalColorMultiplier*/), 0);
				#endif
				if ((9.0 /*_Mode*/) == POI_MODE_OPAQUE)
				{
					poiFragData.alpha = 1;
				}
				clip(poiFragData.alpha - (0.0 /*_Cutoff*/));
				if ((9.0 /*_Mode*/) == POI_MODE_CUTOUT && !(0.0 /*_AlphaToCoverage*/))
				{
					poiFragData.alpha = 1;
				}
				return float4(poiFragData.finalColor + poiFragData.emission * poiMods.globalEmission, poiFragData.alpha) + POI_SAFE_RGB0;
			}
			ENDCG
		}
		Pass
		{
			Tags { "LightMode" = "ForwardAdd" }
			Stencil
			{
				Ref [_StencilRef]
				ReadMask [_StencilReadMask]
				WriteMask [_StencilWriteMask]
				Comp [_StencilCompareFunction]
				Pass [_StencilPassOp]
				Fail [_StencilFailOp]
				ZFail [_StencilZFailOp]
			}
			ZWrite Off
			Cull [_Cull]
			AlphaToMask [_AlphaToCoverage]
			ZTest [_ZTest]
			ColorMask [_ColorMask]
			Offset [_OffsetFactor], [_OffsetUnits]
			BlendOp [_AddBlendOp], [_AddBlendOpAlpha]
			Blend [_AddSrcBlend] [_AddDstBlend], [_AddSrcBlendAlpha] [_AddDstBlendAlpha]
			CGPROGRAM
 #define AUTO_EXPOSURE 
 #define DISTORT 
 #define FINALPASS 
 #define GEOM_TYPE_BRANCH 
 #define GEOM_TYPE_FROND 
 #define POI_ENVIRORIM 
 #define VIGNETTE_MASKED 
 #define _EMISSION 
 #define _LIGHTINGMODE_MULTILAYER_MATH 
 #define _STOCHASTICMODE_DELIOT_HEITZ 
 #define PROP_DETAILTEX 
 #define PROP_DECALTEXTURE 
 #define PROP_DECALTEXTURE2 
 #define OPTIMIZER_ENABLED 
			#pragma target 5.0
			#pragma skip_variants LIGHTMAP_ON DYNAMICLIGHTMAP_ON LIGHTMAP_SHADOW_MIXING SHADOWS_SHADOWMASK DIRLIGHTMAP_COMBINED _MIXED_LIGHTING_SUBTRACTIVE
			#pragma multi_compile_fwdadd_fullshadows
			#pragma multi_compile_instancing
			#pragma multi_compile_fog
			#define POI_PASS_ADD
			#include "UnityCG.cginc"
			#include "UnityStandardUtils.cginc"
			#include "AutoLight.cginc"
			#include "UnityLightingCommon.cginc"
			#include "UnityPBSLighting.cginc"
			#ifdef POI_PASS_META
			#include "UnityMetaPass.cginc"
			#endif
			#pragma vertex vert
			#pragma fragment frag
			#define DielectricSpec float4(0.04, 0.04, 0.04, 1.0 - 0.04)
			#define PI float(3.14159265359)
			#define POI2D_SAMPLE_TEX2D_SAMPLERGRAD(tex,samplertex,coord,dx,dy) tex.SampleGrad (sampler##samplertex,coord,dx,dy)
			#define POI_PAN_UV(uv, pan) (uv + _Time.x * pan)
			#define POI2D_SAMPLER_PAN(tex, texSampler, uv, pan) (UNITY_SAMPLE_TEX2D_SAMPLER(tex, texSampler, POI_PAN_UV(uv, pan)))
			#define POI2D_SAMPLER_PANGRAD(tex, texSampler, uv, pan, dx, dy) (POI2D_SAMPLE_TEX2D_SAMPLERGRAD(tex, texSampler, POI_PAN_UV(uv, pan), dx, dy))
			#define POI2D_SAMPLER(tex, texSampler, uv) (UNITY_SAMPLE_TEX2D_SAMPLER(tex, texSampler, uv))
			#define POI2D_SAMPLER_GRAD(tex, texSampler, uv, dx, dy) (POI2D_SAMPLE_TEX2D_SAMPLERGRAD(tex, texSampler, uv, dx, dy))
			#define POI2D_PAN(tex, uv, pan) (tex2D(tex, POI_PAN_UV(uv, pan)))
			#define POI2D(tex, uv) (tex2D(tex, uv))
			#define POI_SAMPLE_TEX2D(tex, uv) (UNITY_SAMPLE_TEX2D(tex, uv))
			#define POI_SAMPLE_TEX2D_PAN(tex, uv, pan) (UNITY_SAMPLE_TEX2D(tex, POI_PAN_UV(uv, pan)))
			#define POI_SAFE_RGB0 float4(mainTexture.rgb * .0001, 0)
			#define POI_SAFE_RGB1 float4(mainTexture.rgb * .0001, 1)
			#define POI_SAFE_RGBA mainTexture
			#if defined(UNITY_COMPILER_HLSL)
			#define PoiInitStruct(type, name) name = (type)0;
			#else
			#define PoiInitStruct(type, name)
			#endif
			#define POI_ERROR(poiMesh, gridSize) lerp(float3(1, 0, 1), float3(0, 0, 0), fmod(floor((poiMesh.worldPos.x) * gridSize) + floor((poiMesh.worldPos.y) * gridSize) + floor((poiMesh.worldPos.z) * gridSize), 2) == 0)
			#define POI_NAN (asfloat(-1))
			#define POI_MODE_OPAQUE 0
			#define POI_MODE_CUTOUT 1
			#define POI_MODE_FADE 2
			#define POI_MODE_TRANSPARENT 3
			#define POI_MODE_ADDITIVE 4
			#define POI_MODE_SOFTADDITIVE 5
			#define POI_MODE_MULTIPLICATIVE 6
			#define POI_MODE_2XMULTIPLICATIVE 7
			#define POI_MODE_TRANSCLIPPING 9
			#define POI_DECLARETEX_ST_UV(tex) float4 tex##_ST; float tex##UV;
			#define POI_DECLARETEX_ST_UV_PAN(tex) float4 tex##_ST; float2 tex##Pan; float tex##UV;
			#define POI_DECLARETEX_ST_UV_PAN_STOCHASTIC(tex) float4 tex##_ST; float2 tex##Pan; float tex##UV; float tex##Stochastic;
			float _Mode;
			float _StochasticDeliotHeitzDensity;
			float _StochasticHexGridDensity;
			float _StochasticHexRotationStrength;
			float _StochasticHexFallOffContrast;
			float _StochasticHexFallOffPower;
			#if defined(PROP_LIGHTINGAOMAPS) || !defined(OPTIMIZER_ENABLED)
			Texture2D _LightingAOMaps;
			#endif
			float4 _LightingAOMaps_ST;
			float2 _LightingAOMapsPan;
			float _LightingAOMapsUV;
			float _LightDataAOStrengthR;
			float _LightDataAOStrengthG;
			float _LightDataAOStrengthB;
			float _LightDataAOStrengthA;
			float _LightDataAOGlobalMaskR;
			float _LightDataAOGlobalMaskBlendTypeR;
			#if defined(PROP_LIGHTINGDETAILSHADOWMAPS) || !defined(OPTIMIZER_ENABLED)
			Texture2D _LightingDetailShadowMaps;
			#endif
			float4 _LightingDetailShadowMaps_ST;
			float2 _LightingDetailShadowMapsPan;
			float _LightingDetailShadowMapsUV;
			float _LightingDetailShadowStrengthR;
			float _LightingDetailShadowStrengthG;
			float _LightingDetailShadowStrengthB;
			float _LightingDetailShadowStrengthA;
			float _LightingAddDetailShadowStrengthR;
			float _LightingAddDetailShadowStrengthG;
			float _LightingAddDetailShadowStrengthB;
			float _LightingAddDetailShadowStrengthA;
			float _LightDataDetailShadowGlobalMaskR;
			float _LightDataDetailShadowGlobalMaskBlendTypeR;
			#if defined(PROP_LIGHTINGSHADOWMASKS) || !defined(OPTIMIZER_ENABLED)
			Texture2D _LightingShadowMasks;
			#endif
			float4 _LightingShadowMasks_ST;
			float2 _LightingShadowMasksPan;
			float _LightingShadowMasksUV;
			float _LightingShadowMaskStrengthR;
			float _LightingShadowMaskStrengthG;
			float _LightingShadowMaskStrengthB;
			float _LightingShadowMaskStrengthA;
			float _LightDataShadowMaskGlobalMaskR;
			float _LightDataShadowMaskGlobalMaskBlendTypeR;
			float _Unlit_Intensity;
			float _LightingColorMode;
			float _LightingMapMode;
			float _LightingDirectionMode;
			float3 _LightngForcedDirection;
			float _LightingIndirectUsesNormals;
			float _LightingCapEnabled;
			float _LightingCap;
			float _LightingForceColorEnabled;
			float3 _LightingForcedColor;
			float _LightingForcedColorThemeIndex;
			float _LightingCastedShadows;
			float _LightingMonochromatic;
			float _LightingMinLightBrightness;
			float _LightingAdditiveEnable;
			float _LightingAdditiveLimited;
			float _LightingAdditiveLimit;
			float _LightingAdditiveCastedShadows;
			float _LightingAdditiveMonochromatic;
			float _LightingAdditivePassthrough;
			float _DisableDirectionalInAdd;
			float _LightingVertexLightingEnabled;
			float _LightDataDebugEnabled;
			float _LightingDebugVisualize;
			float _IgnoreFog;
			float _RenderingReduceClipDistance;
			float _AddBlendOp;
			float4 _Color;
			float _ColorThemeIndex;
			UNITY_DECLARE_TEX2D(_MainTex);
			UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture);
			float _MainPixelMode;
			float4 _MainTex_ST;
			float2 _MainTexPan;
			float _MainTexUV;
			float4 _MainTex_TexelSize;
			float _MainTexStochastic;
			#if defined(PROP_BUMPMAP) || !defined(OPTIMIZER_ENABLED)
			Texture2D _BumpMap;
			#endif
			float4 _BumpMap_ST;
			float2 _BumpMapPan;
			float _BumpMapUV;
			float _BumpScale;
			float _BumpMapStochastic;
			Texture2D _ClippingMask;
			float4 _ClippingMask_ST;
			float2 _ClippingMaskPan;
			float _ClippingMaskUV;
			float _Inverse_Clipping;
			float _Cutoff;
			SamplerState sampler_linear_clamp;
			SamplerState sampler_linear_repeat;
			float _AlphaForceOpaque;
			float _AlphaMod;
			float _AlphaPremultiply;
			float _AlphaBoostFA;
			float _AlphaGlobalMask;
			float _AlphaGlobalMaskBlendType;
			UNITY_DECLARE_SCREENSPACE_TEXTURE(_PoiGrab2); // Grabpass texture
			float _RefractionIndex;
			float _RefractionFalloff;
			float _RefractionChromaticAberattion;
			float _RefractionEnabled;
			float _GrabSrcBlend;
			float _GrabDstBlend;
			float _GrabPassUseAlpha;
			float _GrabPassBlendFactor;
			float _GrabPassBlendGlobalMask;
			float _GrabPassBlendGlobalMaskBlendType;
			float _GrabBlurDistance;
			float _GrabBlurQuality;
			float _GrabBlurDirections;
			#if defined(PROP_GRABPASSBLENDMAP) || !defined(OPTIMIZER_ENABLED)
			Texture2D _GrabPassBlendMap;
			#endif
			float4 _GrabPassBlendMap_ST;
			float2 _GrabPassBlendMapPan;
			float _GrabPassBlendMapUV;
			float _GrabPassBlendMapChannel;
			float _EnableGrabpass;
			float4 _GlobalThemeColor0;
			float4 _GlobalThemeColor1;
			float4 _GlobalThemeColor2;
			float4 _GlobalThemeColor3;
			float _GlobalThemeHue0;
			float _GlobalThemeHue1;
			float _GlobalThemeHue2;
			float _GlobalThemeHue3;
			float _GlobalThemeHueSpeed0;
			float _GlobalThemeHueSpeed1;
			float _GlobalThemeHueSpeed2;
			float _GlobalThemeHueSpeed3;
			float _GlobalThemeSaturation0;
			float _GlobalThemeSaturation1;
			float _GlobalThemeSaturation2;
			float _GlobalThemeSaturation3;
			float _GlobalThemeValue0;
			float _GlobalThemeValue1;
			float _GlobalThemeValue2;
			float _GlobalThemeValue3;
			float _StereoEnabled;
			float _PolarUV;
			float2 _PolarCenter;
			float _PolarRadialScale;
			float _PolarLengthScale;
			float _PolarSpiralPower;
			float _PanoUseBothEyes;
			float _UVModWorldPos0;
			float _UVModWorldPos1;
			float _UVModLocalPos0;
			float _UVModLocalPos1;
			#ifdef FINALPASS
			#if defined(PROP_DETAILMASK) || !defined(OPTIMIZER_ENABLED)
			Texture2D _DetailMask;
			#endif
			float4 _DetailMask_ST;
			float2 _DetailMaskPan;
			float _DetailMaskUV;
			float _DetailMaskStochastic;
			#if defined(PROP_DETAILNORMALMAP) || !defined(OPTIMIZER_ENABLED)
			Texture2D _DetailNormalMap;
			#endif
			float4 _DetailNormalMap_ST;
			float2 _DetailNormalMapPan;
			float _DetailNormalMapUV;
			float _DetailNormalMapScale;
			float _DetailNormalMapStochastic;
			float _DetailNormalGlobalMask;
			float _DetailNormalGlobalMaskBlendType;
			#if defined(PROP_DETAILTEX) || !defined(OPTIMIZER_ENABLED)
			Texture2D _DetailTex;
			#endif
			float4 _DetailTex_ST;
			float2 _DetailTexPan;
			float _DetailTexUV;
			float _DetailTexStochastic;
			float3 _DetailTint;
			float _DetailTintThemeIndex;
			float _DetailTexIntensity;
			float _DetailBrightness;
			float _DetailTexGlobalMask;
			float _DetailTexGlobalMaskBlendType;
			#endif
			#ifdef AUTO_EXPOSURE
			float4 _VertexManipulationLocalTranslation;
			float4 _VertexManipulationLocalRotation;
			float3 _VertexManipulationLocalRotationSpeed;
			float4 _VertexManipulationLocalScale;
			float4 _VertexManipulationWorldTranslation;
			float _VertexManipulationHeight;
			sampler2D _VertexManipulationHeightMask;
			float4 _VertexManipulationHeightMask_ST;
			float2 _VertexManipulationHeightMaskPan;
			float _VertexManipulationHeightMaskUV;
			float _VertexManipulationHeightMaskChannel;
			float _VertexManipulationHeightBias;
			float _VertexRoundingEnabled;
			int _VertexRoundingSpace;
			float _VertexRoundingDivision;
			float _VertexAudioLinkEnabled;
			float3 _VertexLocalTranslationALMin;
			float3 _VertexLocalTranslationALMax;
			float _VertexLocalTranslationALBand;
			float3 _VertexLocalRotationAL;
			float _VertexLocalRotationALBand;
			float3 _VertexLocalRotationCTALSpeed;
			float _VertexLocalRotationCTALBandX;
			float _VertexLocalRotationCTALBandY;
			float _VertexLocalRotationCTALBandZ;
			float _VertexLocalRotationCTALTypeX;
			float _VertexLocalRotationCTALTypeY;
			float _VertexLocalRotationCTALTypeZ;
			float4 _VertexLocalScaleALMin;
			float4 _VertexLocalScaleALMax;
			float _VertexLocalScaleALBand;
			float3 _VertexWorldTranslationALMin;
			float3 _VertexWorldTranslationALMax;
			float _VertexWorldTranslationALBand;
			float2 _VertexManipulationHeightAL;
			float _VertexManipulationHeightBand;
			float2 _VertexRoundingRangeAL;
			float _VertexRoundingRangeBand;
			float _VertexBarrelMode;
			float _VertexBarrelWidth;
			float _VertexBarrelAlpha;
			float _VertexBarrelHeight;
			float _VertexSphereMode;
			float _VertexSphereRadius;
			float _VertexSphereHeight;
			float _VertexSphereAlpha;
			float4 _VertexSphereCenter;
			float _VertexSpectrumMotion;
			float3 _VertexSpectrumOffsetMin;
			float3 _VertexSpectrumOffsetMax;
			float _VertexSpectrumUV;
			float _VertexSpectrumUVDirection;
			#endif
			#if defined(PROP_DECALMASK) || !defined(OPTIMIZER_ENABLED)
			Texture2D _DecalMask;
			float4 _DecalMask_ST;
			float2 _DecalMaskPan;
			float _DecalMaskUV;
			#endif
			float _DecalTPSDepthMaskEnabled;
			float _Decal0TPSMaskStrength;
			float _Decal1TPSMaskStrength;
			float _Decal2TPSMaskStrength;
			float _Decal3TPSMaskStrength;
			#ifdef POI_AUDIOLINK
			#ifdef GEOM_TYPE_BRANCH
			half _AudioLinkDecal0ScaleBand;
			float4 _AudioLinkDecal0Scale;
			half _AudioLinkDecal0RotationBand;
			float2 _AudioLinkDecal0Rotation;
			half _AudioLinkDecal0AlphaBand;
			float2 _AudioLinkDecal0Alpha;
			half _AudioLinkDecal0EmissionBand;
			float2 _AudioLinkDecal0Emission;
			float _DecalRotationCTALBand0;
			float _DecalRotationCTALSpeed0;
			float _DecalRotationCTALType0;
			float _AudioLinkDecalCC0;
			float _AudioLinkDecal0SideBand;
			float4 _AudioLinkDecal0SideMin;
			float4 _AudioLinkDecal0SideMax;
			float2 _AudioLinkDecal0ChannelSeparation;
			float _AudioLinkDecal0ChannelSeparationBand;
			#endif //GEOM_TYPE_BRANCH
			#ifdef GEOM_TYPE_FROND
			half _AudioLinkDecal2ScaleBand;
			float4 _AudioLinkDecal2Scale;
			half _AudioLinkDecal2RotationBand;
			float2 _AudioLinkDecal2Rotation;
			half _AudioLinkDecal2AlphaBand;
			float2 _AudioLinkDecal2Alpha;
			half _AudioLinkDecal2EmissionBand;
			float2 _AudioLinkDecal2Emission;
			float _DecalRotationCTALBand2;
			float _DecalRotationCTALSpeed2;
			float _DecalRotationCTALType2;
			float _AudioLinkDecalCC2;
			float _AudioLinkDecal2SideBand;
			float4 _AudioLinkDecal2SideMin;
			float4 _AudioLinkDecal2SideMax;
			float2 _AudioLinkDecal2ChannelSeparation;
			float _AudioLinkDecal2ChannelSeparationBand;
			#endif //GEOM_TYPE_FROND
			#endif
			#ifdef GEOM_TYPE_BRANCH
			sampler2D _DecalTexture;
			float _Decal0MaskChannel;
			float _Decal0GlobalMask;
			float _Decal0GlobalMaskBlendType;
			float _Decal0ApplyGlobalMaskIndex;
			float _Decal0ApplyGlobalMaskBlendType;
			float4 _DecalTexture_ST;
			float2 _DecalTexturePan;
			float _DecalTextureUV;
			float4 _DecalColor;
			float _DecalColorThemeIndex;
			float _DecalTiled;
			float _DecalBlendType;
			half _DecalRotation;
			half2 _DecalScale;
			float4 _DecalSideOffset;
			half2 _DecalPosition;
			half _DecalRotationSpeed;
			float _DecalEmissionStrength;
			float _DecalBlendAlpha;
			float _DecalOverrideAlpha;
			float _DecalHueShiftEnabled;
			float _DecalHueShift;
			float _DecalHueShiftSpeed;
			float _Decal0Depth;
			float _Decal0HueAngleStrength;
			float _Decal0ChannelSeparationEnable;
			float _Decal0ChannelSeparation;
			float _Decal0ChannelSeparationPremultiply;
			float _Decal0ChannelSeparationHue;
			float _Decal0ChannelSeparationVertical;
			float _Decal0ChannelSeparationAngleStrength;
			#endif
			#ifdef GEOM_TYPE_FROND
			sampler2D _DecalTexture2;
			float _Decal2MaskChannel;
			float _Decal2GlobalMask;
			float _Decal2GlobalMaskBlendType;
			float _Decal2ApplyGlobalMaskIndex;
			float _Decal2ApplyGlobalMaskBlendType;
			float4 _DecalTexture2_ST;
			float2 _DecalTexture2Pan;
			float _DecalTexture2UV;
			float4 _DecalColor2;
			float _DecalColor2ThemeIndex;
			fixed _DecalTiled2;
			float _DecalBlendType2;
			half _DecalRotation2;
			half2 _DecalScale2;
			float4 _DecalSideOffset2;
			half2 _DecalPosition2;
			half _DecalRotationSpeed2;
			float _DecalEmissionStrength2;
			float _DecalBlendAlpha2;
			float _DecalOverrideAlpha2;
			float _DecalHueShiftEnabled2;
			float _DecalHueShift2;
			float _DecalHueShiftSpeed2;
			float _Decal2Depth;
			float _Decal2HueAngleStrength;
			float _Decal2ChannelSeparationEnable;
			float _Decal2ChannelSeparation;
			float _Decal2ChannelSeparationPremultiply;
			float _Decal2ChannelSeparationHue;
			float _Decal2ChannelSeparationVertical;
			float _Decal2ChannelSeparationAngleStrength;
			#endif
			#ifdef DISTORT
			float _DissolveType;
			float _DissolveEdgeWidth;
			float4 _DissolveEdgeColor;
			sampler2D _DissolveEdgeGradient;
			float4 _DissolveEdgeGradient_ST;
			float2 _DissolveEdgeGradientPan;
			float _DissolveEdgeGradientUV;
			float _DissolveEdgeEmission;
			float4 _DissolveTextureColor;
			float _DissolveEdgeColorThemeIndex;
			float _DissolveTextureColorThemeIndex;
			#if defined(PROP_DISSOLVETOTEXTURE) || !defined(OPTIMIZER_ENABLED)
			Texture2D _DissolveToTexture;
			#endif
			float4 _DissolveToTexture_ST;
			float2 _DissolveToTexturePan;
			float _DissolveToTextureUV;
			#if defined(PROP_DISSOLVENOISETEXTURE) || !defined(OPTIMIZER_ENABLED)
			Texture2D _DissolveNoiseTexture;
			#endif
			float4 _DissolveNoiseTexture_ST;
			float2 _DissolveNoiseTexturePan;
			float _DissolveNoiseTextureUV;
			#if defined(PROP_DISSOLVEDETAILNOISE) || !defined(OPTIMIZER_ENABLED)
			Texture2D _DissolveDetailNoise;
			#endif
			float4 _DissolveDetailNoise_ST;
			float2 _DissolveDetailNoisePan;
			float _DissolveDetailNoiseUV;
			#if defined(PROP_DISSOLVEMASK) || !defined(OPTIMIZER_ENABLED)
			Texture2D _DissolveMask;
			#endif
			float4 _DissolveMask_ST;
			float2 _DissolveMaskPan;
			float _DissolveMaskUV;
			float _DissolveMaskGlobalMask;
			float _DissolveMaskGlobalMaskBlendType;
			float _DissolveMaskInvert;
			float _DissolveAlpha;
			float _ContinuousDissolve;
			float _DissolveDetailStrength;
			float _DissolveDetailEdgeSmoothing;
			float _DissolveEdgeHardness;
			float _DissolveInvertNoise;
			float _DissolveInvertDetailNoise;
			float _DissolveToEmissionStrength;
			float _DissolveP2PWorldLocal;
			float _DissolveP2PEdgeLength;
			float _DissolveP2PClamp;
			float4 _DissolveStartPoint;
			float4 _DissolveEndPoint;
			float3 _SphericalDissolveCenter;
			float _SphericalDissolveRadius;
			float _SphericalDissolveInvert;
			float _SphericalDissolveClamp;
			float _CenterOutDissolveMode;
			float3 _CenterOutDissolveDirection;
			float _CenterOutDissolveInvert;
			float _CenterOutDissolveNormals;
			float _CenterOutDissolvePower;
			float _DissolveWorldShape;
			float4 _DissolveShapePosition;
			float4 _DissolveShapeRotation;
			float _DissolveShapeScale;
			float _DissolveInvertShape;
			float _DissolveShapeEdgeLength;
			float _UVTileDissolveEnabled;
			float _UVTileDissolveDiscardAtMax;
			float _UVTileDissolveUV;
			float _UVTileDissolveAlpha_Row3_0;
			float _UVTileDissolveAlpha_Row3_1;
			float _UVTileDissolveAlpha_Row3_2;
			float _UVTileDissolveAlpha_Row3_3;
			float _UVTileDissolveAlpha_Row2_0;
			float _UVTileDissolveAlpha_Row2_1;
			float _UVTileDissolveAlpha_Row2_2;
			float _UVTileDissolveAlpha_Row2_3;
			float _UVTileDissolveAlpha_Row1_0;
			float _UVTileDissolveAlpha_Row1_1;
			float _UVTileDissolveAlpha_Row1_2;
			float _UVTileDissolveAlpha_Row1_3;
			float _UVTileDissolveAlpha_Row0_0;
			float _UVTileDissolveAlpha_Row0_1;
			float _UVTileDissolveAlpha_Row0_2;
			float _UVTileDissolveAlpha_Row0_3;
			float _DissolveAlpha0;
			float _DissolveAlpha1;
			float _DissolveAlpha2;
			float _DissolveAlpha3;
			float _DissolveAlpha4;
			float _DissolveAlpha5;
			float _DissolveAlpha6;
			float _DissolveAlpha7;
			float _DissolveAlpha8;
			float _DissolveAlpha9;
			float _DissolveEmissionSide;
			float _DissolveEmission1Side;
			float _DissolveUseVertexColors;
			float4 edgeColor;
			float edgeAlpha;
			float dissolveAlpha;
			float4 dissolveToTexture;
			float _DissolveHueShiftEnabled;
			float _DissolveHueShiftSpeed;
			float _DissolveHueShift;
			float _DissolveEdgeHueShiftEnabled;
			float _DissolveEdgeHueShiftSpeed;
			float _DissolveEdgeHueShift;
			#ifdef POI_AUDIOLINK
			fixed _EnableDissolveAudioLink;
			half _AudioLinkDissolveAlphaBand;
			float2 _AudioLinkDissolveAlpha;
			half _AudioLinkDissolveDetailBand;
			float2 _AudioLinkDissolveDetail;
			#endif
			#endif
			float _ShadowStrength;
			float _LightingIgnoreAmbientColor;
			float3 _LightingShadowColor;
			#ifdef _LIGHTINGMODE_MULTILAYER_MATH
			float4 _ShadowColor;
			float _LightingMulitlayerNonLinear;
			#if defined(PROP_SHADOWCOLORTEX) || !defined(OPTIMIZER_ENABLED)
			Texture2D _ShadowColorTex;
			float4 _ShadowColorTex_ST;
			float2 _ShadowColorTexPan;
			float _ShadowColorTexUV;
			#endif
			#if defined(PROP_MULTILAYERMATHBLURMAP) || !defined(OPTIMIZER_ENABLED)
			Texture2D _MultilayerMathBlurMap;
			float4 _MultilayerMathBlurMap_ST;
			float2 _MultilayerMathBlurMapPan;
			float _MultilayerMathBlurMapUV;
			#endif
			float _ShadowBorder;
			float _ShadowBlur;
			float _ShadowReceive;
			float4 _Shadow2ndColor;
			#if defined(PROP_SHADOW2NDCOLORTEX) || !defined(OPTIMIZER_ENABLED)
			Texture2D _Shadow2ndColorTex;
			float4 _Shadow2ndColorTex_ST;
			float2 _Shadow2ndColorTexPan;
			float _Shadow2ndColorTexUV;
			#endif
			float _Shadow2ndBorder;
			float _Shadow2ndBlur;
			float _Shadow2ndReceive;
			float4 _Shadow3rdColor;
			#if defined(PROP_SHADOW3RDCOLORTEX) || !defined(OPTIMIZER_ENABLED)
			Texture2D _Shadow3rdColorTex;
			float4 _Shadow3rdColorTex_ST;
			float2 _Shadow3rdColorTexPan;
			float _Shadow3rdColorTexUV;
			#endif
			float _Shadow3rdBorder;
			float _Shadow3rdBlur;
			float _Shadow3rdReceive;
			float4 _ShadowBorderColor;
			float _ShadowBorderRange;
			float _ShadowMainStrength;
			#endif
			float _LightingAdditiveType;
			float _LightingAdditiveGradientStart;
			float _LightingAdditiveGradientEnd;
			float _LightingAdditiveDetailStrength;
			struct appdata
			{
				float4 vertex : POSITION;
				float3 normal : NORMAL;
				float4 tangent : TANGENT;
				float4 color : COLOR;
				float2 uv0 : TEXCOORD0;
				float2 uv1 : TEXCOORD1;
				float2 uv2 : TEXCOORD2;
				float2 uv3 : TEXCOORD3;
				uint vertexId : SV_VertexID;
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};
			struct VertexOut
			{
				float4 pos : SV_POSITION;
				float2 uv[4] : TEXCOORD0;
				float3 objNormal : TEXCOORD4;
				float3 normal : TEXCOORD5;
				float3 tangent : TEXCOORD6;
				float3 binormal : TEXCOORD7;
				float4 worldPos : TEXCOORD8;
				float4 localPos : TEXCOORD9;
				float3 objectPos : TEXCOORD10;
				float4 vertexColor : TEXCOORD11;
				float4 lightmapUV : TEXCOORD12;
				float4 grabPos: TEXCOORD13;
				float4 worldDirection: TEXCOORD14;
				float4 extra: TEXCOORD15;
				UNITY_SHADOW_COORDS(16)
				UNITY_FOG_COORDS(17)
				UNITY_VERTEX_INPUT_INSTANCE_ID
				UNITY_VERTEX_OUTPUT_STEREO
			};
			struct PoiMesh
			{
				float3 normals[2];
				float3 objNormal;
				float3 tangentSpaceNormal;
				float3 binormal[2];
				float3 tangent[2];
				float3 worldPos;
				float3 localPos;
				float3 objectPosition;
				float isFrontFace;
				float4 vertexColor;
				float4 lightmapUV;
				float2 uv[9];
				float2 parallaxUV;
			};
			struct PoiCam
			{
				float3 viewDir;
				float3 forwardDir;
				float3 worldPos;
				float distanceToVert;
				float4 clipPos;
				float3 reflectionDir;
				float3 vertexReflectionDir;
				float3 tangentViewDir;
				float4 grabPos;
				float2 screenUV;
				float vDotN;
				float4 worldDirection;
			};
			struct PoiMods
			{
				float4 PBR; // smoothness, metallic, smoothness mask, metallic mask
				float4 Mask;
				float4 audioLink;
				float audioLinkAvailable;
				float audioLinkVersion;
				float4 audioLinkTexture;
				float audioLinkViaLuma;
				float2 detailMask;
				float2 backFaceDetailIntensity;
				float globalEmission;
				float4 globalColorTheme[12];
				float globalMask[16];
				float ALTime[8];
			};
			struct PoiLight
			{
				float3 direction;
				float attenuation;
				float attenuationStrength;
				float3 directColor;
				float3 indirectColor;
				float occlusion;
				float shadowMask;
				float detailShadow;
				float3 halfDir;
				float lightMap;
				float lightMapNoAttenuation;
				float3 rampedLightMap;
				float vertexNDotL;
				float nDotL;
				float nDotV;
				float vertexNDotV;
				float nDotH;
				float vertexNDotH;
				float lDotv;
				float lDotH;
				float nDotLSaturated;
				float nDotLNormalized;
				#ifdef POI_PASS_ADD
				float additiveShadow;
				#endif
				float3 finalLighting;
				float3 finalLightAdd;
				#if defined(VERTEXLIGHT_ON)
				float4 vDotNL;
				float4 vertexVDotNL;
				float3 vColor[4];
				float4 vCorrectedDotNL;
				float4 vAttenuation;
				float4 vAttenuationDotNL;
				float3 vPosition[4];
				float3 vDirection[4];
				float3 vFinalLighting;
				float3 vHalfDir[4];
				half4 vDotNH;
				half4 vertexVDotNH;
				half4 vDotLH;
				#endif
			};
			struct PoiVertexLights
			{
				float3 direction;
				float3 color;
				float attenuation;
			};
			struct PoiFragData
			{
				float3 baseColor;
				float3 finalColor;
				float alpha;
				float3 emission;
			};
			#ifndef glsl_mod
			#define glsl_mod(x, y) (((x) - (y) * floor((x) / (y))))
			#endif
			uniform float random_uniform_float_only_used_to_stop_compiler_warnings = 0.0f;
			float2 poiUV(float2 uv, float4 tex_st)
			{
				return uv * tex_st.xy + tex_st.zw;
			}
			float2 vertexUV(in VertexOut o, int index)
			{
				switch(index)
				{
					case 0:
					return o.uv[0];
					case 1:
					return o.uv[1];
					case 2:
					return o.uv[2];
					case 3:
					return o.uv[3];
					default:
					return o.uv[0];
				}
			}
			float2 vertexUV(in appdata v, int index)
			{
				switch(index)
				{
					case 0:
					return v.uv0;
					case 1:
					return v.uv1;
					case 2:
					return v.uv2;
					case 3:
					return v.uv3;
					default:
					return v.uv0;
				}
			}
			float calculateluminance(float3 color)
			{
				return color.r * 0.299 + color.g * 0.587 + color.b * 0.114;
			}
			float _VRChatCameraMode;
			float _VRChatMirrorMode;
			float VRCCameraMode()
			{
				return _VRChatCameraMode;
			}
			float VRCMirrorMode()
			{
				return _VRChatMirrorMode;
			}
			bool IsInMirror()
			{
				return unity_CameraProjection[2][0] != 0.f || unity_CameraProjection[2][1] != 0.f;
			}
			bool IsOrthographicCamera()
			{
				return unity_OrthoParams.w == 1 || UNITY_MATRIX_P[3][3] == 1;
			}
			float shEvaluateDiffuseL1Geomerics_local(float L0, float3 L1, float3 n)
			{
				float R0 = max(0, L0);
				float3 R1 = 0.5f * L1;
				float lenR1 = length(R1);
				float q = dot(normalize(R1), n) * 0.5 + 0.5;
				q = saturate(q); // Thanks to ScruffyRuffles for the bug identity.
				float p = 1.0f + 2.0f * lenR1 / R0;
				float a = (1.0f - lenR1 / R0) / (1.0f + lenR1 / R0);
				return R0 * (a + (1.0f - a) * (p + 1.0f) * pow(q, p));
			}
			half3 BetterSH9(half4 normal)
			{
				float3 indirect;
				float3 L0 = float3(unity_SHAr.w, unity_SHAg.w, unity_SHAb.w) + float3(unity_SHBr.z, unity_SHBg.z, unity_SHBb.z) / 3.0;
				indirect.r = shEvaluateDiffuseL1Geomerics_local(L0.r, unity_SHAr.xyz, normal.xyz);
				indirect.g = shEvaluateDiffuseL1Geomerics_local(L0.g, unity_SHAg.xyz, normal.xyz);
				indirect.b = shEvaluateDiffuseL1Geomerics_local(L0.b, unity_SHAb.xyz, normal.xyz);
				indirect = max(0, indirect);
				indirect += SHEvalLinearL2(normal);
				return indirect;
			}
			float3 getCameraForward()
			{
				#if UNITY_SINGLE_PASS_STEREO
				float3 p1 = mul(unity_StereoCameraToWorld[0], float4(0, 0, 1, 1));
				float3 p2 = mul(unity_StereoCameraToWorld[0], float4(0, 0, 0, 1));
				#else
				float3 p1 = mul(unity_CameraToWorld, float4(0, 0, 1, 1)).xyz;
				float3 p2 = mul(unity_CameraToWorld, float4(0, 0, 0, 1)).xyz;
				#endif
				return normalize(p2 - p1);
			}
			half3 GetSHLength()
			{
				half3 x, x1;
				x.r = length(unity_SHAr);
				x.g = length(unity_SHAg);
				x.b = length(unity_SHAb);
				x1.r = length(unity_SHBr);
				x1.g = length(unity_SHBg);
				x1.b = length(unity_SHBb);
				return x + x1;
			}
			float3 BoxProjection(float3 direction, float3 position, float4 cubemapPosition, float3 boxMin, float3 boxMax)
			{
				#if UNITY_SPECCUBE_BOX_PROJECTION
				if (cubemapPosition.w > 0)
				{
					float3 factors = ((direction > 0 ? boxMax : boxMin) - position) / direction;
					float scalar = min(min(factors.x, factors.y), factors.z);
					direction = direction * scalar + (position - cubemapPosition.xyz);
				}
				#endif
				return direction;
			}
			float poiMax(float2 i)
			{
				return max(i.x, i.y);
			}
			float poiMax(float3 i)
			{
				return max(max(i.x, i.y), i.z);
			}
			float poiMax(float4 i)
			{
				return max(max(max(i.x, i.y), i.z), i.w);
			}
			float3 calculateNormal(in float3 baseNormal, in PoiMesh poiMesh, in Texture2D normalTexture, in float4 normal_ST, in float2 normalPan, in float normalUV, in float normalIntensity)
			{
				float3 normal = UnpackScaleNormal(POI2D_SAMPLER_PAN(normalTexture, _MainTex, poiUV(poiMesh.uv[normalUV], normal_ST), normalPan), normalIntensity);
				return normalize(
				normal.x * poiMesh.tangent[0] +
				normal.y * poiMesh.binormal[0] +
				normal.z * baseNormal
				);
			}
			float remap(float x, float minOld, float maxOld, float minNew = 0, float maxNew = 1)
			{
				return minNew + (x - minOld) * (maxNew - minNew) / (maxOld - minOld);
			}
			float2 remap(float2 x, float2 minOld, float2 maxOld, float2 minNew = 0, float2 maxNew = 1)
			{
				return minNew + (x - minOld) * (maxNew - minNew) / (maxOld - minOld);
			}
			float3 remap(float3 x, float3 minOld, float3 maxOld, float3 minNew = 0, float3 maxNew = 1)
			{
				return minNew + (x - minOld) * (maxNew - minNew) / (maxOld - minOld);
			}
			float4 remap(float4 x, float4 minOld, float4 maxOld, float4 minNew = 0, float4 maxNew = 1)
			{
				return minNew + (x - minOld) * (maxNew - minNew) / (maxOld - minOld);
			}
			float remapClamped(float minOld, float maxOld, float x, float minNew = 0, float maxNew = 1)
			{
				return clamp(minNew + (x - minOld) * (maxNew - minNew) / (maxOld - minOld), minNew, maxNew);
			}
			float2 remapClamped(float2 minOld, float2 maxOld, float2 x, float2 minNew, float2 maxNew)
			{
				return clamp(minNew + (x - minOld) * (maxNew - minNew) / (maxOld - minOld), minNew, maxNew);
			}
			float3 remapClamped(float3 minOld, float3 maxOld, float3 x, float3 minNew, float3 maxNew)
			{
				return clamp(minNew + (x - minOld) * (maxNew - minNew) / (maxOld - minOld), minNew, maxNew);
			}
			float4 remapClamped(float4 minOld, float4 maxOld, float4 x, float4 minNew, float4 maxNew)
			{
				return clamp(minNew + (x - minOld) * (maxNew - minNew) / (maxOld - minOld), minNew, maxNew);
			}
			float2 calcParallax(in float height, in PoiCam poiCam)
			{
				return ((height * - 1) + 1) * (poiCam.tangentViewDir.xy / poiCam.tangentViewDir.z);
			}
			float4 poiBlend(const float sourceFactor, const  float4 sourceColor, const  float destinationFactor, const  float4 destinationColor, const float4 blendFactor)
			{
				float4 sA = 1 - blendFactor;
				const float4 blendData[11] = {
					float4(0.0, 0.0, 0.0, 0.0),
					float4(1.0, 1.0, 1.0, 1.0),
					destinationColor,
					sourceColor,
					float4(1.0, 1.0, 1.0, 1.0) - destinationColor,
					sA,
					float4(1.0, 1.0, 1.0, 1.0) - sourceColor,
					sA,
					float4(1.0, 1.0, 1.0, 1.0) - sA,
					saturate(sourceColor.aaaa),
					1 - sA,
				};
				return lerp(blendData[sourceFactor] * sourceColor + blendData[destinationFactor] * destinationColor, sourceColor, sA);
			}
			float blendAverage(float base, float blend)
			{
				return (base + blend) / 2.0;
			}
			float3 blendAverage(float3 base, float3 blend)
			{
				return (base + blend) / 2.0;
			}
			float blendColorBurn(float base, float blend)
			{
				return (blend == 0.0) ? blend : max((1.0 - ((1.0 - base) * rcp(random_uniform_float_only_used_to_stop_compiler_warnings + blend))), 0.0);
			}
			float3 blendColorBurn(float3 base, float3 blend)
			{
				return float3(blendColorBurn(base.r, blend.r), blendColorBurn(base.g, blend.g), blendColorBurn(base.b, blend.b));
			}
			float blendColorDodge(float base, float blend)
			{
				return (blend == 1.0) ? blend : min(base / (1.0 - blend), 1.0);
			}
			float3 blendColorDodge(float3 base, float3 blend)
			{
				return float3(blendColorDodge(base.r, blend.r), blendColorDodge(base.g, blend.g), blendColorDodge(base.b, blend.b));
			}
			float blendDarken(float base, float blend)
			{
				return min(blend, base);
			}
			float3 blendDarken(float3 base, float3 blend)
			{
				return float3(blendDarken(base.r, blend.r), blendDarken(base.g, blend.g), blendDarken(base.b, blend.b));
			}
			float blendExclusion(float base, float blend)
			{
				return base + blend - 2.0 * base * blend;
			}
			float3 blendExclusion(float3 base, float3 blend)
			{
				return base + blend - 2.0 * base * blend;
			}
			float blendReflect(float base, float blend)
			{
				return (blend == 1.0) ? blend : min(base * base / (1.0 - blend), 1.0);
			}
			float3 blendReflect(float3 base, float3 blend)
			{
				return float3(blendReflect(base.r, blend.r), blendReflect(base.g, blend.g), blendReflect(base.b, blend.b));
			}
			float blendGlow(float base, float blend)
			{
				return blendReflect(blend, base);
			}
			float3 blendGlow(float3 base, float3 blend)
			{
				return blendReflect(blend, base);
			}
			float blendOverlay(float base, float blend)
			{
				return base < 0.5 ? (2.0 * base * blend) : (1.0 - 2.0 * (1.0 - base) * (1.0 - blend));
			}
			float3 blendOverlay(float3 base, float3 blend)
			{
				return float3(blendOverlay(base.r, blend.r), blendOverlay(base.g, blend.g), blendOverlay(base.b, blend.b));
			}
			float blendHardLight(float base, float blend)
			{
				return blendOverlay(blend, base);
			}
			float3 blendHardLight(float3 base, float3 blend)
			{
				return blendOverlay(blend, base);
			}
			float blendVividLight(float base, float blend)
			{
				return (blend < 0.5) ? blendColorBurn(base, (2.0 * blend)) : blendColorDodge(base, (2.0 * (blend - 0.5)));
			}
			float3 blendVividLight(float3 base, float3 blend)
			{
				return float3(blendVividLight(base.r, blend.r), blendVividLight(base.g, blend.g), blendVividLight(base.b, blend.b));
			}
			float blendHardMix(float base, float blend)
			{
				return (blendVividLight(base, blend) < 0.5) ? 0.0 : 1.0;
			}
			float3 blendHardMix(float3 base, float3 blend)
			{
				return float3(blendHardMix(base.r, blend.r), blendHardMix(base.g, blend.g), blendHardMix(base.b, blend.b));
			}
			float blendLighten(float base, float blend)
			{
				return max(blend, base);
			}
			float3 blendLighten(float3 base, float3 blend)
			{
				return float3(blendLighten(base.r, blend.r), blendLighten(base.g, blend.g), blendLighten(base.b, blend.b));
			}
			float blendLinearBurn(float base, float blend)
			{
				return max(base + blend - 1.0, 0.0);
			}
			float3 blendLinearBurn(float3 base, float3 blend)
			{
				return max(base + blend - float3(1.0, 1.0, 1.0), float3(0.0, 0.0, 0.0));
			}
			float blendLinearDodge(float base, float blend)
			{
				return min(base + blend, 1.0);
			}
			float3 blendLinearDodge(float3 base, float3 blend)
			{
				return min(base + blend, float3(1.0, 1.0, 1.0));
			}
			float blendLinearLight(float base, float blend)
			{
				return blend < 0.5 ? blendLinearBurn(base, (2.0 * blend)) : blendLinearDodge(base, (2.0 * (blend - 0.5)));
			}
			float3 blendLinearLight(float3 base, float3 blend)
			{
				return float3(blendLinearLight(base.r, blend.r), blendLinearLight(base.g, blend.g), blendLinearLight(base.b, blend.b));
			}
			float blendMultiply(float base, float blend)
			{
				return base * blend;
			}
			float3 blendMultiply(float3 base, float3 blend)
			{
				return base * blend;
			}
			float blendNegation(float base, float blend)
			{
				return 1.0 - abs(1.0 - base - blend);
			}
			float3 blendNegation(float3 base, float3 blend)
			{
				return float3(1.0, 1.0, 1.0) - abs(float3(1.0, 1.0, 1.0) - base - blend);
			}
			float blendNormal(float base, float blend)
			{
				return blend;
			}
			float3 blendNormal(float3 base, float3 blend)
			{
				return blend;
			}
			float blendPhoenix(float base, float blend)
			{
				return min(base, blend) - max(base, blend) + 1.0;
			}
			float3 blendPhoenix(float3 base, float3 blend)
			{
				return min(base, blend) - max(base, blend) + float3(1.0, 1.0, 1.0);
			}
			float blendPinLight(float base, float blend)
			{
				return (blend < 0.5) ? blendDarken(base, (2.0 * blend)) : blendLighten(base, (2.0 * (blend - 0.5)));
			}
			float3 blendPinLight(float3 base, float3 blend)
			{
				return float3(blendPinLight(base.r, blend.r), blendPinLight(base.g, blend.g), blendPinLight(base.b, blend.b));
			}
			float blendScreen(float base, float blend)
			{
				return 1.0 - ((1.0 - base) * (1.0 - blend));
			}
			float3 blendScreen(float3 base, float3 blend)
			{
				return float3(blendScreen(base.r, blend.r), blendScreen(base.g, blend.g), blendScreen(base.b, blend.b));
			}
			float blendSoftLight(float base, float blend)
			{
				return (blend < 0.5) ? (2.0 * base * blend + base * base * (1.0 - 2.0 * blend)) : (sqrt(base) * (2.0 * blend - 1.0) + 2.0 * base * (1.0 - blend));
			}
			float3 blendSoftLight(float3 base, float3 blend)
			{
				return float3(blendSoftLight(base.r, blend.r), blendSoftLight(base.g, blend.g), blendSoftLight(base.b, blend.b));
			}
			float blendSubtract(float base, float blend)
			{
				return max(base - blend, 0.0);
			}
			float3 blendSubtract(float3 base, float3 blend)
			{
				return max(base - blend, 0.0);
			}
			float blendDifference(float base, float blend)
			{
				return abs(base - blend);
			}
			float3 blendDifference(float3 base, float3 blend)
			{
				return abs(base - blend);
			}
			float blendDivide(float base, float blend)
			{
				return base / max(blend, 0.0001);
			}
			float3 blendDivide(float3 base, float3 blend)
			{
				return base / max(blend, 0.0001);
			}
			float blendMixed(float base, float blend)
			{
				return base + base * blend;
			}
			float3 blendMixed(float3 base, float3 blend)
			{
				return base + base * blend;
			}
			float3 customBlend(float3 base, float3 blend, float blendType)
			{
				switch(blendType)
				{
					case 0: return blendNormal(base, blend); break;
					case 2: return blendMultiply(base, blend); break;
					case 6: return blendScreen(base, blend); break;
					case 8: return blendLinearDodge(base, blend); break;
					case 9: return blendOverlay(base, blend); break;
					case 20: return blendMixed(base, blend); break;
					default: return 0; break;
				}
			}
			float customBlend(float base, float blend, float blendType)
			{
				switch(blendType)
				{
					case 0: return blendNormal(base, blend); break;
					case 2: return blendMultiply(base, blend); break;
					case 6: return blendScreen(base, blend); break;
					case 8: return blendLinearDodge(base, blend); break;
					case 9: return blendOverlay(base, blend); break;
					case 20: return blendMixed(base, blend); break;
					default: return 0; break;
				}
			}
			float3 customBlend(float3 base, float3 blend, float blendType, float alpha)
			{
				float3 output = base;
				switch(blendType)
				{
					case 0: output = lerp(base, blend, alpha); break;
					case 2: output = base * lerp(1, blend, alpha); break;
					case 6: output = lerp(base, blendScreen(base, blend), alpha); break;
					case 8: output = lerp(base, blendLinearDodge(base, blend), alpha); break;
					case 9: output = lerp(base, blendOverlay(base, blend), alpha); break;
					case 20: output = lerp(base, blendMixed(base, blend), alpha); break;
					default: output = 0; break;
				}
				return output;
			}
			#define REPLACE 0
			#define SUBSTRACT 1
			#define MULTIPLY 2
			#define DIVIDE 3
			#define MIN 4
			#define MAX 5
			#define AVERAGE 6
			#define ADD 7
			float maskBlend(float baseMask, float blendMask, float blendType)
			{
				float output = 0;
				switch(blendType)
				{
					case REPLACE: output = blendMask; break;
					case SUBSTRACT: output = baseMask - blendMask; break;
					case MULTIPLY: output = baseMask * blendMask; break;
					case DIVIDE: output = baseMask / blendMask; break;
					case MIN: output = min(baseMask, blendMask); break;
					case MAX: output = max(baseMask, blendMask); break;
					case AVERAGE: output = (baseMask + blendMask) * 0.5; break;
					case ADD: output = baseMask + blendMask; break;
				}
				return saturate(output);
			}
			float random(float2 p)
			{
				return frac(sin(dot(p, float2(12.9898, 78.2383))) * 43758.5453123);
			}
			float2 random2(float2 p)
			{
				return frac(sin(float2(dot(p, float2(127.1, 311.7)), dot(p, float2(269.5, 183.3)))) * 43758.5453);
			}
			float3 random3(float2 p)
			{
				return frac(sin(float3(dot(p, float2(127.1, 311.7)), dot(p, float2(269.5, 183.3)), dot(p, float2(248.3, 315.9)))) * 43758.5453);
			}
			float3 random3(float3 p)
			{
				return frac(sin(float3(dot(p, float3(127.1, 311.7, 248.6)), dot(p, float3(269.5, 183.3, 423.3)), dot(p, float3(248.3, 315.9, 184.2)))) * 43758.5453);
			}
			float3 randomFloat3(float2 Seed, float maximum)
			{
				return (.5 + float3(
				frac(sin(dot(Seed.xy, float2(12.9898, 78.233))) * 43758.5453),
				frac(sin(dot(Seed.yx, float2(12.9898, 78.233))) * 43758.5453),
				frac(sin(dot(float2(Seed), float2(12.9898, 78.233))) * 43758.5453)
				) * .5) * (maximum);
			}
			float3 randomFloat3Range(float2 Seed, float Range)
			{
				return (float3(
				frac(sin(dot(Seed.xy, float2(12.9898, 78.233))) * 43758.5453),
				frac(sin(dot(Seed.yx, float2(12.9898, 78.233))) * 43758.5453),
				frac(sin(dot(float2(Seed.x * Seed.y, Seed.y + Seed.x), float2(12.9898, 78.233))) * 43758.5453)
				) * 2 - 1) * Range;
			}
			float3 randomFloat3WiggleRange(float2 Seed, float Range, float wiggleSpeed)
			{
				float3 rando = (float3(
				frac(sin(dot(Seed.xy, float2(12.9898, 78.233))) * 43758.5453),
				frac(sin(dot(Seed.yx, float2(12.9898, 78.233))) * 43758.5453),
				frac(sin(dot(float2(Seed.x * Seed.y, Seed.y + Seed.x), float2(12.9898, 78.233))) * 43758.5453)
				) * 2 - 1);
				float speed = 1 + wiggleSpeed;
				return float3(sin((_Time.x + rando.x * PI) * speed), sin((_Time.x + rando.y * PI) * speed), sin((_Time.x + rando.z * PI) * speed)) * Range;
			}
			void poiDither(float4 In, float4 ScreenPosition, out float4 Out)
			{
				float2 uv = ScreenPosition.xy * _ScreenParams.xy;
				float DITHER_THRESHOLDS[16] = {
					1.0 / 17.0, 9.0 / 17.0, 3.0 / 17.0, 11.0 / 17.0,
					13.0 / 17.0, 5.0 / 17.0, 15.0 / 17.0, 7.0 / 17.0,
					4.0 / 17.0, 12.0 / 17.0, 2.0 / 17.0, 10.0 / 17.0,
					16.0 / 17.0, 8.0 / 17.0, 14.0 / 17.0, 6.0 / 17.0
				};
				uint index = (uint(uv.x) % 4) * 4 + uint(uv.y) % 4;
				Out = In - DITHER_THRESHOLDS[index];
			}
			static const float Epsilon = 1e-10;
			static const float3 HCYwts = float3(0.299, 0.587, 0.114);
			static const float HCLgamma = 3;
			static const float HCLy0 = 100;
			static const float HCLmaxL = 0.530454533953517; // == exp(HCLgamma / HCLy0) - 0.5
			static const float3 wref = float3(1.0, 1.0, 1.0);
			#define TAU 6.28318531
			float3 HUEtoRGB(in float H)
			{
				float R = abs(H * 6 - 3) - 1;
				float G = 2 - abs(H * 6 - 2);
				float B = 2 - abs(H * 6 - 4);
				return saturate(float3(R, G, B));
			}
			float3 RGBtoHCV(in float3 RGB)
			{
				float4 P = (RGB.g < RGB.b) ? float4(RGB.bg, -1.0, 2.0 / 3.0) : float4(RGB.gb, 0.0, -1.0 / 3.0);
				float4 Q = (RGB.r < P.x) ? float4(P.xyw, RGB.r) : float4(RGB.r, P.yzx);
				float C = Q.x - min(Q.w, Q.y);
				float H = abs((Q.w - Q.y) / (6 * C + Epsilon) + Q.z);
				return float3(H, C, Q.x);
			}
			float3 HSVtoRGB(in float3 HSV)
			{
				float3 RGB = HUEtoRGB(HSV.x);
				return ((RGB - 1) * HSV.y + 1) * HSV.z;
			}
			float3 RGBtoHSV(in float3 RGB)
			{
				float3 HCV = RGBtoHCV(RGB);
				float S = HCV.y / (HCV.z + Epsilon);
				return float3(HCV.x, S, HCV.z);
			}
			float3 HSLtoRGB(in float3 HSL)
			{
				float3 RGB = HUEtoRGB(HSL.x);
				float C = (1 - abs(2 * HSL.z - 1)) * HSL.y;
				return (RGB - 0.5) * C + HSL.z;
			}
			float3 RGBtoHSL(in float3 RGB)
			{
				float3 HCV = RGBtoHCV(RGB);
				float L = HCV.z - HCV.y * 0.5;
				float S = HCV.y / (1 - abs(L * 2 - 1) + Epsilon);
				return float3(HCV.x, S, L);
			}
			void DecomposeHDRColor(in float3 linearColorHDR, out float3 baseLinearColor, out float exposure)
			{
				float maxColorComponent = max(linearColorHDR.r, max(linearColorHDR.g, linearColorHDR.b));
				bool isSDR = maxColorComponent <= 1.0;
				float scaleFactor = isSDR ? 1.0 : (1.0 / maxColorComponent);
				exposure = isSDR ? 0.0 : log(maxColorComponent) * 1.44269504089; // ln(2)
				baseLinearColor = scaleFactor * linearColorHDR;
			}
			float3 ApplyHDRExposure(float3 linearColor, float exposure)
			{
				return linearColor * pow(2, exposure);
			}
			float3 ModifyViaHSV(float3 color, float h, float s, float v)
			{
				float3 colorHSV = RGBtoHSV(color);
				colorHSV.x = frac(colorHSV.x + h);
				colorHSV.y = saturate(colorHSV.y + s);
				colorHSV.z = saturate(colorHSV.z + v);
				return HSVtoRGB(colorHSV);
			}
			float3 ModifyViaHSV(float3 color, float3 HSVMod)
			{
				return ModifyViaHSV(color, HSVMod.x, HSVMod.y, HSVMod.z);
			}
			float3 hueShift(float3 color, float hueOffset)
			{
				color = RGBtoHSV(color);
				color.x = frac(hueOffset +color.x);
				return HSVtoRGB(color);
			}
			float xyzF(float t)
			{
				return lerp(pow(t, 1. / 3.), 7.787037 * t + 0.139731, step(t, 0.00885645));
			}
			float xyzR(float t)
			{
				return lerp(t * t * t, 0.1284185 * (t - 0.139731), step(t, 0.20689655));
			}
			float4x4 poiRotationMatrixFromAngles(float x, float y, float z)
			{
				float angleX = radians(x);
				float c = cos(angleX);
				float s = sin(angleX);
				float4x4 rotateXMatrix = float4x4(1, 0, 0, 0,
				0, c, -s, 0,
				0, s, c, 0,
				0, 0, 0, 1);
				float angleY = radians(y);
				c = cos(angleY);
				s = sin(angleY);
				float4x4 rotateYMatrix = float4x4(c, 0, s, 0,
				0, 1, 0, 0,
				- s, 0, c, 0,
				0, 0, 0, 1);
				float angleZ = radians(z);
				c = cos(angleZ);
				s = sin(angleZ);
				float4x4 rotateZMatrix = float4x4(c, -s, 0, 0,
				s, c, 0, 0,
				0, 0, 1, 0,
				0, 0, 0, 1);
				return mul(mul(rotateXMatrix, rotateYMatrix), rotateZMatrix);
			}
			float4x4 poiRotationMatrixFromAngles(float3 angles)
			{
				float angleX = radians(angles.x);
				float c = cos(angleX);
				float s = sin(angleX);
				float4x4 rotateXMatrix = float4x4(1, 0, 0, 0,
				0, c, -s, 0,
				0, s, c, 0,
				0, 0, 0, 1);
				float angleY = radians(angles.y);
				c = cos(angleY);
				s = sin(angleY);
				float4x4 rotateYMatrix = float4x4(c, 0, s, 0,
				0, 1, 0, 0,
				- s, 0, c, 0,
				0, 0, 0, 1);
				float angleZ = radians(angles.z);
				c = cos(angleZ);
				s = sin(angleZ);
				float4x4 rotateZMatrix = float4x4(c, -s, 0, 0,
				s, c, 0, 0,
				0, 0, 1, 0,
				0, 0, 0, 1);
				return mul(mul(rotateXMatrix, rotateYMatrix), rotateZMatrix);
			}
			float3 getCameraPosition()
			{
				#ifdef USING_STEREO_MATRICES
				return lerp(unity_StereoWorldSpaceCameraPos[0], unity_StereoWorldSpaceCameraPos[1], 0.5);
				#endif
				return _WorldSpaceCameraPos;
			}
			half2 calcScreenUVs(half4 grabPos)
			{
				half2 uv = grabPos.xy / (grabPos.w + 0.0000000001);
				#if UNITY_SINGLE_PASS_STEREO
				uv.xy *= half2(_ScreenParams.x * 2, _ScreenParams.y);
				#else
				uv.xy *= _ScreenParams.xy;
				#endif
				return uv;
			}
			float CalcMipLevel(float2 texture_coord)
			{
				float2 dx = ddx(texture_coord);
				float2 dy = ddy(texture_coord);
				float delta_max_sqr = max(dot(dx, dx), dot(dy, dy));
				return 0.5 * log2(delta_max_sqr);
			}
			float inverseLerp(float A, float B, float T)
			{
				return (T - A) / (B - A);
			}
			float inverseLerp2(float2 a, float2 b, float2 value)
			{
				float2 AB = b - a;
				float2 AV = value - a;
				return dot(AV, AB) / dot(AB, AB);
			}
			float inverseLerp3(float3 a, float3 b, float3 value)
			{
				float3 AB = b - a;
				float3 AV = value - a;
				return dot(AV, AB) / dot(AB, AB);
			}
			float inverseLerp4(float4 a, float4 b, float4 value)
			{
				float4 AB = b - a;
				float4 AV = value - a;
				return dot(AV, AB) / dot(AB, AB);
			}
			float4 quaternion_conjugate(float4 v)
			{
				return float4(
				v.x, -v.yzw
				);
			}
			float4 quaternion_mul(float4 v1, float4 v2)
			{
				float4 result1 = (v1.x * v2 + v1 * v2.x);
				float4 result2 = float4(
				- dot(v1.yzw, v2.yzw),
				cross(v1.yzw, v2.yzw)
				);
				return float4(result1 + result2);
			}
			float4 get_quaternion_from_angle(float3 axis, float angle)
			{
				float sn = sin(angle * 0.5);
				float cs = cos(angle * 0.5);
				return float4(axis * sn, cs);
			}
			float4 quaternion_from_vector(float3 inVec)
			{
				return float4(0.0, inVec);
			}
			float degree_to_radius(float degree)
			{
				return (
				degree / 180.0 * PI
				);
			}
			float3 rotate_with_quaternion(float3 inVec, float3 rotation)
			{
				float4 qx = get_quaternion_from_angle(float3(1, 0, 0), radians(rotation.x));
				float4 qy = get_quaternion_from_angle(float3(0, 1, 0), radians(rotation.y));
				float4 qz = get_quaternion_from_angle(float3(0, 0, 1), radians(rotation.z));
				#define MUL3(A, B, C) quaternion_mul(quaternion_mul((A), (B)), (C))
				float4 quaternion = normalize(MUL3(qx, qy, qz));
				float4 conjugate = quaternion_conjugate(quaternion);
				float4 inVecQ = quaternion_from_vector(inVec);
				float3 rotated = (
				MUL3(quaternion, inVecQ, conjugate)
				).yzw;
				return rotated;
			}
			float4 transform(float4 input, float4 pos, float4 rotation, float4 scale)
			{
				input.rgb *= (scale.xyz * scale.w);
				input = float4(rotate_with_quaternion(input.xyz, rotation.xyz * rotation.w) + (pos.xyz * pos.w), input.w);
				return input;
			}
			float2 RotateUV(float2 _uv, float _radian, float2 _piv, float _time)
			{
				float RotateUV_ang = _radian;
				float RotateUV_cos = cos(_time * RotateUV_ang);
				float RotateUV_sin = sin(_time * RotateUV_ang);
				return (mul(_uv - _piv, float2x2(RotateUV_cos, -RotateUV_sin, RotateUV_sin, RotateUV_cos)) + _piv);
			}
			float3 poiThemeColor(in PoiMods poiMods, in float3 srcColor, in float themeIndex)
			{
				if (themeIndex == 0) return srcColor;
				themeIndex -= 1;
				if (themeIndex <= 3)
				{
					return poiMods.globalColorTheme[themeIndex];
				}
				#ifdef POI_AUDIOLINK
				if (poiMods.audioLinkAvailable)
				{
					return poiMods.globalColorTheme[themeIndex];
				}
				#endif
				return srcColor;
			}
			float3 lilToneCorrection(float3 c, float4 hsvg)
			{
				c = pow(abs(c), hsvg.w);
				float4 p = (c.b > c.g) ? float4(c.bg, -1.0, 2.0 / 3.0) : float4(c.gb, 0.0, -1.0 / 3.0);
				float4 q = (p.x > c.r) ? float4(p.xyw, c.r) : float4(c.r, p.yzx);
				float d = q.x - min(q.w, q.y);
				float e = 1.0e-10;
				float3 hsv = float3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
				hsv = float3(hsv.x + hsvg.x, saturate(hsv.y * hsvg.y), saturate(hsv.z * hsvg.z));
				return hsv.z - hsv.z * hsv.y + hsv.z * hsv.y * saturate(abs(frac(hsv.x + float3(1.0, 2.0 / 3.0, 1.0 / 3.0)) * 6.0 - 3.0) - 1.0);
			}
			float lilIsIn0to1(float f)
			{
				float value = 0.5 - abs(f - 0.5);
				return saturate(value / clamp(fwidth(value), 0.0001, 1.0));
			}
			float lilIsIn0to1(float f, float nv)
			{
				float value = 0.5 - abs(f - 0.5);
				return saturate(value / clamp(fwidth(value), 0.0001, nv));
			}
			float poiEdgeLinearNoSaturate(float value, float border)
			{
				return (value - border) / clamp(fwidth(value), 0.0001, 1.0);
			}
			float3 poiEdgeLinearNoSaturate(float value, float3 border)
			{
				return float3(
				(value - border.x) / clamp(fwidth(value), 0.0001, 1.0),
				(value - border.y) / clamp(fwidth(value), 0.0001, 1.0),
				(value - border.z) / clamp(fwidth(value), 0.0001, 1.0)
				);
			}
			float poiEdgeLinearNoSaturate(float value, float border, float blur)
			{
				float borderMin = saturate(border - blur * 0.5);
				float borderMax = saturate(border + blur * 0.5);
				return (value - borderMin) / saturate(borderMax - borderMin + fwidth(value));
			}
			float poiEdgeLinearNoSaturate(float value, float border, float blur, float borderRange)
			{
				float borderMin = saturate(border - blur * 0.5 - borderRange);
				float borderMax = saturate(border + blur * 0.5);
				return (value - borderMin) / saturate(borderMax - borderMin + fwidth(value));
			}
			float poiEdgeNonLinearNoSaturate(float value, float border)
			{
				float fwidthValue = fwidth(value);
				return smoothstep(border - fwidthValue, border + fwidthValue, value);
			}
			float poiEdgeNonLinearNoSaturate(float value, float border, float blur)
			{
				float fwidthValue = fwidth(value);
				float borderMin = saturate(border - blur * 0.5);
				float borderMax = saturate(border + blur * 0.5);
				return smoothstep(borderMin - fwidthValue, borderMax + fwidthValue, value);
			}
			float poiEdgeNonLinearNoSaturate(float value, float border, float blur, float borderRange)
			{
				float fwidthValue = fwidth(value);
				float borderMin = saturate(border - blur * 0.5 - borderRange);
				float borderMax = saturate(border + blur * 0.5);
				return smoothstep(borderMin - fwidthValue, borderMax + fwidthValue, value);
			}
			float poiEdgeNonLinear(float value, float border)
			{
				return saturate(poiEdgeNonLinearNoSaturate(value, border));
			}
			float poiEdgeNonLinear(float value, float border, float blur)
			{
				return saturate(poiEdgeNonLinearNoSaturate(value, border, blur));
			}
			float poiEdgeNonLinear(float value, float border, float blur, float borderRange)
			{
				return saturate(poiEdgeNonLinearNoSaturate(value, border, blur, borderRange));
			}
			float poiEdgeLinear(float value, float border)
			{
				return saturate(poiEdgeLinearNoSaturate(value, border));
			}
			float poiEdgeLinear(float value, float border, float blur)
			{
				return saturate(poiEdgeLinearNoSaturate(value, border, blur));
			}
			float poiEdgeLinear(float value, float border, float blur, float borderRange)
			{
				return saturate(poiEdgeLinearNoSaturate(value, border, blur, borderRange));
			}
			float3 OpenLitLinearToSRGB(float3 col)
			{
				return LinearToGammaSpace(col);
			}
			float3 OpenLitSRGBToLinear(float3 col)
			{
				return GammaToLinearSpace(col);
			}
			float OpenLitLuminance(float3 rgb)
			{
				#if defined(UNITY_COLORSPACE_GAMMA)
				return dot(rgb, float3(0.22, 0.707, 0.071));
				#else
				return dot(rgb, float3(0.0396819152, 0.458021790, 0.00609653955));
				#endif
			}
			float OpenLitGray(float3 rgb)
			{
				return dot(rgb, float3(1.0 / 3.0, 1.0 / 3.0, 1.0 / 3.0));
			}
			void OpenLitShadeSH9ToonDouble(float3 lightDirection, out float3 shMax, out float3 shMin)
			{
				#if !defined(LIGHTMAP_ON) && UNITY_SHOULD_SAMPLE_SH
				float3 N = lightDirection * 0.666666;
				float4 vB = N.xyzz * N.yzzx;
				float3 res = float3(unity_SHAr.w, unity_SHAg.w, unity_SHAb.w);
				res.r += dot(unity_SHBr, vB);
				res.g += dot(unity_SHBg, vB);
				res.b += dot(unity_SHBb, vB);
				res += unity_SHC.rgb * (N.x * N.x - N.y * N.y);
				float3 l1;
				l1.r = dot(unity_SHAr.rgb, N);
				l1.g = dot(unity_SHAg.rgb, N);
				l1.b = dot(unity_SHAb.rgb, N);
				shMax = res + l1;
				shMin = res - l1;
				#if defined(UNITY_COLORSPACE_GAMMA)
				shMax = OpenLitLinearToSRGB(shMax);
				shMin = OpenLitLinearToSRGB(shMin);
				#endif
				#else
				shMax = 0.0;
				shMin = 0.0;
				#endif
			}
			float3 OpenLitComputeCustomLightDirection(float4 lightDirectionOverride)
			{
				float3 customDir = length(lightDirectionOverride.xyz) * normalize(mul((float3x3)unity_ObjectToWorld, lightDirectionOverride.xyz));
				return lightDirectionOverride.w ? customDir : lightDirectionOverride.xyz; // .w isn't doc'd anywhere and is always 0 unless end user changes it
			}
			float3 OpenLitLightingDirectionForSH9()
			{
				float3 mainDir = _WorldSpaceLightPos0.xyz * OpenLitLuminance(_LightColor0.rgb);
				#if !defined(LIGHTMAP_ON) && UNITY_SHOULD_SAMPLE_SH
				float3 sh9Dir = unity_SHAr.xyz * 0.333333 + unity_SHAg.xyz * 0.333333 + unity_SHAb.xyz * 0.333333;
				float3 sh9DirAbs = float3(sh9Dir.x, abs(sh9Dir.y), sh9Dir.z);
				#else
				float3 sh9Dir = 0;
				float3 sh9DirAbs = 0;
				#endif
				float3 lightDirectionForSH9 = sh9Dir + mainDir;
				lightDirectionForSH9 = dot(lightDirectionForSH9, lightDirectionForSH9) < 0.000001 ? 0 : normalize(lightDirectionForSH9);
				return lightDirectionForSH9;
			}
			float3 OpenLitLightingDirection(float4 lightDirectionOverride)
			{
				float3 mainDir = _WorldSpaceLightPos0.xyz * OpenLitLuminance(_LightColor0.rgb);
				#if !defined(LIGHTMAP_ON) && UNITY_SHOULD_SAMPLE_SH
				float3 sh9Dir = unity_SHAr.xyz * 0.333333 + unity_SHAg.xyz * 0.333333 + unity_SHAb.xyz * 0.333333;
				float3 sh9DirAbs = float3(sh9Dir.x, abs(sh9Dir.y), sh9Dir.z);
				#else
				float3 sh9Dir = 0;
				float3 sh9DirAbs = 0;
				#endif
				float3 customDir = OpenLitComputeCustomLightDirection(lightDirectionOverride);
				return normalize(sh9DirAbs + mainDir + customDir);
			}
			float3 OpenLitLightingDirection()
			{
				float4 customDir = float4(0.001, 0.002, 0.001, 0.0);
				return OpenLitLightingDirection(customDir);
			}
			inline float4 CalculateFrustumCorrection()
			{
				float x1 = -UNITY_MATRIX_P._31 / (UNITY_MATRIX_P._11 * UNITY_MATRIX_P._34);
				float x2 = -UNITY_MATRIX_P._32 / (UNITY_MATRIX_P._22 * UNITY_MATRIX_P._34);
				return float4(x1, x2, 0, UNITY_MATRIX_P._33 / UNITY_MATRIX_P._34 + x1 * UNITY_MATRIX_P._13 + x2 * UNITY_MATRIX_P._23);
			}
			inline float CorrectedLinearEyeDepth(float z, float B)
			{
				return 1.0 / (z / UNITY_MATRIX_P._34 + B);
			}
			float2 sharpSample(float4 texelSize, float2 p)
			{
				p = p * texelSize.zw;
				float2 c = max(0.0, fwidth(p));
				p = floor(p) + saturate(frac(p) / c);
				p = (p - 0.5) * texelSize.xy;
				return p;
			}
			void applyToGlobalMask(inout PoiMods poiMods, int index, int blendType, float val)
			{
				float valBlended = saturate(maskBlend(poiMods.globalMask[index], val, blendType));
				switch(index)
				{
					case 0: poiMods.globalMask[0] = valBlended; break;
					case 1: poiMods.globalMask[1] = valBlended; break;
					case 2: poiMods.globalMask[2] = valBlended; break;
					case 3: poiMods.globalMask[3] = valBlended; break;
					case 4: poiMods.globalMask[4] = valBlended; break;
					case 5: poiMods.globalMask[5] = valBlended; break;
					case 6: poiMods.globalMask[6] = valBlended; break;
					case 7: poiMods.globalMask[7] = valBlended; break;
					case 8: poiMods.globalMask[8] = valBlended; break;
					case 9: poiMods.globalMask[9] = valBlended; break;
					case 10: poiMods.globalMask[10] = valBlended; break;
					case 11: poiMods.globalMask[11] = valBlended; break;
					case 12: poiMods.globalMask[12] = valBlended; break;
					case 13: poiMods.globalMask[13] = valBlended; break;
					case 14: poiMods.globalMask[14] = valBlended; break;
					case 15: poiMods.globalMask[15] = valBlended; break;
				}
			}
			void assignValueToVectorFromIndex(inout float4 vec, int index, float value)
			{
				switch(index)
				{
					case 0: vec[0] = value; break;
					case 1: vec[1] = value; break;
					case 2: vec[2] = value; break;
					case 3: vec[3] = value; break;
				}
			}
			float3 mod289(float3 x)
			{
				return x - floor(x * (1.0 / 289.0)) * 289.0;
			}
			float2 mod289(float2 x)
			{
				return x - floor(x * (1.0 / 289.0)) * 289.0;
			}
			float3 permute(float3 x)
			{
				return mod289(((x * 34.0) + 1.0) * x);
			}
			float snoise(float2 v)
			{
				const float4 C = float4(0.211324865405187, // (3.0-sqrt(3.0))/6.0
				0.366025403784439, // 0.5*(sqrt(3.0)-1.0)
				- 0.577350269189626, // -1.0 + 2.0 * C.x
				0.024390243902439); // 1.0 / 41.0
				float2 i = floor(v + dot(v, C.yy));
				float2 x0 = v - i + dot(i, C.xx);
				float2 i1;
				i1 = (x0.x > x0.y) ? float2(1.0, 0.0) : float2(0.0, 1.0);
				float4 x12 = x0.xyxy + C.xxzz;
				x12.xy -= i1;
				i = mod289(i); // Avoid truncation effects in permutation
				float3 p = permute(permute(i.y + float3(0.0, i1.y, 1.0))
				+ i.x + float3(0.0, i1.x, 1.0));
				float3 m = max(0.5 - float3(dot(x0, x0), dot(x12.xy, x12.xy), dot(x12.zw, x12.zw)), 0.0);
				m = m * m ;
				m = m * m ;
				float3 x = 2.0 * frac(p * C.www) - 1.0;
				float3 h = abs(x) - 0.5;
				float3 ox = floor(x + 0.5);
				float3 a0 = x - ox;
				m *= 1.79284291400159 - 0.85373472095314 * (a0 * a0 + h * h);
				float3 g;
				g.x = a0.x * x0.x + h.x * x0.y;
				g.yz = a0.yz * x12.xz + h.yz * x12.yw;
				return 130.0 * dot(m, g);
			}
			VertexOut vert(
			#ifndef POI_TESSELLATED
			appdata v
			#else
			tessAppData v
			#endif
			)
			{
				UNITY_SETUP_INSTANCE_ID(v);
				VertexOut o;
				PoiInitStruct(VertexOut, o);
				UNITY_TRANSFER_INSTANCE_ID(v, o);
				#ifdef POI_TESSELLATED
				UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(v);
				#endif
				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
				#ifdef AUTO_EXPOSURE
				float4 audioLinkBands = 0;
				float3 ALrotation = 0;
				float3 ALLocalTranslation = 0;
				float3 CTALRotation = 0;
				float3 ALScale = 0;
				float3 ALWorldTranslation = 0;
				float ALHeight = 0;
				float ALRoundingAmount = 0;
				float4 ALSpectrumLocalOffset = float4(0, 0, 0, 0);
				#ifdef POI_AUDIOLINK
				if (AudioLinkIsAvailable() && (0.0 /*_VertexAudioLinkEnabled*/) && (1.0 /*_AudioLinkAnimToggle*/))
				{
					audioLinkBands.x = AudioLinkData(ALPASS_AUDIOBASS).r;
					audioLinkBands.y = AudioLinkData(ALPASS_AUDIOLOWMIDS).r;
					audioLinkBands.z = AudioLinkData(ALPASS_AUDIOHIGHMIDS).r;
					audioLinkBands.w = AudioLinkData(ALPASS_AUDIOTREBLE).r;
					if (any(float4(0,0,0,1)) || any(float4(0,0,0,1)))
					{
						ALLocalTranslation = lerp(float4(0,0,0,1), float4(0,0,0,1), audioLinkBands[(0.0 /*_VertexLocalTranslationALBand*/)]);
					}
					if (any(float4(0,0,0,1)))
					{
						ALrotation = audioLinkBands[_VertexLocalRotationALBand] * float4(0,0,0,1);
					}
					if (any(float4(0,0,0,1)))
					{
						CTALRotation.x = AudioLinkGetChronoTime((0.0 /*_VertexLocalRotationCTALTypeX*/), (0.0 /*_VertexLocalRotationCTALBandX*/)) * float4(0,0,0,1).x * 360;
						CTALRotation.y = AudioLinkGetChronoTime((0.0 /*_VertexLocalRotationCTALTypeY*/), (0.0 /*_VertexLocalRotationCTALBandY*/)) * float4(0,0,0,1).y * 360;
						CTALRotation.z = AudioLinkGetChronoTime((0.0 /*_VertexLocalRotationCTALTypeZ*/), (0.0 /*_VertexLocalRotationCTALBandZ*/)) * float4(0,0,0,1).z * 360;
					}
					if (any(float4(0,0,0,0)) || any(float4(0,0,0,0)))
					{
						ALScale = lerp(float4(0,0,0,0).xyz + float4(0,0,0,0).w, float4(0,0,0,0).xyz + float4(0,0,0,0).w, audioLinkBands[(0.0 /*_VertexLocalScaleALBand*/)]);
					}
					if (any(float4(0,0,0,1)) || any(float4(0,0,0,1)))
					{
						ALWorldTranslation = lerp(float4(0,0,0,1), float4(0,0,0,1), audioLinkBands[(0.0 /*_VertexWorldTranslationALBand*/)]);
					}
					if (any(float4(0,0,0,1)))
					{
						ALHeight = lerp(float4(0,0,0,1).x, float4(0,0,0,1).y, audioLinkBands[(0.0 /*_VertexManipulationHeightBand*/)]);
					}
					if (any(float4(0,0,0,1)))
					{
						ALRoundingAmount = lerp(float4(0,0,0,1).x, float4(0,0,0,1).y, audioLinkBands[(0.0 /*_VertexRoundingRangeBand*/)]);
					}
					if ((0.0 /*_VertexSpectrumMotion*/))
					{
						ALSpectrumLocalOffset.xyz = lerp(float4(0,0,0,1).xyz, float4(0,0.1,0,1).xyz, AudioLinkLerpMultiline(ALPASS_DFT + float2(vertexUV(v, (0.0 /*_VertexSpectrumUV*/))[(0.0 /*_VertexSpectrumUVDirection*/)] * AUDIOLINK_ETOTALBINS, 0.)));
					}
				}
				#endif
				float4 rotation = float4(_VertexManipulationLocalRotation.xyz + float3(180, 0, 0) + float4(0,0,0,1) * _Time.x + ALrotation + CTALRotation, _VertexManipulationLocalRotation.w);
				v.normal = rotate_with_quaternion(v.normal, rotation.xyz);
				v.tangent.xyz = rotate_with_quaternion(v.tangent.xyz, rotation.xyz);
				v.vertex = transform(v.vertex, _VertexManipulationLocalTranslation + float4(ALLocalTranslation, 0) + ALSpectrumLocalOffset, rotation, _VertexManipulationLocalScale + float4(ALScale, 0));
				o.normal = UnityObjectToWorldNormal(v.normal);
				#if defined(PROP_VERTEXMANIPULATIONHEIGHTMASK) || !defined(OPTIMIZER_ENABLED)
				float3 heightOffset = (tex2Dlod(_VertexManipulationHeightMask, float4(poiUV(vertexUV(v, (0.0 /*_VertexManipulationHeightMaskUV*/)), float4(1,1,0,0)) + float4(0,0,0,0) * _Time.x, 0, 0))[(0.0 /*_VertexManipulationHeightMaskChannel*/)] - (0.0 /*_VertexManipulationHeightBias*/)) * ((0.0 /*_VertexManipulationHeight*/) + ALHeight) * o.normal;
				#else
				float3 heightOffset = ((0.0 /*_VertexManipulationHeight*/) + ALHeight) * o.normal;
				#endif
				if ((0.0 /*_VertexBarrelMode*/))
				{
					v.vertex.xz = lerp(v.vertex.xz, normalize(v.vertex.xz) * (0.2 /*_VertexBarrelWidth*/) + v.vertex.xz * (0.0 /*_VertexBarrelHeight*/), (0.0 /*_VertexBarrelAlpha*/));
				}
				if ((0.0 /*_VertexSphereMode*/))
				{
					v.vertex.xyz = lerp(v.vertex.xyz, normalize(v.vertex.xyz + float4(0,0,0,1).xyz) * (1.0 /*_VertexSphereRadius*/) + v.vertex.xyz * (1.0 /*_VertexSphereHeight*/), (0.0 /*_VertexSphereAlpha*/));
				}
				v.vertex.xyz += mul(unity_WorldToObject, float4(0,0,0,1).xyz + ALWorldTranslation + heightOffset).xyz;
				
				if ((0.0 /*_VertexRoundingEnabled*/))
				{
					float divisionAmount = max((500.0 /*_VertexRoundingDivision*/) + ALRoundingAmount, 0.0000001);
					float3 vertexPos = v.vertex.xyz;
					if ((0 /*_VertexRoundingSpace*/) == 0)
					{
						vertexPos = mul(unity_ObjectToWorld, v.vertex.xyz);
					}
					float3 worldRoundPosition = (ceil(vertexPos / divisionAmount) * divisionAmount) - divisionAmount * .5;
					v.vertex.xyz = worldRoundPosition;
					if ((0 /*_VertexRoundingSpace*/) == 0)
					{
						v.vertex.xyz = mul(unity_WorldToObject, worldRoundPosition);
					}
				}
				#endif
				#ifdef DISTORT
				
				if((0.0 /*_UVTileDissolveEnabled*/) && (1.0 /*_UVTileDissolveDiscardAtMax*/))
				{
					float2 dissolveUdim = 0;
					dissolveUdim += (v.uv0.xy * ((0.0 /*_UVTileDissolveUV*/) == 0));
					dissolveUdim += (v.uv1.xy * ((0.0 /*_UVTileDissolveUV*/) == 1));
					dissolveUdim += (v.uv2.xy * ((0.0 /*_UVTileDissolveUV*/) == 2));
					dissolveUdim += (v.uv3.xy * ((0.0 /*_UVTileDissolveUV*/) == 3));
					float isDiscardedFromDissolve = 0;
					float4 xMaskDissolve = float4(  (dissolveUdim.x >= 0 && dissolveUdim.x < 1),
					(dissolveUdim.x >= 1 && dissolveUdim.x < 2),
					(dissolveUdim.x >= 2 && dissolveUdim.x < 3),
					(dissolveUdim.x >= 3 && dissolveUdim.x < 4));
					isDiscardedFromDissolve += (dissolveUdim.y >= 0 && dissolveUdim.y < 1) * dot(float4((0.0 /*_UVTileDissolveAlpha_Row0_0*/), (0.0 /*_UVTileDissolveAlpha_Row0_1*/), (0.0 /*_UVTileDissolveAlpha_Row0_2*/), (0.0 /*_UVTileDissolveAlpha_Row0_3*/)), xMaskDissolve);
					isDiscardedFromDissolve += (dissolveUdim.y >= 1 && dissolveUdim.y < 2) * dot(float4((0.0 /*_UVTileDissolveAlpha_Row1_0*/), (0.0 /*_UVTileDissolveAlpha_Row1_1*/), (0.0 /*_UVTileDissolveAlpha_Row1_2*/), (0.0 /*_UVTileDissolveAlpha_Row1_3*/)), xMaskDissolve);
					isDiscardedFromDissolve += (dissolveUdim.y >= 2 && dissolveUdim.y < 3) * dot(float4((0.0 /*_UVTileDissolveAlpha_Row2_0*/), (0.0 /*_UVTileDissolveAlpha_Row2_1*/), (0.0 /*_UVTileDissolveAlpha_Row2_2*/), (0.0 /*_UVTileDissolveAlpha_Row2_3*/)), xMaskDissolve);
					isDiscardedFromDissolve += (dissolveUdim.y >= 3 && dissolveUdim.y < 4) * dot(float4((0.0 /*_UVTileDissolveAlpha_Row3_0*/), (0.0 /*_UVTileDissolveAlpha_Row3_1*/), (0.0 /*_UVTileDissolveAlpha_Row3_2*/), (0.0 /*_UVTileDissolveAlpha_Row3_3*/)), xMaskDissolve);
					isDiscardedFromDissolve *= any(float4(dissolveUdim.y >= 0, dissolveUdim.y < 4, dissolveUdim.x >= 0, dissolveUdim.x < 4)); // never discard outside 4x4 grid in pos coords
					const float threshold = 0.999;
					if(isDiscardedFromDissolve > threshold) // Early Return skips rest of vertex shader
					{
						return (VertexOut)POI_NAN;
					}
				}
				#endif
				o.objectPos = mul(unity_ObjectToWorld, float4(0, 0, 0, 1)).xyz;
				o.objNormal = v.normal;
				o.normal = UnityObjectToWorldNormal(v.normal);
				o.tangent = UnityObjectToWorldDir(v.tangent);
				o.binormal = cross(o.normal, o.tangent) * (v.tangent.w * unity_WorldTransformParams.w);
				o.vertexColor = v.color;
				o.uv[0] = v.uv0;
				o.uv[1] = v.uv1;
				o.uv[2] = v.uv2;
				o.uv[3] = v.uv3;
				#if defined(LIGHTMAP_ON)
				o.lightmapUV.xy = v.uv1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
				#endif
				#ifdef DYNAMICLIGHTMAP_ON
				o.lightmapUV.zw = v.uv2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
				#endif
				o.localPos = v.vertex;
				o.worldPos = mul(unity_ObjectToWorld, o.localPos);
				float3 localOffset = float3(0, 0, 0);
				float3 worldOffset = float3(0, 0, 0);
				o.localPos.rgb += localOffset;
				o.worldPos.rgb += worldOffset;
				o.pos = UnityObjectToClipPos(o.localPos);
				#ifdef POI_PASS_OUTLINE
				#if defined(UNITY_REVERSED_Z)
				o.pos.z += _Offset_Z * - 0.01;
				#else
				o.pos.z += _Offset_Z * 0.01;
				#endif
				#endif
				o.grabPos = ComputeGrabScreenPos(o.pos);
				#ifndef FORWARD_META_PASS
				#if !defined(UNITY_PASS_SHADOWCASTER)
				UNITY_TRANSFER_SHADOW(o, o.uv[0].xy);
				#else
				v.vertex.xyz = o.localPos.xyz;
				TRANSFER_SHADOW_CASTER_NOPOS(o, o.pos);
				#endif
				#endif
				UNITY_TRANSFER_FOG(o, o.pos);
				if ((0.0 /*_RenderingReduceClipDistance*/))
				{
					if (o.pos.w < _ProjectionParams.y * 1.01 && o.pos.w > 0)
					{
						o.pos.z = o.pos.z * 0.0001 + o.pos.w * 0.999;
					}
				}
				#ifdef POI_PASS_META
				o.pos = UnityMetaVertexPosition(v.vertex, v.uv1.xy, v.uv2.xy, unity_LightmapST, unity_DynamicLightmapST);
				#endif
				#if defined(GRAIN)
				float4 worldDirection;
				worldDirection.xyz = o.worldPos.xyz - _WorldSpaceCameraPos;
				worldDirection.w = dot(o.pos, CalculateFrustumCorrection());
				o.worldDirection = worldDirection;
				#endif
				return o;
			}
			#if defined(_STOCHASTICMODE_DELIOT_HEITZ)
			#define POI2D_SAMPLER_STOCHASTIC(tex, texSampler, uv, useStochastic) (useStochastic ? DeliotHeitzSampleTexture(tex, sampler##texSampler, uv) : POI2D_SAMPLER(tex, texSampler, uv))
			#define POI2D_SAMPLER_PAN_STOCHASTIC(tex, texSampler, uv, pan, useStochastic) (useStochastic ? DeliotHeitzSampleTexture(tex, sampler##texSampler, POI_PAN_UV(uv, pan)) : POI2D_SAMPLER_PAN(tex, texSampler, uv, pan))
			#define POI2D_SAMPLER_PANGRAD_STOCHASTIC(tex, texSampler, uv, pan, dx, dy, useStochastic) (useStochastic ? DeliotHeitzSampleTexture(tex, sampler##texSampler, POI_PAN_UV(uv, pan), dx, dy) : POI2D_SAMPLER_PANGRAD(tex, texSampler, uv, pan, dx, dy))
			#endif
			#if defined(_STOCHASTICMODE_HEXTILE)
			#define POI2D_SAMPLER_STOCHASTIC(tex, texSampler, uv, useStochastic) (useStochastic ? HextileSampleTexture(tex, sampler##texSampler, uv, false) : POI2D_SAMPLER(tex, texSampler, uv))
			#define POI2D_SAMPLER_PAN_STOCHASTIC(tex, texSampler, uv, pan, useStochastic) (useStochastic ? HextileSampleTexture(tex, sampler##texSampler, POI_PAN_UV(uv, pan), false) : POI2D_SAMPLER_PAN(tex, texSampler, uv, pan))
			#define POI2D_SAMPLER_PANGRAD_STOCHASTIC(tex, texSampler, uv, pan, dx, dy, useStochastic) (useStochastic ? HextileSampleTexture(tex, sampler##texSampler, POI_PAN_UV(uv, pan), false, dx, dy) : POI2D_SAMPLER_PANGRAD(tex, texSampler, uv, pan, dx, dy))
			#endif
			#ifndef POI2D_SAMPLER_STOCHASTIC
			#define POI2D_SAMPLER_STOCHASTIC(tex, texSampler, uv, useStochastic) (POI2D_SAMPLER(tex, texSampler, uv))
			#endif
			#ifndef POI2D_SAMPLER_PAN_STOCHASTIC
			#define POI2D_SAMPLER_PAN_STOCHASTIC(tex, texSampler, uv, pan, useStochastic) (POI2D_SAMPLER_PAN(tex, texSampler, uv, pan))
			#endif
			#ifndef POI2D_SAMPLER_PANGRAD_STOCHASTIC
			#define POI2D_SAMPLER_PANGRAD_STOCHASTIC(tex, texSampler, uv, pan, dx, dy, useStochastic) (POI2D_SAMPLER_PANGRAD(tex, texSampler, uv, pan, dx, dy))
			#endif
			#if !defined(_STOCHASTICMODE_NONE)
			float2 StochasticHash2D2D (float2 s)
			{
				return frac(sin(glsl_mod(float2(dot(s, float2(127.1,311.7)), dot(s, float2(269.5,183.3))), 3.14159)) * 43758.5453);
			}
			#endif
			#if defined(_STOCHASTICMODE_DELIOT_HEITZ)
			float3x3 DeliotHeitzStochasticUVBW(float2 uv)
			{
				const float2x2 stochasticSkewedGrid = float2x2(1.0, -0.57735027, 0.0, 1.15470054);
				float2 skewUV = mul(stochasticSkewedGrid, uv * 3.4641 * (1.0 /*_StochasticDeliotHeitzDensity*/));
				float2 vxID = floor(skewUV);
				float3 bary = float3(frac(skewUV), 0);
				bary.z = 1.0 - bary.x - bary.y;
				float3x3 pos = float3x3(
				float3(vxID, 				bary.z),
				float3(vxID + float2(0, 1), bary.y),
				float3(vxID + float2(1, 0), bary.x)
				);
				float3x3 neg = float3x3(
				float3(vxID + float2(1, 1), 	 -bary.z),
				float3(vxID + float2(1, 0), 1.0 - bary.y),
				float3(vxID + float2(0, 1), 1.0 - bary.x)
				);
				return (bary.z > 0) ? pos : neg;
			}
			float4 DeliotHeitzSampleTexture(Texture2D tex, SamplerState texSampler, float2 uv, float2 dx, float2 dy)
			{
				float3x3 UVBW = DeliotHeitzStochasticUVBW(uv);
				return 	mul(tex.SampleGrad(texSampler, uv + StochasticHash2D2D(UVBW[0].xy), dx, dy), UVBW[0].z) +
				mul(tex.SampleGrad(texSampler, uv + StochasticHash2D2D(UVBW[1].xy), dx, dy), UVBW[1].z) +
				mul(tex.SampleGrad(texSampler, uv + StochasticHash2D2D(UVBW[2].xy), dx, dy), UVBW[2].z) ;
			}
			float4 DeliotHeitzSampleTexture(Texture2D tex, SamplerState texSampler, float2 uv)
			{
				float2 dx = ddx(uv), dy = ddy(uv);
				return DeliotHeitzSampleTexture(tex, texSampler, uv, dx, dy);
			}
			#endif // defined(_STOCHASTICMODE_DELIOT_HEITZ)
			#if defined(_STOCHASTICMODE_HEXTILE)
			float2 HextileMakeCenUV(float2 vertex)
			{
				const float2x2 stochasticInverseSkewedGrid = float2x2(1.0, 0.5, 0.0, 1.0/1.15470054);
				return mul(stochasticInverseSkewedGrid, vertex) * 0.288675;
			}
			float2x2 HextileLoadRot2x2(float2 idx, float rotStrength)
			{
				float angle = abs(idx.x * idx.y) + abs(idx.x + idx.y) + PI;
				angle = glsl_mod(angle, 2 * PI);
				if(angle < 0)  angle += 2 * PI;
				if(angle > PI) angle -= 2 * PI;
				angle *= rotStrength;
				float cs = cos(angle), si = sin(angle);
				return float2x2(cs, -si, si, cs);
			}
			float4x4 HextileUVBWR(float2 uv)
			{
				const float2x2 stochasticSkewedGrid = float2x2(1.0, -0.57735027, 0.0, 1.15470054);
				float2 skewedCoord = mul(stochasticSkewedGrid, uv * 3.4641 * (1.0 /*_StochasticHexGridDensity*/));
				float2 baseId = float2(floor(skewedCoord));
				float3 temp = float3(frac(skewedCoord), 0);
				temp.z = 1 - temp.x - temp.y;
				float s = step(0.0, -temp.z);
				float s2 = 2 * s - 1;
				float3 weights = float3(-temp.z * s2, s - temp.y * s2, s - temp.x * s2);
				float2 vertex0 = baseId + float2(s, s);
				float2 vertex1 = baseId + float2(s, 1 - s);
				float2 vertex2 = baseId + float2(1 - s, s);
				float2 cen0 = HextileMakeCenUV(vertex0), cen1 = HextileMakeCenUV(vertex1), cen2 = HextileMakeCenUV(vertex2);
				float2x2 rot0 = float2x2(1, 0, 0, 1), rot1 = float2x2(1, 0, 0, 1), rot2 = float2x2(1, 0, 0, 1);
				if((0.0 /*_StochasticHexRotationStrength*/) > 0)
				{
					rot0 = HextileLoadRot2x2(vertex0, (0.0 /*_StochasticHexRotationStrength*/));
					rot1 = HextileLoadRot2x2(vertex1, (0.0 /*_StochasticHexRotationStrength*/));
					rot2 = HextileLoadRot2x2(vertex2, (0.0 /*_StochasticHexRotationStrength*/));
				}
				return float4x4(
				float4(mul(uv - cen0, rot0) + cen0 + StochasticHash2D2D(vertex0), rot0[0].x, -rot0[0].y),
				float4(mul(uv - cen1, rot1) + cen1 + StochasticHash2D2D(vertex1), rot1[0].x, -rot1[0].y),
				float4(mul(uv - cen2, rot2) + cen2 + StochasticHash2D2D(vertex2), rot2[0].x, -rot2[0].y),
				float4(weights, 0)
				);
			}
			float4 HextileSampleTexture(Texture2D tex, SamplerState texSampler, float2 uv, bool isNormalMap, float2 dUVdx, float2 dUVdy)
			{
				float4x4 UVBWR = HextileUVBWR(uv);
				float2x2 rot0 = float2x2(1, 0, 0, 1), rot1 = float2x2(1, 0, 0, 1), rot2 = float2x2(1, 0, 0, 1);
				if((0.0 /*_StochasticHexRotationStrength*/) > 0)
				{
					rot0 = float2x2(UVBWR[0].z, -UVBWR[0].w, UVBWR[0].w, UVBWR[0].z);
					rot1 = float2x2(UVBWR[1].z, -UVBWR[1].w, UVBWR[1].w, UVBWR[1].z);
					rot2 = float2x2(UVBWR[2].z, -UVBWR[2].w, UVBWR[2].w, UVBWR[2].z);
				}
				float3 W = UVBWR[3].xyz;
				float4 c0 = tex.SampleGrad(texSampler, UVBWR[0].xy, mul(dUVdx, rot0), mul(dUVdy, rot0));
				float4 c1 = tex.SampleGrad(texSampler, UVBWR[1].xy, mul(dUVdx, rot1), mul(dUVdy, rot1));
				float4 c2 = tex.SampleGrad(texSampler, UVBWR[2].xy, mul(dUVdx, rot2), mul(dUVdy, rot2));
				const float3 Lw = float3(0.299, 0.587, 0.114);
				float3 Dw = float3(dot(c0.xyz, Lw), dot(c1.xyz, Lw), dot(c2.xyz, Lw));
				Dw = lerp(1.0, Dw, (0.6 /*_StochasticHexFallOffContrast*/));
				W = Dw * pow(W, (7.0 /*_StochasticHexFallOffPower*/));
				W /= (W.x + W.y + W.z);
				return W.x * c0 + W.y * c1 + W.z * c2;
			}
			float4 HextileSampleTexture(Texture2D tex, SamplerState texSampler, float2 uv, bool isNormalMap)
			{
				return HextileSampleTexture(tex, texSampler, uv, isNormalMap, ddx(uv), ddy(uv));
			}
			#endif // defined(_STOCHASTICMODE_HEXTILE)
			void applyAlphaOptions(inout PoiFragData poiFragData, in PoiMesh poiMesh, in PoiCam poiCam, in PoiMods poiMods)
			{
				poiFragData.alpha = saturate(poiFragData.alpha + (0.0 /*_AlphaMod*/));
				if ((0.0 /*_AlphaGlobalMask*/) > 0)
				{
					poiFragData.alpha = maskBlend(poiFragData.alpha, poiMods.globalMask[(0.0 /*_AlphaGlobalMask*/)-1], (2.0 /*_AlphaGlobalMaskBlendType*/));
				}
			}
			float4 grabpassBlur(float2 uv)
			{
				float two_pi = 6.28318530718;
				float2 radius = (0.0 /*_GrabBlurDistance*/) / _ScreenParams.xy * 100; // Arbitrary constant to match old blurring
				float quality = floor((2.0 /*_GrabBlurQuality*/));
				float directions = floor((4.0 /*_GrabBlurDirections*/));
				float4 color = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_PoiGrab2, uv);
				float deltaAngle = two_pi / directions;
				float deltaQuality = 1.0 / quality;
				for (int i = 0; i < directions; i++)
				{
					for (int j = 0; j < quality; j++)
					{
						float angle = deltaAngle * i + j;
						float offset = deltaQuality * (j + 1);
						color += UNITY_SAMPLE_SCREENSPACE_TEXTURE(_PoiGrab2, uv + float2(cos(angle), sin(angle)) * radius * offset);
					}
				}
				color /= quality * directions + 1;
				return color;
			}
			inline float4 Refraction(float indexOfRefraction, float chromaticAberration, float2 projectedGrabPos, in PoiMesh poiMesh, in PoiCam poiCam, in PoiMods poiMods)
			{
				float4 refractionColor;
				float3 worldViewDir = normalize(UnityWorldSpaceViewDir(poiMesh.worldPos));
				float3 refractionOffset = ((((indexOfRefraction - 1.0) * mul(UNITY_MATRIX_V, float4(poiMesh.normals[1], 0.0)).xyz) * (1.0 / (poiCam.grabPos.z + 1.0))) * (1.0 - dot(poiMesh.normals[1], worldViewDir)));
				float2 cameraRefraction = float2(refractionOffset.x, - (refractionOffset.y * _ProjectionParams.x));
				
				if ((20.0 /*_RefractionFalloff*/) > 0)
				{
					float falloff = smoothstep((20.0 /*_RefractionFalloff*/), 0, distance(poiMesh.worldPos, poiCam.worldPos));
					cameraRefraction *= falloff;
				}
				
				if ((0.0 /*_RefractionChromaticAberattion*/) > 0)
				{
					float4 redAlpha = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_PoiGrab2, (projectedGrabPos + cameraRefraction));
					float green = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_PoiGrab2, (projectedGrabPos + (cameraRefraction * (1.0 - chromaticAberration)))).g;
					float blue = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_PoiGrab2, (projectedGrabPos + (cameraRefraction * (1.0 + chromaticAberration)))).b;
					refractionColor = float4(redAlpha.r, green, blue, redAlpha.a);
				}
				else
				{
					float2 refractedGrab = projectedGrabPos + cameraRefraction;
					refractionColor = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_PoiGrab2, (refractedGrab));
				}
				return refractionColor;
			}
			void calculateGrabpass(float2 projectedGrabPos, inout PoiFragData poiFragData, in PoiCam poiCam, in PoiMesh poiMesh, inout PoiLight poiLight, in PoiMods poiMods)
			{
				float3 grabpassColor = 1;
				
				if ((0.0 /*_RefractionEnabled*/) == 1)
				{
					grabpassColor = Refraction((1.333333 /*_RefractionIndex*/), (0.0 /*_RefractionChromaticAberattion*/), projectedGrabPos, poiMesh, poiCam, poiMods).rgb;
				}
				else
				{
					grabpassColor = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_PoiGrab2, projectedGrabPos).rgb;
				}
				float blendMap = 1;
				#if defined(PROP_GRABPASSBLENDMAP) || !defined(OPTIMIZER_ENABLED)
				blendMap = POI2D_SAMPLER_PAN(_GrabPassBlendMap, _MainTex, poiUV(poiMesh.uv[(0.0 /*_GrabPassBlendMapUV*/)], float4(1,1,0,0)), float4(0,0,0,0))[(0.0 /*_GrabPassBlendMapChannel*/)];;
				#endif
				float blendFactor = (1.0 /*_GrabPassBlendFactor*/) * blendMap;
				if ((0.0 /*_GrabPassBlendGlobalMask*/) > 0)
				{
					blendFactor = customBlend(blendFactor, poiMods.globalMask[(0.0 /*_GrabPassBlendGlobalMask*/)-1], (2.0 /*_GrabPassBlendGlobalMaskBlendType*/));
				}
				if ((1.0 /*_GrabPassUseAlpha*/))
				{
					blendFactor *= (1 - poiFragData.alpha);
				}
				poiFragData.finalColor = poiBlend((0.0 /*_GrabSrcBlend*/), float4(poiFragData.finalColor, poiFragData.alpha), (1.0 /*_GrabDstBlend*/), float4(grabpassColor, 1), blendFactor);
			}
			inline float2 computeGrabScreenPos(in float4 pos)
			{
				float4 grabPos = pos;
				#if UNITY_UV_STARTS_AT_TOP
				float scale = -1.0;
				#else
				float scale = 1.0;
				#endif
				float halfPosW = grabPos.w * 0.5;
				grabPos.y = (grabPos.y - halfPosW) * _ProjectionParams.x * scale + halfPosW;
				#if SHADER_API_D3D9 || SHADER_API_D3D11
				grabPos.w += 0.00000000001;
				#endif
				return(grabPos / grabPos.w).xy;
			}
			void applyGrabEffects(inout PoiFragData poiFragData, in PoiCam poiCam, in PoiMesh poiMesh, inout PoiLight poiLight, in PoiMods poiMods)
			{
				float2 projectedGrabPos = computeGrabScreenPos(poiCam.grabPos);
				calculateGrabpass(projectedGrabPos, poiFragData, poiCam, poiMesh, poiLight, poiMods);
			}
			void calculateGlobalThemes(inout PoiMods poiMods)
			{
				float4 themeColorExposures = 0;
				float4 themeColor0, themeColor1, themeColor2, themeColor3 = 0;
				DecomposeHDRColor(float4(1,1,1,1).rgb, themeColor0.rgb, themeColorExposures.x);
				DecomposeHDRColor(float4(1,1,1,1).rgb, themeColor1.rgb, themeColorExposures.y);
				DecomposeHDRColor(float4(1,1,1,1).rgb, themeColor2.rgb, themeColorExposures.z);
				DecomposeHDRColor(float4(1,1,1,1).rgb, themeColor3.rgb, themeColorExposures.w);
				poiMods.globalColorTheme[0] = float4(ApplyHDRExposure(ModifyViaHSV(themeColor0.rgb, frac((0.0 /*_GlobalThemeHue0*/) + (0.0 /*_GlobalThemeHueSpeed0*/) * _Time.x), (0.0 /*_GlobalThemeSaturation0*/), (0.0 /*_GlobalThemeValue0*/)), themeColorExposures.x), float4(1,1,1,1).a);
				poiMods.globalColorTheme[1] = float4(ApplyHDRExposure(ModifyViaHSV(themeColor1.rgb, frac((0.0 /*_GlobalThemeHue1*/) + (0.0 /*_GlobalThemeHueSpeed1*/) * _Time.x), (0.0 /*_GlobalThemeSaturation1*/), (0.0 /*_GlobalThemeValue1*/)), themeColorExposures.y), float4(1,1,1,1).a);
				poiMods.globalColorTheme[2] = float4(ApplyHDRExposure(ModifyViaHSV(themeColor2.rgb, frac((0.0 /*_GlobalThemeHue2*/) + (0.0 /*_GlobalThemeHueSpeed2*/) * _Time.x), (0.0 /*_GlobalThemeSaturation2*/), (0.0 /*_GlobalThemeValue2*/)), themeColorExposures.z), float4(1,1,1,1).a);
				poiMods.globalColorTheme[3] = float4(ApplyHDRExposure(ModifyViaHSV(themeColor3.rgb, frac((0.0 /*_GlobalThemeHue3*/) + (0.0 /*_GlobalThemeHueSpeed3*/) * _Time.x), (0.0 /*_GlobalThemeSaturation3*/), (0.0 /*_GlobalThemeValue3*/)), themeColorExposures.w), float4(1,1,1,1).a);
			}
			float customDistanceBlend(float base, float blend, float blendType)
			{
				switch(blendType)
				{
					case 0: return blendNormal(base, blend); break;
					case 2: return blendMultiply(base, blend); break;
					default: return 0; break;
				}
			}
			void ApplyGlobalMaskModifiers(in PoiMesh poiMesh, inout PoiMods poiMods, in PoiCam poiCam)
			{
			}
			float2 calculatePolarCoordinate(in PoiMesh poiMesh)
			{
				float2 delta = poiMesh.uv[(0.0 /*_PolarUV*/)] - float4(0.5,0.5,0,0);
				float radius = length(delta) * 2 * (1.0 /*_PolarRadialScale*/);
				float angle = atan2(delta.x, delta.y);
				float phi = angle / (UNITY_PI * 2.0);
				float phi_frac = frac(phi);
				angle = fwidth(phi) - 0.0001 < fwidth(phi_frac) ? phi : phi_frac;
				angle *= (1.0 /*_PolarLengthScale*/);
				return float2(radius, angle + distance(poiMesh.uv[(0.0 /*_PolarUV*/)], float4(0.5,0.5,0,0)) * (0.0 /*_PolarSpiralPower*/));
			}
			float2 MonoPanoProjection(float3 coords)
			{
				float3 normalizedCoords = normalize(coords);
				float latitude = acos(normalizedCoords.y);
				float longitude = atan2(normalizedCoords.z, normalizedCoords.x);
				float phi = longitude / (UNITY_PI * 2.0);
				float phi_frac = frac(phi);
				longitude = fwidth(phi) - 0.0001 < fwidth(phi_frac) ? phi : phi_frac;
				longitude *= 2;
				float2 sphereCoords = float2(longitude, latitude) * float2(1.0, 1.0 / UNITY_PI);
				sphereCoords = float2(1.0, 1.0) - sphereCoords;
				return (sphereCoords + float4(0, 1 - unity_StereoEyeIndex, 1, 1.0).xy) * float4(0, 1 - unity_StereoEyeIndex, 1, 1.0).zw;
			}
			float2 StereoPanoProjection(float3 coords)
			{
				float3 normalizedCoords = normalize(coords);
				float latitude = acos(normalizedCoords.y);
				float longitude = atan2(normalizedCoords.z, normalizedCoords.x);
				float phi = longitude / (UNITY_PI * 2.0);
				float phi_frac = frac(phi);
				longitude = fwidth(phi) - 0.0001 < fwidth(phi_frac) ? phi : phi_frac;
				longitude *= 2;
				float2 sphereCoords = float2(longitude, latitude) * float2(0.5, 1.0 / UNITY_PI);
				sphereCoords = float2(0.5, 1.0) - sphereCoords;
				return (sphereCoords + float4(0, 1 - unity_StereoEyeIndex, 1, 0.5).xy) * float4(0, 1 - unity_StereoEyeIndex, 1, 0.5).zw;
			}
			float2 calculateWorldUV(in PoiMesh poiMesh)
			{
				return float2((0.0 /*_UVModWorldPos0*/) != 3 ? poiMesh.worldPos[ (0.0 /*_UVModWorldPos0*/)] : 0.0f, (2.0 /*_UVModWorldPos1*/) != 3 ? poiMesh.worldPos[(2.0 /*_UVModWorldPos1*/)] : 0.0f);
			}
			float2 calculatelocalUV(in PoiMesh poiMesh)
			{
				float localUVs[8];
				localUVs[0] = poiMesh.localPos.x;
				localUVs[1] = poiMesh.localPos.y;
				localUVs[2] = poiMesh.localPos.z;
				localUVs[3] = 0;
				localUVs[4] = poiMesh.vertexColor.r;
				localUVs[5] = poiMesh.vertexColor.g;
				localUVs[6] = poiMesh.vertexColor.b;
				localUVs[7] = poiMesh.vertexColor.a;
				return float2(localUVs[(0.0 /*_UVModLocalPos0*/)],localUVs[(1.0 /*_UVModLocalPos1*/)]);
			}
			float2 calculatePanosphereUV(in PoiMesh poiMesh)
			{
				float3 viewDirection = normalize(lerp(getCameraPosition().xyz, _WorldSpaceCameraPos.xyz, (1.0 /*_PanoUseBothEyes*/)) - poiMesh.worldPos.xyz) * - 1;
				return lerp(MonoPanoProjection(viewDirection), StereoPanoProjection(viewDirection), (0.0 /*_StereoEnabled*/));
			}
			#ifdef FINALPASS
			void ApplyDetailColor(inout PoiFragData poiFragData, in PoiMesh poiMesh, in PoiMods poiMods)
			{
				#if defined(PROP_DETAILTEX) || !defined(OPTIMIZER_ENABLED)
				half3 detailTexture = POI2D_SAMPLER_PAN_STOCHASTIC(_DetailTex, _MainTex, poiUV(poiMesh.uv[(0.0 /*_DetailTexUV*/)], float4(0.3,0.3,0,0)), float4(0,-0.5,0,0), (0.0 /*_DetailTexStochastic*/)).rgb * poiThemeColor(poiMods, float4(1,1,1,1), (0.0 /*_DetailTintThemeIndex*/));
				#else
				half3 detailTexture = 0.21763764082 * poiThemeColor(poiMods, float4(1,1,1,1), (0.0 /*_DetailTintThemeIndex*/));
				#endif
				poiFragData.baseColor.rgb *= LerpWhiteTo(detailTexture * (1.0 /*_DetailBrightness*/) * unity_ColorSpaceDouble.rgb, poiMods.detailMask.r * (0.14 /*_DetailTexIntensity*/));
			}
			void ApplyDetailNormal(inout PoiMods poiMods, inout PoiMesh poiMesh)
			{
				#if defined(PROP_DETAILMASK) || !defined(OPTIMIZER_ENABLED)
				poiMods.detailMask = POI2D_SAMPLER_PAN_STOCHASTIC(_DetailMask, _MainTex, poiUV(poiMesh.uv[(0.0 /*_DetailMaskUV*/)], float4(1,1,0,0)), float4(0,0,0,0), (0.0 /*_DetailMaskStochastic*/)).rg;
				#else
				poiMods.detailMask = 1;
				#endif
				#ifdef POI_BACKFACE
				if (!poiMesh.isFrontFace)
				{
					poiMods.detailMask.rg *= (1.0 /*_BackFaceDetailIntensity*/);
				}
				#endif
				if ((0.0 /*_DetailTexGlobalMask*/) > 0)
				{
					poiMods.detailMask.r = maskBlend(poiMods.detailMask.r, poiMods.globalMask[(0.0 /*_DetailTexGlobalMask*/)-1], (2.0 /*_DetailTexGlobalMaskBlendType*/));
				}
				if ((0.0 /*_DetailNormalGlobalMask*/) > 0)
				{
					poiMods.detailMask.g = maskBlend(poiMods.detailMask.g, poiMods.globalMask[(0.0 /*_DetailNormalGlobalMask*/)-1], (2.0 /*_DetailNormalGlobalMaskBlendType*/));
				}
				#if defined(PROP_DETAILNORMALMAP) || !defined(OPTIMIZER_ENABLED)
				half3 detailNormal = UnpackScaleNormal(POI2D_SAMPLER_PAN_STOCHASTIC(_DetailNormalMap, _MainTex, poiUV(poiMesh.uv[(0.0 /*_DetailNormalMapUV*/)], float4(1,1,0,0)), float4(0,0,0,0), (0.0 /*_DetailNormalMapStochastic*/)), (1.0 /*_DetailNormalMapScale*/) * poiMods.detailMask.g);
				poiMesh.tangentSpaceNormal = BlendNormals(detailNormal, poiMesh.tangentSpaceNormal);
				#endif
			}
			#endif
			#if defined(GEOM_TYPE_BRANCH) || defined(GEOM_TYPE_BRANCH_DETAIL) || defined(GEOM_TYPE_FROND) || defined(DEPTH_OF_FIELD_COC_VIEW)
			float2 decalUV(float uvNumber, float2 position, half rotation, half rotationSpeed, half2 scale, float4 scaleOffset, float depth, in PoiMesh poiMesh, in PoiCam poiCam)
			{
				scaleOffset = float4(-scaleOffset.x, scaleOffset.y, -scaleOffset.z, scaleOffset.w);
				float2 centerOffset = float2((scaleOffset.x + scaleOffset.y)/2, (scaleOffset.z + scaleOffset.w)/2);
				float2 uv = poiMesh.uv[uvNumber] + calcParallax(depth + 1, poiCam);
				float2 decalCenter = position + centerOffset;
				float theta = radians(rotation + _Time.z * rotationSpeed);
				float cs = cos(theta);
				float sn = sin(theta);
				uv = float2((uv.x - decalCenter.x) * cs - (uv.y - decalCenter.y) * sn + decalCenter.x, (uv.x - decalCenter.x) * sn + (uv.y - decalCenter.y) * cs + decalCenter.y);
				uv = remap(uv, float2(0, 0) - scale / 2 + position + scaleOffset.xz, scale / 2 + position + scaleOffset.yw, float2(0, 0), float2(1, 1));
				return uv;
			}
			inline float3 decalHueShift(float enabled, float3 color, float shift, float shiftSpeed)
			{
				if (enabled)
				{
					color = hueShift(color, shift + _Time.x * shiftSpeed);
				}
				return color;
			}
			inline float applyTilingClipping(float enabled, float2 uv)
			{
				float ret = 1;
				if (!enabled)
				{
					if (uv.x > 1 || uv.y > 1 || uv.x < 0 || uv.y < 0)
					{
						ret = 0;
					}
				}
				return ret;
			}
			struct PoiDecal
			{
				float m_DecalMaskChannel;
				float m_DecalGlobalMask;
				float m_DecalGlobalMaskBlendType;
				float m_DecalApplyGlobalMaskIndex;
				float m_DecalApplyGlobalMaskBlendType;
				float4 m_DecalTexture_ST;
				float2 m_DecalTexturePan;
				float m_DecalTextureUV;
				float4 m_DecalColor;
				float m_DecalColorThemeIndex;
				fixed m_DecalTiled;
				float m_DecalBlendType;
				half m_DecalRotation;
				half2 m_DecalScale;
				float4 m_DecalSideOffset;
				half2 m_DecalPosition;
				half m_DecalRotationSpeed;
				float m_DecalEmissionStrength;
				float m_DecalBlendAlpha;
				float m_DecalOverrideAlpha;
				float m_DecalHueShiftEnabled;
				float m_DecalHueShift;
				float m_DecalHueShiftSpeed;
				float m_DecalDepth;
				float m_DecalHueAngleStrength;
				float m_DecalChannelSeparationEnable;
				float m_DecalChannelSeparation;
				float m_DecalChannelSeparationPremultiply;
				float m_DecalChannelSeparationHue;
				float m_DecalChannelSeparationVertical;
				float m_DecalChannelSeparationAngleStrength;
				#if defined(POI_AUDIOLINK)
				half m_AudioLinkDecalScaleBand;
				float4 m_AudioLinkDecalScale;
				half m_AudioLinkDecalRotationBand;
				float2 m_AudioLinkDecalRotation;
				half m_AudioLinkDecalAlphaBand;
				float2 m_AudioLinkDecalAlpha;
				half m_AudioLinkDecalEmissionBand;
				float2 m_AudioLinkDecalEmission;
				float m_DecalRotationCTALBand;
				float m_DecalRotationCTALSpeed;
				float m_DecalRotationCTALType;
				float m_AudioLinkDecalColorChord;
				float m_AudioLinkDecalSideBand;
				float4 m_AudioLinkDecalSideMin;
				float4 m_AudioLinkDecalSideMax;
				float2 m_AudioLinkDecalChannelSeparation;
				float m_AudioLinkDecalChannelSeparationBand;
				#endif
				float4 decalColor;
				float2 decalScale;
				float decalRotation;
				float2 uv;
				float4 dduv;
				float4 sideMod;
				float decalChannelOffset;
				float4 decalMask;
				void Init(in float4 DecalMask)
				{
					decalMask = DecalMask;
					decalScale = m_DecalScale;
				}
				void InitAudiolink(in PoiMods poiMods)
				{
					#ifdef POI_AUDIOLINK
					if (poiMods.audioLinkAvailable)
					{
						decalScale += lerp(m_AudioLinkDecalScale.xy, m_AudioLinkDecalScale.zw, poiMods.audioLink[m_AudioLinkDecalScaleBand]);
						sideMod += lerp(m_AudioLinkDecalSideMin, m_AudioLinkDecalSideMax, poiMods.audioLink[m_AudioLinkDecalSideBand]);
						decalRotation += lerp(m_AudioLinkDecalRotation.x, m_AudioLinkDecalRotation.y, poiMods.audioLink[m_AudioLinkDecalRotationBand]);
						decalRotation += AudioLinkGetChronoTime(m_DecalRotationCTALType, m_DecalRotationCTALBand) * m_DecalRotationCTALSpeed * 360;
						decalChannelOffset += lerp(m_AudioLinkDecalChannelSeparation[0], m_AudioLinkDecalChannelSeparation[1], poiMods.audioLink[m_AudioLinkDecalChannelSeparationBand]);
					}
					#endif
				}
				void SampleDecalNoTexture(in PoiMods poiMods, in PoiLight poiLight, in PoiMesh poiMesh, in PoiCam poiCam)
				{
					uv = decalUV(m_DecalTextureUV, m_DecalPosition, m_DecalRotation + decalRotation, m_DecalRotationSpeed, decalScale, m_DecalSideOffset +sideMod, m_DecalDepth, poiMesh, poiCam);
					decalColor = float4(poiThemeColor(poiMods, m_DecalColor.rgb, m_DecalColorThemeIndex), m_DecalColor.a);
					decalColor.rgb = decalHueShift(m_DecalHueShiftEnabled, decalColor.rgb, m_DecalHueShift + poiLight.nDotV * m_DecalHueAngleStrength, m_DecalHueShiftSpeed);
					decalColor.a *= decalMask[m_DecalMaskChannel] * applyTilingClipping(m_DecalTiled, uv);
				}
				void SampleDecal(sampler2D decalTexture, in PoiMods poiMods, in PoiLight poiLight, in PoiMesh poiMesh, in PoiCam poiCam)
				{
					uv = decalUV(m_DecalTextureUV, m_DecalPosition, m_DecalRotation + decalRotation, m_DecalRotationSpeed, decalScale, m_DecalSideOffset +sideMod, m_DecalDepth, poiMesh, poiCam);
					float4 dduv = any(fwidth(uv) > .5) ? 0.001 : float4(ddx(uv) * m_DecalTexture_ST.x, ddy(uv) * m_DecalTexture_ST.y);
					decalColor = tex2D(decalTexture, poiUV(uv, m_DecalTexture_ST) + m_DecalTexturePan * _Time.x, dduv.xy, dduv.zw) * float4(poiThemeColor(poiMods, m_DecalColor.rgb, m_DecalColorThemeIndex), m_DecalColor.a);
					decalColor.rgb = decalHueShift(m_DecalHueShiftEnabled, decalColor.rgb, m_DecalHueShift + poiLight.nDotV * m_DecalHueAngleStrength, m_DecalHueShiftSpeed);
					decalColor.a *= decalMask[m_DecalMaskChannel] * applyTilingClipping(m_DecalTiled, uv);
				}
				void SampleDecalChannelSeparation(sampler2D decalTexture, in PoiMods poiMods, in PoiLight poiLight, in PoiMesh poiMesh, in PoiCam poiCam)
				{
					decalColor = 0;
					decalChannelOffset += m_DecalChannelSeparation + m_DecalChannelSeparationAngleStrength * (m_DecalChannelSeparationAngleStrength > 0 ? (1 - poiLight.nDotV) : poiLight.nDotV);
					float2 positionOffset = decalChannelOffset * 0.01 * (decalScale.x + decalScale.y) * float2(cos(m_DecalChannelSeparationVertical), sin(m_DecalChannelSeparationVertical));
					float2 uvSample0 = decalUV(m_DecalTextureUV, m_DecalPosition + positionOffset, m_DecalRotation + decalRotation, m_DecalRotationSpeed, decalScale, m_DecalSideOffset +sideMod, m_DecalDepth, poiMesh, poiCam);
					float2 uvSample1 = decalUV(m_DecalTextureUV, m_DecalPosition - positionOffset, m_DecalRotation + decalRotation, m_DecalRotationSpeed, decalScale, m_DecalSideOffset +sideMod, m_DecalDepth, poiMesh, poiCam);
					float4 dduvSample0 = any(fwidth(uvSample0) > .5) ? 0.001 : float4(ddx(uvSample0) * m_DecalTexture_ST.x, ddy(uvSample0) * m_DecalTexture_ST.y);
					float4 dduvSample1 = any(fwidth(uvSample1) > .5) ? 0.001 : float4(ddx(uvSample1) * m_DecalTexture_ST.x, ddy(uvSample1) * m_DecalTexture_ST.y);
					float4 sample0 = tex2D(decalTexture, poiUV(uvSample0, m_DecalTexture_ST) + m_DecalTexturePan * _Time.x, dduvSample0.xy, dduvSample0.zw) * float4(poiThemeColor(poiMods, m_DecalColor.rgb, m_DecalColorThemeIndex), m_DecalColor.a);
					float4 sample1 = tex2D(decalTexture, poiUV(uvSample1, m_DecalTexture_ST) + m_DecalTexturePan * _Time.x, dduvSample1.xy, dduvSample1.zw) * float4(poiThemeColor(poiMods, m_DecalColor.rgb, m_DecalColorThemeIndex), m_DecalColor.a);
					sample0.rgb = decalHueShift(m_DecalHueShiftEnabled, sample0.rgb, m_DecalHueShift + poiLight.nDotV * m_DecalHueAngleStrength, m_DecalHueShiftSpeed);
					sample1.rgb = decalHueShift(m_DecalHueShiftEnabled, sample1.rgb, m_DecalHueShift + poiLight.nDotV * m_DecalHueAngleStrength, m_DecalHueShiftSpeed);
					float3 channelSeparationColor = HUEtoRGB(frac(m_DecalChannelSeparationHue));
					if (m_DecalChannelSeparationPremultiply)
					{
						decalColor.rgb = lerp(sample0 * sample0.a, sample1 * sample1.a, channelSeparationColor);
					}
					else
					{
						decalColor.rgb = lerp(sample0, sample1, channelSeparationColor);
					}
					decalColor.a = 0.5 * (sample0.a + sample1.a);
					decalColor.a *= decalMask[m_DecalMaskChannel] * max(applyTilingClipping(m_DecalTiled, uvSample0), applyTilingClipping(m_DecalTiled, uvSample1));
				}
				void Apply(inout float alphaOverride, inout float decalAlpha, inout PoiFragData poiFragData, in PoiMesh poiMesh, in PoiCam poiCam, inout PoiMods poiMods, in PoiLight poiLight)
				{
					if (m_DecalGlobalMask > 0)
					{
						decalColor.a = maskBlend(decalColor.a, poiMods.globalMask[m_DecalGlobalMask - 1], m_DecalGlobalMaskBlendType);
					}
					float audioLinkDecalAlpha = 0;
					float audioLinkDecalEmission = 0;
					#ifdef POI_AUDIOLINK
					audioLinkDecalEmission = lerp(m_AudioLinkDecalEmission.x, m_AudioLinkDecalEmission.y, poiMods.audioLink[m_AudioLinkDecalEmissionBand]) * poiMods.audioLinkAvailable;
					if (m_AudioLinkDecalColorChord)
					{
						if (poiMods.audioLinkAvailable)
						{
							decalColor.rgb *= AudioLinkLerp(ALPASS_CCSTRIP + float2(uv.x * AUDIOLINK_WIDTH, 0)).rgb;
						}
						else
						{
							decalAlpha = 0;
						}
					}
					audioLinkDecalAlpha = lerp(m_AudioLinkDecalAlpha.x, m_AudioLinkDecalAlpha.y, poiMods.audioLink[m_AudioLinkDecalAlphaBand]) * poiMods.audioLinkAvailable;
					#endif
					if (m_DecalOverrideAlpha)
					{
						alphaOverride += 1;
						decalAlpha = lerp(decalAlpha, min(decalAlpha, decalColor.a), decalMask[m_DecalMaskChannel]);
					}
					float decalAlphaMixed = decalColor.a * saturate(m_DecalBlendAlpha + audioLinkDecalAlpha);
					if (m_DecalApplyGlobalMaskIndex > 0)
					{
						applyToGlobalMask(poiMods, m_DecalApplyGlobalMaskIndex - 1, m_DecalApplyGlobalMaskBlendType, decalAlphaMixed);
					}
					poiFragData.baseColor.rgb = lerp(poiFragData.baseColor.rgb, customBlend(poiFragData.baseColor.rgb, decalColor.rgb, m_DecalBlendType), decalAlphaMixed);
					poiFragData.emission += decalColor.rgb * decalColor.a * max(m_DecalEmissionStrength + audioLinkDecalEmission, 0);
				}
			};
			void applyDecals(inout PoiFragData poiFragData, in PoiMesh poiMesh, in PoiCam poiCam, inout PoiMods poiMods, in PoiLight poiLight)
			{
				float decalAlpha = 1;
				float alphaOverride = 0;
				#if defined(PROP_DECALMASK) || !defined(OPTIMIZER_ENABLED)
				float4 decalMask = POI2D_SAMPLER_PAN(_DecalMask, _MainTex, poiUV(poiMesh.uv[(0.0 /*_DecalMaskUV*/)], float4(1,1,0,0)), float4(0,0,0,0));
				#else
				float4 decalMask = 1;
				#endif
				#ifdef TPS_Penetrator
				if ((0.0 /*_DecalTPSDepthMaskEnabled*/))
				{
					decalMask.r = lerp(0, decalMask.r * TPSBufferedDepth(poiMesh.localPos, poiMesh.vertexColor), (1.0 /*_Decal0TPSMaskStrength*/));
					decalMask.g = lerp(0, decalMask.g * TPSBufferedDepth(poiMesh.localPos, poiMesh.vertexColor), (1.0 /*_Decal1TPSMaskStrength*/));
					decalMask.b = lerp(0, decalMask.b * TPSBufferedDepth(poiMesh.localPos, poiMesh.vertexColor), (1.0 /*_Decal2TPSMaskStrength*/));
					decalMask.a = lerp(0, decalMask.a * TPSBufferedDepth(poiMesh.localPos, poiMesh.vertexColor), (1.0 /*_Decal3TPSMaskStrength*/));
				}
				#endif
				float4 decalColor = 1;
				float2 uv = 0;
				#ifdef GEOM_TYPE_BRANCH
				PoiDecal Decal0;
				PoiInitStruct(PoiDecal, Decal0)
				Decal0.m_DecalMaskChannel = (0.0 /*_Decal0MaskChannel*/);
				Decal0.m_DecalGlobalMask = (0.0 /*_Decal0GlobalMask*/);
				Decal0.m_DecalGlobalMaskBlendType = (2.0 /*_Decal0GlobalMaskBlendType*/);
				Decal0.m_DecalApplyGlobalMaskIndex = (0.0 /*_Decal0ApplyGlobalMaskIndex*/);
				Decal0.m_DecalApplyGlobalMaskBlendType = (0.0 /*_Decal0ApplyGlobalMaskBlendType*/);
				Decal0.m_DecalTexture_ST = float4(1,1,0,0);
				Decal0.m_DecalTexturePan = float4(0,0,0,0);
				Decal0.m_DecalTextureUV = (0.0 /*_DecalTextureUV*/);
				Decal0.m_DecalColor = float4(0,0,0,1);
				Decal0.m_DecalColorThemeIndex = (0.0 /*_DecalColorThemeIndex*/);
				Decal0.m_DecalTiled = (0.0 /*_DecalTiled*/);
				Decal0.m_DecalBlendType = (0.0 /*_DecalBlendType*/);
				Decal0.m_DecalRotation = (0.0 /*_DecalRotation*/);
				Decal0.m_DecalScale = float4(0.5,0.5,0,0);
				Decal0.m_DecalSideOffset = float4(0,0,0,0);
				Decal0.m_DecalPosition = float4(0.5,0.53,0,0);
				Decal0.m_DecalRotationSpeed = (0.0 /*_DecalRotationSpeed*/);
				Decal0.m_DecalEmissionStrength = (0.0 /*_DecalEmissionStrength*/);
				Decal0.m_DecalBlendAlpha = _DecalBlendAlpha;
				Decal0.m_DecalOverrideAlpha = (0.0 /*_DecalOverrideAlpha*/);
				Decal0.m_DecalHueShiftEnabled = (0.0 /*_DecalHueShiftEnabled*/);
				Decal0.m_DecalHueShift = (0.0 /*_DecalHueShift*/);
				Decal0.m_DecalHueShiftSpeed = (0.0 /*_DecalHueShiftSpeed*/);
				Decal0.m_DecalDepth = (0.0 /*_Decal0Depth*/);
				Decal0.m_DecalHueAngleStrength = (0.0 /*_Decal0HueAngleStrength*/);
				Decal0.m_DecalChannelSeparationEnable = (0.0 /*_Decal0ChannelSeparationEnable*/);
				Decal0.m_DecalChannelSeparation = (0.0 /*_Decal0ChannelSeparation*/);
				Decal0.m_DecalChannelSeparationPremultiply = (0.0 /*_Decal0ChannelSeparationPremultiply*/);
				Decal0.m_DecalChannelSeparationHue = (0.0 /*_Decal0ChannelSeparationHue*/);
				Decal0.m_DecalChannelSeparationVertical = (0.0 /*_Decal0ChannelSeparationVertical*/);
				Decal0.m_DecalChannelSeparationAngleStrength = (0.0 /*_Decal0ChannelSeparationAngleStrength*/);
				Decal0.Init(decalMask);
				#if defined(POI_AUDIOLINK)
				Decal0.m_AudioLinkDecalScaleBand = (0.0 /*_AudioLinkDecal0ScaleBand*/);
				Decal0.m_AudioLinkDecalScale = float4(0,0,0,0);
				Decal0.m_AudioLinkDecalRotationBand = (0.0 /*_AudioLinkDecal0RotationBand*/);
				Decal0.m_AudioLinkDecalRotation = float4(0,0,0,0);
				Decal0.m_AudioLinkDecalAlphaBand = (0.0 /*_AudioLinkDecal0AlphaBand*/);
				Decal0.m_AudioLinkDecalAlpha = float4(0,0,0,0);
				Decal0.m_AudioLinkDecalEmissionBand = (0.0 /*_AudioLinkDecal0EmissionBand*/);
				Decal0.m_AudioLinkDecalEmission = float4(0,0,0,0);
				Decal0.m_DecalRotationCTALBand = (0.0 /*_DecalRotationCTALBand0*/);
				Decal0.m_DecalRotationCTALSpeed = (0.0 /*_DecalRotationCTALSpeed0*/);
				Decal0.m_DecalRotationCTALType = (0.0 /*_DecalRotationCTALType0*/);
				Decal0.m_AudioLinkDecalColorChord = (0.0 /*_AudioLinkDecalCC0*/);
				Decal0.m_AudioLinkDecalSideBand = (0.0 /*_AudioLinkDecal0SideBand*/);
				Decal0.m_AudioLinkDecalSideMin = float4(0,0,0,0);
				Decal0.m_AudioLinkDecalSideMax = float4(0,0,0,0);
				Decal0.m_AudioLinkDecalChannelSeparation = float4(0,0,0,0);
				Decal0.m_AudioLinkDecalChannelSeparationBand = (0.0 /*_AudioLinkDecal0ChannelSeparationBand*/);
				Decal0.InitAudiolink(poiMods);
				#endif
				#if defined(PROP_DECALTEXTURE) || !defined(OPTIMIZER_ENABLED)
				if (!(0.0 /*_Decal0ChannelSeparationEnable*/))
				{
					Decal0.SampleDecal(_DecalTexture, poiMods, poiLight, poiMesh, poiCam);
				}
				#else
				Decal0.SampleDecalNoTexture(poiMods, poiLight, poiMesh, poiCam);
				#endif
				Decal0.Apply(alphaOverride, decalAlpha, poiFragData, poiMesh, poiCam, poiMods, poiLight);
				#endif
				#ifdef GEOM_TYPE_FROND
				PoiDecal Decal2;
				PoiInitStruct(PoiDecal, Decal2)
				Decal2.m_DecalMaskChannel = (2.0 /*_Decal2MaskChannel*/);
				Decal2.m_DecalGlobalMask = (0.0 /*_Decal2GlobalMask*/);
				Decal2.m_DecalGlobalMaskBlendType = (2.0 /*_Decal2GlobalMaskBlendType*/);
				Decal2.m_DecalApplyGlobalMaskIndex = (0.0 /*_Decal2ApplyGlobalMaskIndex*/);
				Decal2.m_DecalApplyGlobalMaskBlendType = (0.0 /*_Decal2ApplyGlobalMaskBlendType*/);
				Decal2.m_DecalTexture_ST = float4(1,1,0,0);
				Decal2.m_DecalTexturePan = float4(0,0,0,0);
				Decal2.m_DecalTextureUV = (0.0 /*_DecalTexture2UV*/);
				Decal2.m_DecalColor = float4(0,0,0,1);
				Decal2.m_DecalColorThemeIndex = (0.0 /*_DecalColor2ThemeIndex*/);
				Decal2.m_DecalTiled = (0.0 /*_DecalTiled2*/);
				Decal2.m_DecalBlendType = (0.0 /*_DecalBlendType2*/);
				Decal2.m_DecalRotation = (0.0 /*_DecalRotation2*/);
				Decal2.m_DecalScale = float4(0.7,0.4,0,0);
				Decal2.m_DecalSideOffset = float4(0,0,0,0);
				Decal2.m_DecalPosition = float4(0.51,0.5,0,0);
				Decal2.m_DecalRotationSpeed = (0.0 /*_DecalRotationSpeed2*/);
				Decal2.m_DecalEmissionStrength = (0.0 /*_DecalEmissionStrength2*/);
				Decal2.m_DecalBlendAlpha = _DecalBlendAlpha2;
				Decal2.m_DecalOverrideAlpha = (0.0 /*_DecalOverrideAlpha2*/);
				Decal2.m_DecalHueShiftEnabled = (0.0 /*_DecalHueShiftEnabled2*/);
				Decal2.m_DecalHueShift = (0.0 /*_DecalHueShift2*/);
				Decal2.m_DecalHueShiftSpeed = (0.0 /*_DecalHueShiftSpeed2*/);
				Decal2.m_DecalDepth = (0.0 /*_Decal2Depth*/);
				Decal2.m_DecalHueAngleStrength = (0.0 /*_Decal2HueAngleStrength*/);
				Decal2.m_DecalChannelSeparationEnable = (0.0 /*_Decal2ChannelSeparationEnable*/);
				Decal2.m_DecalChannelSeparation = (0.0 /*_Decal2ChannelSeparation*/);
				Decal2.m_DecalChannelSeparationPremultiply = (0.0 /*_Decal2ChannelSeparationPremultiply*/);
				Decal2.m_DecalChannelSeparationHue = (0.0 /*_Decal2ChannelSeparationHue*/);
				Decal2.m_DecalChannelSeparationVertical = (0.0 /*_Decal2ChannelSeparationVertical*/);
				Decal2.m_DecalChannelSeparationAngleStrength = (0.0 /*_Decal2ChannelSeparationAngleStrength*/);
				Decal2.Init(decalMask);
				#if defined(POI_AUDIOLINK)
				Decal2.m_AudioLinkDecalScaleBand = (0.0 /*_AudioLinkDecal2ScaleBand*/);
				Decal2.m_AudioLinkDecalScale = float4(0,0,0,0);
				Decal2.m_AudioLinkDecalRotationBand = (0.0 /*_AudioLinkDecal2RotationBand*/);
				Decal2.m_AudioLinkDecalRotation = float4(0,0,0,0);
				Decal2.m_AudioLinkDecalAlphaBand = (0.0 /*_AudioLinkDecal2AlphaBand*/);
				Decal2.m_AudioLinkDecalAlpha = float4(0,0,0,0);
				Decal2.m_AudioLinkDecalEmissionBand = (0.0 /*_AudioLinkDecal2EmissionBand*/);
				Decal2.m_AudioLinkDecalEmission = float4(0,0,0,0);
				Decal2.m_DecalRotationCTALBand = (0.0 /*_DecalRotationCTALBand2*/);
				Decal2.m_DecalRotationCTALSpeed = (0.0 /*_DecalRotationCTALSpeed2*/);
				Decal2.m_DecalRotationCTALType = (0.0 /*_DecalRotationCTALType2*/);
				Decal2.m_AudioLinkDecalColorChord = (0.0 /*_AudioLinkDecalCC2*/);
				Decal2.m_AudioLinkDecalSideBand = (0.0 /*_AudioLinkDecal2SideBand*/);
				Decal2.m_AudioLinkDecalSideMin = float4(0,0,0,0);
				Decal2.m_AudioLinkDecalSideMax = float4(0,0,0,0);
				Decal2.m_AudioLinkDecalChannelSeparation = float4(0,0,0,0);
				Decal2.m_AudioLinkDecalChannelSeparationBand = (0.0 /*_AudioLinkDecal2ChannelSeparationBand*/);
				Decal2.InitAudiolink(poiMods);
				#endif
				#if defined(PROP_DECALTEXTURE2) || !defined(OPTIMIZER_ENABLED)
				if (!(0.0 /*_Decal2ChannelSeparationEnable*/))
				{
					Decal2.SampleDecal(_DecalTexture2, poiMods, poiLight, poiMesh, poiCam);
				}
				#else
				Decal2.SampleDecalNoTexture(poiMods, poiLight, poiMesh, poiCam);
				#endif
				Decal2.Apply(alphaOverride, decalAlpha, poiFragData, poiMesh, poiCam, poiMods, poiLight);
				#endif
				if (alphaOverride)
				{
					poiFragData.alpha *= decalAlpha;
				}
				poiFragData.baseColor = saturate(poiFragData.baseColor);
			}
			#endif
			#ifdef DISTORT
			void applyDissolve(inout PoiFragData poiFragData, in PoiMesh poiMesh, in PoiMods poiMods, in PoiCam poiCam, in PoiLight poiLight)
			{
				#if defined(PROP_DISSOLVEMASK) || !defined(OPTIMIZER_ENABLED)
				float dissolveMask = POI2D_SAMPLER_PAN(_DissolveMask, _MainTex, poiUV(poiMesh.uv[(0.0 /*_DissolveMaskUV*/)], float4(1,1,0,0)), float4(0,0,0,0)).r;
				#else
				float dissolveMask = 1;
				#endif
				
				if ((0.0 /*_DissolveUseVertexColors*/) > 0)
				{
					dissolveMask = ceil(poiMesh.vertexColor[(0.0 /*_DissolveUseVertexColors*/)] * 100000) / 100000;
				}
				if ((0.0 /*_DissolveMaskGlobalMask*/) > 0)
				{
					dissolveMask = maskBlend(dissolveMask, poiMods.globalMask[(0.0 /*_DissolveMaskGlobalMask*/)-1], (2.0 /*_DissolveMaskGlobalMaskBlendType*/));
				}
				#if defined(PROP_DISSOLVETOTEXTURE) || !defined(OPTIMIZER_ENABLED)
				dissolveToTexture = POI2D_SAMPLER_PAN(_DissolveToTexture, _MainTex, poiUV(poiMesh.uv[(0.0 /*_DissolveToTextureUV*/)], float4(1,1,0,0)), float4(0,0,0,0)) * float4(poiThemeColor(poiMods, float4(1,1,1,1).rgb, (0.0 /*_DissolveTextureColorThemeIndex*/)), float4(1,1,1,1).a);
				#else
				dissolveToTexture = float4(1,1,1,1);
				#endif
				#if defined(PROP_DISSOLVENOISETEXTURE) || !defined(OPTIMIZER_ENABLED)
				float dissolveNoiseTexture = POI2D_SAMPLER_PAN(_DissolveNoiseTexture, _MainTex, poiUV(poiMesh.uv[(0.0 /*_DissolveNoiseTextureUV*/)], float4(1,1,0,0)), float4(0,0,0,0)).r;
				#else
				float dissolveNoiseTexture = 1;
				#endif
				float da = (0.0 /*_DissolveAlpha*/)
				+ (0.0 /*_DissolveAlpha0*/)
				+ (0.0 /*_DissolveAlpha1*/)
				+ (0.0 /*_DissolveAlpha2*/)
				+ (0.0 /*_DissolveAlpha3*/)
				+ (0.0 /*_DissolveAlpha4*/)
				+ (0.0 /*_DissolveAlpha5*/)
				+ (0.0 /*_DissolveAlpha6*/)
				+ (0.0 /*_DissolveAlpha7*/)
				+ (0.0 /*_DissolveAlpha8*/)
				+ (0.0 /*_DissolveAlpha9*/);
				float dds = (0.1 /*_DissolveDetailStrength*/);
				if((0.0 /*_UVTileDissolveEnabled*/))
				{
					float2 udim = floor(poiMesh.uv[(int)(0.0 /*_UVTileDissolveUV*/)]);
					float4 xMask = float4(  (udim.x >= 0 && udim.x < 1),
					(udim.x >= 1 && udim.x < 2),
					(udim.x >= 2 && udim.x < 3),
					(udim.x >= 3 && udim.x < 4));
					da += (udim.y >= 0 && udim.y < 1) * dot(float4((0.0 /*_UVTileDissolveAlpha_Row0_0*/), (0.0 /*_UVTileDissolveAlpha_Row0_1*/), (0.0 /*_UVTileDissolveAlpha_Row0_2*/), (0.0 /*_UVTileDissolveAlpha_Row0_3*/)), xMask);
					da += (udim.y >= 1 && udim.y < 2) * dot(float4((0.0 /*_UVTileDissolveAlpha_Row1_0*/), (0.0 /*_UVTileDissolveAlpha_Row1_1*/), (0.0 /*_UVTileDissolveAlpha_Row1_2*/), (0.0 /*_UVTileDissolveAlpha_Row1_3*/)), xMask);
					da += (udim.y >= 2 && udim.y < 3) * dot(float4((0.0 /*_UVTileDissolveAlpha_Row2_0*/), (0.0 /*_UVTileDissolveAlpha_Row2_1*/), (0.0 /*_UVTileDissolveAlpha_Row2_2*/), (0.0 /*_UVTileDissolveAlpha_Row2_3*/)), xMask);
					da += (udim.y >= 3 && udim.y < 4) * dot(float4((0.0 /*_UVTileDissolveAlpha_Row3_0*/), (0.0 /*_UVTileDissolveAlpha_Row3_1*/), (0.0 /*_UVTileDissolveAlpha_Row3_2*/), (0.0 /*_UVTileDissolveAlpha_Row3_3*/)), xMask);
				}
				#ifdef POI_AUDIOLINK
				
				if ((0.0 /*_EnableDissolveAudioLink*/) && poiMods.audioLinkAvailable)
				{
					da += lerp(float4(0,0,0,0).x, float4(0,0,0,0).y, poiMods.audioLink[(0.0 /*_AudioLinkDissolveAlphaBand*/)]);
					dds += lerp(float4(0,0,0,0).x, float4(0,0,0,0).y, poiMods.audioLink[(0.0 /*_AudioLinkDissolveDetailBand*/)]);
				}
				#endif
				da = saturate(da);
				dds = saturate(dds);
				if ((0.0 /*_DissolveMaskInvert*/))
				{
					dissolveMask = 1 - dissolveMask;
				}
				#if defined(PROP_DISSOLVEDETAILNOISE) || !defined(OPTIMIZER_ENABLED)
				float dissolveDetailNoise = POI2D_SAMPLER_PAN(_DissolveDetailNoise, _MainTex, poiUV(poiMesh.uv[(0.0 /*_DissolveDetailNoiseUV*/)], float4(1,1,0,0)), float4(0,0,0,0));
				#else
				float dissolveDetailNoise = 0;
				#endif
				if ((0.0 /*_DissolveInvertNoise*/))
				{
					dissolveNoiseTexture = 1 - dissolveNoiseTexture;
				}
				if ((0.0 /*_DissolveInvertDetailNoise*/))
				{
					dissolveDetailNoise = 1 - dissolveDetailNoise;
				}
				if ((0.0 /*_ContinuousDissolve*/) != 0)
				{
					da = sin(_Time.x * (0.0 /*_ContinuousDissolve*/)) * .5 + .5;
				}
				da *= dissolveMask;
				dissolveAlpha = da;
				edgeAlpha = 0;
				[flatten]
				switch((1.0 /*_DissolveType*/))
				{
					default: // Basic (case 1)
					{
						da = remap(da, 0, 1, -(0.025 /*_DissolveEdgeWidth*/), 1);
						dissolveAlpha = da;
						dds *= smoothstep(1, 0.99, da) * lerp(1, smoothstep(0, lerp(0.01, 0.1, dds), da), (0.0 /*_DissolveDetailEdgeSmoothing*/));
						float noise = saturate(dissolveNoiseTexture - dissolveDetailNoise * dds);
						noise = saturate(noise * 0.998 + 0.001);
						dissolveAlpha = dissolveAlpha >= noise;
						edgeAlpha = remapClamped(da + (0.025 /*_DissolveEdgeWidth*/), da, noise) * (1 - dissolveAlpha);
						break;
					}
					case 2: // Point to Point
					{
						float3 direction;
						float3 currentPos;
						float distanceTo = 0;
						direction = normalize(float4(0,1,0,0) - float4(0,-1,0,0));
						currentPos = lerp(float4(0,-1,0,0), float4(0,1,0,0), dissolveAlpha);
						
						if ((0.0 /*_DissolveP2PWorldLocal*/) != 1)
						{
							float3 pos = (0.0 /*_DissolveP2PWorldLocal*/) == 0 ? poiMesh.localPos.rgb : poiMesh.vertexColor.rgb;
							distanceTo = dot(pos - currentPos, direction) - dissolveDetailNoise * dds;
							edgeAlpha = smoothstep((0.1 /*_DissolveP2PEdgeLength*/) + .00001, 0, distanceTo);
							dissolveAlpha = step(distanceTo, 0);
							edgeAlpha *= 1 - dissolveAlpha;
						}
						else
						{
							distanceTo = dot(poiMesh.worldPos - currentPos, direction) - dissolveDetailNoise * dds;
							edgeAlpha = smoothstep((0.1 /*_DissolveP2PEdgeLength*/) + .00001, 0, distanceTo);
							dissolveAlpha = (distanceTo < 0) ? 1 : 0;
							edgeAlpha *= 1 - dissolveAlpha;
						}
						if((0.0 /*_DissolveP2PClamp*/))
						{
							dissolveAlpha = saturate(dissolveAlpha * smoothstep(0, 0.01, da) + smoothstep(0.99, 1, da));
							edgeAlpha *= smoothstep(0, 0.01, da);
						}
						break;
					}
					case 3: // Spherical
					{
						if((0.0 /*_SphericalDissolveInvert*/))
						{
							da = remap(da, 1, 0, -(0.025 /*_DissolveEdgeWidth*/), 1);
						} else {
							da = remap(da, 0, 1, -(0.025 /*_DissolveEdgeWidth*/), 1);
						}
						dissolveAlpha = da;
						dds *= smoothstep(0, 0.2*dds + 0.01, dissolveAlpha) * lerp(1, smoothstep(1, 1 - 0.2*dds - 0.01, dissolveAlpha), (0.0 /*_DissolveDetailEdgeSmoothing*/));
						float currentDistance = lerp(0, (1.5 /*_SphericalDissolveRadius*/), dissolveAlpha);
						float fragDistance = distance(float4(0,0,0,1), poiMesh.localPos.xyz);
						float normalizedDistance;
						normalizedDistance = (fragDistance - currentDistance) / ((1.5 /*_SphericalDissolveRadius*/) + 0.0001)  - dissolveDetailNoise * dds;
						if((0.0 /*_SphericalDissolveInvert*/))
						{
							dissolveAlpha = (normalizedDistance > 0) ? 1 : 0;
							edgeAlpha = smoothstep((0.025 /*_DissolveEdgeWidth*/) + .00001, 0, -normalizedDistance);
						} else {
							dissolveAlpha = (normalizedDistance < 0) ? 1 : 0;
							edgeAlpha = smoothstep((0.025 /*_DissolveEdgeWidth*/) + .00001, 0, normalizedDistance);
						}
						if((0.0 /*_SphericalDissolveClamp*/))
						{
							da = lerp(da, 1 - da, (0.0 /*_SphericalDissolveInvert*/));
							dissolveAlpha = saturate(dissolveAlpha * smoothstep(0, 0.01, da) + smoothstep(0.99, 1, da));
							edgeAlpha *= smoothstep(0, 0.01, da);
						}
						break;
					}
					case 4: // CenterOut
					{
						float ramp = 0.5;
						float noise;
						[flatten]
						switch((1.0 /*_CenterOutDissolveMode*/))
						{
							case 1: // View Direction
							{
								ramp = saturate(lerp(poiLight.vertexNDotV, poiLight.nDotV, (0.0 /*_CenterOutDissolveNormals*/)));
								break;
							}
							case 2: // Custom Direction
							{
								ramp = dot(normalize(float4(0,0,1,0)), lerp(poiMesh.normals[0], poiMesh.normals[1], (0.0 /*_CenterOutDissolveNormals*/)));
								ramp = saturate(ramp * .5 + 0.5);
								break;
							}
							case 3: // Light Direction
							{
								ramp = lerp(poiLight.vertexNDotL, poiLight.nDotL, (0.0 /*_CenterOutDissolveNormals*/));
								ramp = saturate(ramp * .5 + 0.5);
								break;
							}
						}
						if((1.0 /*_CenterOutDissolvePower*/) != 1)
						{
							ramp = pow(ramp, (1.0 /*_CenterOutDissolvePower*/));
						}
						if(!(0.0 /*_CenterOutDissolveInvert*/))
						{
							ramp = 1 - ramp;
						}
						da = remap(da, 0, 1, -(0.025 /*_DissolveEdgeWidth*/), 1);
						dissolveAlpha = da;
						dds *= smoothstep(1, 0.99, da) * lerp(1, smoothstep(0, lerp(0.01, 0.1, dds), da), (0.0 /*_DissolveDetailEdgeSmoothing*/));
						noise = saturate(ramp - dissolveDetailNoise * dds);
						noise = saturate(noise * 0.998 + 0.001);
						dissolveAlpha = dissolveAlpha >= noise;
						edgeAlpha = remapClamped(da + (0.025 /*_DissolveEdgeWidth*/), da, noise) * (1 - dissolveAlpha);
						break;
					}
				}
				#ifndef POI_SHADOW
				
				if ((0.0 /*_DissolveHueShiftEnabled*/))
				{
					dissolveToTexture.rgb = hueShift(dissolveToTexture.rgb, (0.0 /*_DissolveHueShift*/) + _Time.x * (0.0 /*_DissolveHueShiftSpeed*/));
				}
				#endif
				poiFragData.alpha = lerp(poiFragData.alpha, dissolveToTexture.a, dissolveAlpha * .999999);
				#if !defined(POI_PASS_OUTLINE) && !defined(UNITY_PASS_SHADOWCASTER)
				poiFragData.baseColor = lerp(poiFragData.baseColor, dissolveToTexture.rgb, dissolveAlpha * .999999);
				
				if ((0.025 /*_DissolveEdgeWidth*/) || ((1.0 /*_DissolveType*/) == 2 && (0.1 /*_DissolveP2PEdgeLength*/) != 0))
				{
					edgeColor = tex2D(_DissolveEdgeGradient, poiUV(float2(edgeAlpha, edgeAlpha), float4(1,1,0,0))) * float4(poiThemeColor(poiMods, float4(1,1,1,1).rgb, (0.0 /*_DissolveEdgeColorThemeIndex*/)), float4(1,1,1,1).a);
					#ifndef POI_SHADOW
					
					if ((0.0 /*_DissolveEdgeHueShiftEnabled*/))
					{
						edgeColor.rgb = hueShift(edgeColor.rgb, (0.0 /*_DissolveEdgeHueShift*/) + _Time.x * (0.0 /*_DissolveEdgeHueShiftSpeed*/));
					}
					#endif
					poiFragData.baseColor = lerp(poiFragData.baseColor, edgeColor.rgb, smoothstep(0, 1 - (0.5 /*_DissolveEdgeHardness*/) * .99999999999, edgeAlpha));
				}
				poiFragData.emission += lerp(0, dissolveToTexture * (0.0 /*_DissolveToEmissionStrength*/), dissolveAlpha) + lerp(0, edgeColor.rgb * (0.0 /*_DissolveEdgeEmission*/), smoothstep(0, 1 - (0.5 /*_DissolveEdgeHardness*/) * .99999999999, edgeAlpha));
				#endif
			}
			#endif
			#ifdef VIGNETTE_MASKED
			void calculateShading(inout PoiLight poiLight, inout PoiFragData poiFragData, in PoiMesh poiMesh, in PoiCam poiCam)
			{
				float shadowAttenuation = lerp(1, poiLight.attenuation, poiLight.attenuationStrength);
				float attenuation = 1;
				#if defined(POINT) || defined(SPOT)
				shadowAttenuation = lerp(1, poiLight.additiveShadow, poiLight.attenuationStrength);
				attenuation = poiLight.attenuation;
				#endif
				#ifdef UNITY_PASS_FORWARDADD
				if ((1.0 /*_LightingAdditiveType*/) == 0) // Realistic
				{
					poiLight.rampedLightMap = max(0, poiLight.nDotL);
					poiLight.finalLighting = poiLight.directColor * attenuation * max(0, poiLight.nDotL) * poiLight.detailShadow * shadowAttenuation;
					return;
				}
				else if ((1.0 /*_LightingAdditiveType*/) == 1) // Toon
				{
					#if defined(POINT_COOKIE) || defined(DIRECTIONAL_COOKIE)
					float passthrough = 0;
					#else
					float passthrough = (0.5 /*_LightingAdditivePassthrough*/);
					#endif
					if ((0.5 /*_LightingAdditiveGradientEnd*/) == (0.0 /*_LightingAdditiveGradientStart*/)) (0.5 /*_LightingAdditiveGradientEnd*/) += 0.001;
					poiLight.rampedLightMap = smoothstep((0.5 /*_LightingAdditiveGradientEnd*/), (0.0 /*_LightingAdditiveGradientStart*/), 1 - (.5 * poiLight.nDotL + .5));
					#if defined(POINT) || defined(SPOT)
					poiLight.finalLighting = lerp(poiLight.directColor * max(min(poiLight.additiveShadow, poiLight.detailShadow), passthrough), poiLight.indirectColor, smoothstep((0.0 /*_LightingAdditiveGradientStart*/), (0.5 /*_LightingAdditiveGradientEnd*/), 1 - (.5 * poiLight.nDotL + .5))) * poiLight.attenuation;
					#else
					poiLight.finalLighting = lerp(poiLight.directColor * max(min(poiLight.attenuation, poiLight.detailShadow), passthrough), poiLight.indirectColor, smoothstep((0.0 /*_LightingAdditiveGradientStart*/), (0.5 /*_LightingAdditiveGradientEnd*/), 1 - (.5 * poiLight.nDotL + .5)));
					#endif
					return;
				}
				#endif
				float shadowStrength = (1.0 /*_ShadowStrength*/) * poiLight.shadowMask;
				#ifdef POI_PASS_OUTLINE
				shadowStrength = lerp(0, shadowStrength, _OutlineShadowStrength);
				#endif
				#ifdef _LIGHTINGMODE_MULTILAYER_MATH
				#if defined(PROP_MULTILAYERMATHBLURMAP) || !defined(OPTIMIZER_ENABLED)
				float4 blurMap = POI2D_SAMPLER_PAN(_MultilayerMathBlurMap, _MainTex, poiUV(poiMesh.uv[(0.0 /*_MultilayerMathBlurMapUV*/)], float4(1,1,0,0)), float4(0,0,0,0));
				#else
				float4 blurMap = 1;
				#endif
				float4 lns = float4(1, 1, 1, 1);
				float3 lightMap = poiLight.lightMapNoAttenuation.xxx;
				lightMap.x *= lerp(1.0, poiLight.attenuation, (0.0 /*_ShadowReceive*/));
				lightMap.y *= lerp(1.0, poiLight.attenuation, (0.0 /*_Shadow2ndReceive*/));
				lightMap.z *= lerp(1.0, poiLight.attenuation, (0.0 /*_Shadow3rdReceive*/));
				if ((1.0 /*_LightingMulitlayerNonLinear*/))
				{
					lns.x = poiEdgeNonLinearNoSaturate(lightMap.x, (0.5 /*_ShadowBorder*/), (0.1 /*_ShadowBlur*/) * blurMap.r);
					lns.y = poiEdgeNonLinearNoSaturate(lightMap.y, (0.5 /*_Shadow2ndBorder*/), (0.3 /*_Shadow2ndBlur*/) * blurMap.g);
					lns.z = poiEdgeNonLinearNoSaturate(lightMap.z, (0.25 /*_Shadow3rdBorder*/), (0.1 /*_Shadow3rdBlur*/) * blurMap.b);
					lns.w = poiEdgeNonLinearNoSaturate(lightMap.x, (0.5 /*_ShadowBorder*/), (0.1 /*_ShadowBlur*/) * blurMap.r, (0.0 /*_ShadowBorderRange*/));
				}
				else
				{
					lns.x = poiEdgeLinearNoSaturate(lightMap.x, (0.5 /*_ShadowBorder*/), (0.1 /*_ShadowBlur*/) * blurMap.r);
					lns.y = poiEdgeLinearNoSaturate(lightMap.y, (0.5 /*_Shadow2ndBorder*/), (0.3 /*_Shadow2ndBlur*/) * blurMap.g);
					lns.z = poiEdgeLinearNoSaturate(lightMap.z, (0.25 /*_Shadow3rdBorder*/), (0.1 /*_Shadow3rdBlur*/) * blurMap.b);
					lns.w = poiEdgeLinearNoSaturate(lightMap.x, (0.5 /*_ShadowBorder*/), (0.1 /*_ShadowBlur*/) * blurMap.r, (0.0 /*_ShadowBorderRange*/));
				}
				lns = saturate(lns);
				float3 indirectColor = 1;
				if (float4(0.4479884,0.5225216,0.6920712,1).a > 0)
				{
					#if defined(PROP_SHADOWCOLORTEX) || !defined(OPTIMIZER_ENABLED)
					float4 shadowColorTex = POI2D_SAMPLER_PAN(_ShadowColorTex, _MainTex, poiUV(poiMesh.uv[(0.0 /*_ShadowColorTexUV*/)], float4(1,1,0,0)), float4(0,0,0,0));
					#else
					float4 shadowColorTex = float4(1, 1, 1, 1);
					#endif
					indirectColor = lerp(float3(1, 1, 1), shadowColorTex.rgb, shadowColorTex.a) * float4(0.4479884,0.5225216,0.6920712,1).rgb;
				}
				if (float4(0,0,0,0).a > 0)
				{
					#if defined(PROP_SHADOW2NDCOLORTEX) || !defined(OPTIMIZER_ENABLED)
					float4 shadow2ndColorTex = POI2D_SAMPLER_PAN(_Shadow2ndColorTex, _MainTex, poiUV(poiMesh.uv[(0.0 /*_Shadow2ndColorTexUV*/)], float4(1,1,0,0)), float4(0,0,0,0));
					#else
					float4 shadow2ndColorTex = float4(1, 1, 1, 1);
					#endif
					shadow2ndColorTex.rgb = lerp(float3(1, 1, 1), shadow2ndColorTex.rgb, shadow2ndColorTex.a) * float4(0,0,0,0).rgb;
					lns.y = float4(0,0,0,0).a - lns.y * float4(0,0,0,0).a;
					indirectColor = lerp(indirectColor, shadow2ndColorTex.rgb, lns.y);
				}
				if (float4(0,0,0,0).a > 0)
				{
					#if defined(PROP_SHADOW3RDCOLORTEX) || !defined(OPTIMIZER_ENABLED)
					float4 shadow3rdColorTex = POI2D_SAMPLER_PAN(_Shadow3rdColorTex, _MainTex, poiUV(poiMesh.uv[(0.0 /*_Shadow3rdColorTexUV*/)], float4(1,1,0,0)), float4(0,0,0,0));
					#else
					float4 shadow3rdColorTex = float4(1, 1, 1, 1);
					#endif
					shadow3rdColorTex.rgb = lerp(float3(1, 1, 1), shadow3rdColorTex.rgb, shadow3rdColorTex.a) * float4(0,0,0,0).rgb;
					lns.z = float4(0,0,0,0).a - lns.z * float4(0,0,0,0).a;
					indirectColor = lerp(indirectColor, shadow3rdColorTex.rgb, lns.z);
				}
				indirectColor = lerp(indirectColor, indirectColor * poiFragData.baseColor, (0.0 /*_ShadowMainStrength*/));
				poiLight.rampedLightMap = lns.x;
				indirectColor = lerp(indirectColor, 1, lns.w * float4(1,0,0,1).rgb);
				indirectColor = indirectColor * lerp(poiLight.indirectColor, poiLight.directColor, (0.0 /*_LightingIgnoreAmbientColor*/));
				indirectColor = lerp(poiLight.directColor, indirectColor, shadowStrength * poiLight.shadowMask);
				poiLight.finalLighting = lerp(indirectColor, poiLight.directColor, lns.x) * attenuation;
				#endif
				if ((1.0 /*_LightingVertexLightingEnabled*/))
				{
					#if defined(VERTEXLIGHT_ON)
					float3 vertexLighting = float3(0, 0, 0);
					for (int index = 0; index < 4; index++)
					{
						if ((1.0 /*_LightingAdditiveType*/) == 0 || (1.0 /*_LightingAdditiveType*/) == 3)
						{
							vertexLighting += poiLight.vColor[index] * poiLight.vAttenuationDotNL[index] * poiLight.detailShadow; // Realistic
						}
						if ((1.0 /*_LightingAdditiveType*/) == 1) // Toon
						{
							vertexLighting += lerp(poiLight.vColor[index] * poiLight.vAttenuation[index], poiLight.vColor[index] * (0.5 /*_LightingAdditivePassthrough*/) * poiLight.vAttenuation[index], smoothstep((0.0 /*_LightingAdditiveGradientStart*/), (0.5 /*_LightingAdditiveGradientEnd*/), 1 - (.5 * poiLight.vDotNL[index] + .5))) * poiLight.detailShadow;
						}
					}
					float3 mixedLight = poiLight.finalLighting;
					poiLight.finalLighting = vertexLighting + poiLight.finalLighting;
					#endif
				}
			}
			#endif
			float4 frag(VertexOut i, uint facing : SV_IsFrontFace) : SV_Target
			{
				UNITY_SETUP_INSTANCE_ID(i);
				UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
				PoiMesh poiMesh;
				PoiInitStruct(PoiMesh, poiMesh);
				PoiLight poiLight;
				PoiInitStruct(PoiLight, poiLight);
				PoiVertexLights poiVertexLights;
				PoiInitStruct(PoiVertexLights, poiVertexLights);
				PoiCam poiCam;
				PoiInitStruct(PoiCam, poiCam);
				PoiMods poiMods;
				PoiInitStruct(PoiMods, poiMods);
				poiMods.globalEmission = 1;
				poiMods.PBR = 1;
				PoiFragData poiFragData;
				poiFragData.emission = 0;
				poiFragData.baseColor = float3(0, 0, 0);
				poiFragData.finalColor = float3(0, 0, 0);
				poiFragData.alpha = 1;
				#ifdef POI_UDIMDISCARD
				applyUDIMDiscard(i);
				#endif
				poiMesh.objectPosition = i.objectPos;
				poiMesh.objNormal = i.objNormal;
				poiMesh.normals[0] = i.normal;
				poiMesh.tangent[0] = i.tangent;
				poiMesh.binormal[0] = i.binormal;
				poiMesh.worldPos = i.worldPos.xyz;
				poiMesh.localPos = i.localPos.xyz;
				poiMesh.vertexColor = i.vertexColor;
				poiMesh.isFrontFace = facing;
				#ifndef POI_PASS_OUTLINE
				if (!poiMesh.isFrontFace)
				{
					poiMesh.normals[0] *= -1;
					poiMesh.tangent[0] *= -1;
					poiMesh.binormal[0] *= -1;
				}
				#endif
				poiCam.viewDir = !IsOrthographicCamera() ? normalize(_WorldSpaceCameraPos - i.worldPos.xyz) : normalize(UNITY_MATRIX_I_V._m02_m12_m22);
				float3 tanToWorld0 = float3(i.tangent.x, i.binormal.x, i.normal.x);
				float3 tanToWorld1 = float3(i.tangent.y, i.binormal.y, i.normal.y);
				float3 tanToWorld2 = float3(i.tangent.z, i.binormal.z, i.normal.z);
				float3 ase_tanViewDir = tanToWorld0 * poiCam.viewDir.x + tanToWorld1 * poiCam.viewDir.y + tanToWorld2 * poiCam.viewDir.z;
				poiCam.tangentViewDir = normalize(ase_tanViewDir);
				#if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)
				poiMesh.lightmapUV = i.lightmapUV;
				#endif
				poiMesh.parallaxUV = poiCam.tangentViewDir.xy / max(poiCam.tangentViewDir.z, 0.0001);
				poiMesh.uv[0] = i.uv[0];
				poiMesh.uv[1] = i.uv[1];
				poiMesh.uv[2] = i.uv[2];
				poiMesh.uv[3] = i.uv[3];
				poiMesh.uv[4] = poiMesh.uv[0];
				poiMesh.uv[5] = poiMesh.uv[0];
				poiMesh.uv[6] = poiMesh.uv[0];
				poiMesh.uv[7] = poiMesh.uv[0];
				poiMesh.uv[8] = poiMesh.uv[0];
				poiMesh.uv[4] = calculatePanosphereUV(poiMesh);
				poiMesh.uv[5] = calculateWorldUV(poiMesh);
				poiMesh.uv[6] = calculatePolarCoordinate(poiMesh);
				poiMesh.uv[8] = calculatelocalUV(poiMesh);
				poiMods.globalMask[0]  = 1;
				poiMods.globalMask[1]  = 1;
				poiMods.globalMask[2]  = 1;
				poiMods.globalMask[3]  = 1;
				poiMods.globalMask[4]  = 1;
				poiMods.globalMask[5]  = 1;
				poiMods.globalMask[6]  = 1;
				poiMods.globalMask[7]  = 1;
				poiMods.globalMask[8]  = 1;
				poiMods.globalMask[9]  = 1;
				poiMods.globalMask[10] = 1;
				poiMods.globalMask[11] = 1;
				poiMods.globalMask[12] = 1;
				poiMods.globalMask[13] = 1;
				poiMods.globalMask[14] = 1;
				poiMods.globalMask[15] = 1;
				ApplyGlobalMaskModifiers(poiMesh, poiMods, poiCam);
				float2 mainUV = poiMesh.uv[(0.0 /*_MainTexUV*/)].xy;
				if ((0.0 /*_MainPixelMode*/))
				{
					mainUV = sharpSample(float4(0.0009765625,0.015625,1024,64), mainUV);
				}
				float4 mainTexture = POI2D_SAMPLER_PAN_STOCHASTIC(_MainTex, _MainTex, poiUV(mainUV, float4(1,44,0,0)), float4(0,8,0,0), (0.0 /*_MainTexStochastic*/));
				#if defined(PROP_BUMPMAP) || !defined(OPTIMIZER_ENABLED)
				poiMesh.tangentSpaceNormal = UnpackScaleNormal(POI2D_SAMPLER_PAN_STOCHASTIC(_BumpMap, _MainTex, poiUV(poiMesh.uv[(0.0 /*_BumpMapUV*/)].xy, float4(1,1,0,0)), float4(0,0,0,0), (0.0 /*_BumpMapStochastic*/)), (1.0 /*_BumpScale*/));
				#else
				poiMesh.tangentSpaceNormal = UnpackNormal(float4(0.5, 0.5, 1, 1));
				#endif
				#if defined(FINALPASS) && !defined(UNITY_PASS_SHADOWCASTER) && !defined(POI_PASS_OUTLINE)
				ApplyDetailNormal(poiMods, poiMesh);
				#endif
				poiMesh.normals[1] = normalize(
				poiMesh.tangentSpaceNormal.x * poiMesh.tangent[0] +
				poiMesh.tangentSpaceNormal.y * poiMesh.binormal[0] +
				poiMesh.tangentSpaceNormal.z * poiMesh.normals[0]
				);
				poiMesh.tangent[1] = cross(poiMesh.binormal[0], -poiMesh.normals[1]);
				poiMesh.binormal[1] = cross(-poiMesh.normals[1], poiMesh.tangent[0]);
				poiCam.forwardDir = getCameraForward();
				poiCam.worldPos = _WorldSpaceCameraPos;
				poiCam.reflectionDir = reflect(-poiCam.viewDir, poiMesh.normals[1]);
				poiCam.vertexReflectionDir = reflect(-poiCam.viewDir, poiMesh.normals[0]);
				poiCam.distanceToVert = distance(poiMesh.worldPos, poiCam.worldPos);
				poiCam.grabPos = i.grabPos;
				poiCam.screenUV = calcScreenUVs(i.grabPos);
				poiCam.vDotN = abs(dot(poiCam.viewDir, poiMesh.normals[1]));
				poiCam.clipPos = i.pos;
				poiCam.worldDirection = i.worldDirection;
				calculateGlobalThemes(poiMods);
				poiLight.finalLightAdd = 0;
				#if defined(PROP_LIGHTINGAOMAPS) || !defined(OPTIMIZER_ENABLED)
				float4 AOMaps = POI2D_SAMPLER_PAN(_LightingAOMaps, _MainTex, poiUV(poiMesh.uv[(0.0 /*_LightingAOMapsUV*/)], float4(1,1,0,0)), float4(0,0,0,0));
				poiLight.occlusion = min(min(min(lerp(1, AOMaps.r, (1.0 /*_LightDataAOStrengthR*/)), lerp(1, AOMaps.g, (0.0 /*_LightDataAOStrengthG*/))), lerp(1, AOMaps.b, (0.0 /*_LightDataAOStrengthB*/))), lerp(1, AOMaps.a, (0.0 /*_LightDataAOStrengthA*/)));
				#else
				poiLight.occlusion = 1;
				#endif
				if ((0.0 /*_LightDataAOGlobalMaskR*/) > 0)
				{
					poiLight.occlusion = maskBlend(poiLight.occlusion, poiMods.globalMask[(0.0 /*_LightDataAOGlobalMaskR*/) - 1], (2.0 /*_LightDataAOGlobalMaskBlendTypeR*/));
				}
				#if defined(PROP_LIGHTINGDETAILSHADOWMAPS) || !defined(OPTIMIZER_ENABLED)
				float4 DetailShadows = POI2D_SAMPLER_PAN(_LightingDetailShadowMaps, _MainTex, poiUV(poiMesh.uv[(0.0 /*_LightingDetailShadowMapsUV*/)], float4(1,1,0,0)), float4(0,0,0,0));
				#ifndef POI_PASS_ADD
				poiLight.detailShadow = lerp(1, DetailShadows.r, (1.0 /*_LightingDetailShadowStrengthR*/)) * lerp(1, DetailShadows.g, (0.0 /*_LightingDetailShadowStrengthG*/)) * lerp(1, DetailShadows.b, (0.0 /*_LightingDetailShadowStrengthB*/)) * lerp(1, DetailShadows.a, (0.0 /*_LightingDetailShadowStrengthA*/));
				#else
				poiLight.detailShadow = lerp(1, DetailShadows.r, (1.0 /*_LightingAddDetailShadowStrengthR*/)) * lerp(1, DetailShadows.g, (0.0 /*_LightingAddDetailShadowStrengthG*/)) * lerp(1, DetailShadows.b, (0.0 /*_LightingAddDetailShadowStrengthB*/)) * lerp(1, DetailShadows.a, (0.0 /*_LightingAddDetailShadowStrengthA*/));
				#endif
				#else
				poiLight.detailShadow = 1;
				#endif
				if ((0.0 /*_LightDataDetailShadowGlobalMaskR*/) > 0)
				{
					poiLight.detailShadow = maskBlend(poiLight.detailShadow, poiMods.globalMask[(0.0 /*_LightDataDetailShadowGlobalMaskR*/) - 1], (2.0 /*_LightDataDetailShadowGlobalMaskBlendTypeR*/));
				}
				#if defined(PROP_LIGHTINGSHADOWMASKS) || !defined(OPTIMIZER_ENABLED)
				float4 ShadowMasks = POI2D_SAMPLER_PAN(_LightingShadowMasks, _MainTex, poiUV(poiMesh.uv[(0.0 /*_LightingShadowMasksUV*/)], float4(1,1,0,0)), float4(0,0,0,0));
				poiLight.shadowMask = lerp(1, ShadowMasks.r, (1.0 /*_LightingShadowMaskStrengthR*/)) * lerp(1, ShadowMasks.g, (0.0 /*_LightingShadowMaskStrengthG*/)) * lerp(1, ShadowMasks.b, (0.0 /*_LightingShadowMaskStrengthB*/)) * lerp(1, ShadowMasks.a, (0.0 /*_LightingShadowMaskStrengthA*/));
				#else
				poiLight.shadowMask = 1;
				#endif
				if ((0.0 /*_LightDataShadowMaskGlobalMaskR*/) > 0)
				{
					poiLight.shadowMask = maskBlend(poiLight.shadowMask, poiMods.globalMask[(0.0 /*_LightDataShadowMaskGlobalMaskR*/) - 1], (2.0 /*_LightDataShadowMaskGlobalMaskBlendTypeR*/));
				}
				#ifdef UNITY_PASS_FORWARDBASE
				bool lightExists = false;
				if (any(_LightColor0.rgb >= 0.002))
				{
					lightExists = true;
				}
				if ((1.0 /*_LightingVertexLightingEnabled*/))
				{
					#if defined(VERTEXLIGHT_ON)
					float4 toLightX = unity_4LightPosX0 - i.worldPos.x;
					float4 toLightY = unity_4LightPosY0 - i.worldPos.y;
					float4 toLightZ = unity_4LightPosZ0 - i.worldPos.z;
					float4 lengthSq = 0;
					lengthSq += toLightX * toLightX;
					lengthSq += toLightY * toLightY;
					lengthSq += toLightZ * toLightZ;
					float4 lightAttenSq = unity_4LightAtten0;
					float4 atten = 1.0 / (1.0 + lengthSq * lightAttenSq);
					float4 vLightWeight = saturate(1 - (lengthSq * lightAttenSq / 25));
					poiLight.vAttenuation = min(atten, vLightWeight * vLightWeight);
					poiLight.vDotNL = 0;
					poiLight.vDotNL += toLightX * poiMesh.normals[1].x;
					poiLight.vDotNL += toLightY * poiMesh.normals[1].y;
					poiLight.vDotNL += toLightZ * poiMesh.normals[1].z;
					float4 corr = rsqrt(lengthSq);
					poiLight.vertexVDotNL = max(0, poiLight.vDotNL * corr);
					poiLight.vertexVDotNL = 0;
					poiLight.vertexVDotNL += toLightX * poiMesh.normals[0].x;
					poiLight.vertexVDotNL += toLightY * poiMesh.normals[0].y;
					poiLight.vertexVDotNL += toLightZ * poiMesh.normals[0].z;
					poiLight.vertexVDotNL = max(0, poiLight.vDotNL * corr);
					poiLight.vAttenuationDotNL = saturate(poiLight.vAttenuation * saturate(poiLight.vDotNL));
					[unroll]
					for (int index = 0; index < 4; index++)
					{
						poiLight.vPosition[index] = float3(unity_4LightPosX0[index], unity_4LightPosY0[index], unity_4LightPosZ0[index]);
						float3 vertexToLightSource = poiLight.vPosition[index] - poiMesh.worldPos;
						poiLight.vDirection[index] = normalize(vertexToLightSource);
						poiLight.vColor[index] = (0.0 /*_LightingAdditiveLimited*/) ? min((1.0 /*_LightingAdditiveLimit*/), unity_LightColor[index].rgb) : unity_LightColor[index].rgb;
						poiLight.vColor[index] = lerp(poiLight.vColor[index], dot(poiLight.vColor[index], float3(0.299, 0.587, 0.114)), (0.0 /*_LightingAdditiveMonochromatic*/));
						poiLight.vHalfDir[index] = Unity_SafeNormalize(poiLight.vDirection[index] + poiCam.viewDir);
						poiLight.vDotNL[index] = dot(poiMesh.normals[1], poiLight.vDirection[index]);
						poiLight.vCorrectedDotNL[index] = .5 * (poiLight.vDotNL[index] + 1);
						poiLight.vDotLH[index] = saturate(dot(poiLight.vDirection[index], poiLight.vHalfDir[index]));
						poiLight.vDotNH[index] = dot(poiMesh.normals[1], poiLight.vHalfDir[index]);
						poiLight.vertexVDotNH[index] = saturate(dot(poiMesh.normals[0], poiLight.vHalfDir[index]));
					}
					#endif
				}
				if ((0.0 /*_LightingColorMode*/) == 0) // Poi Custom Light Color
				{
					float3 magic = max(BetterSH9(normalize(unity_SHAr + unity_SHAg + unity_SHAb)), 0);
					float3 normalLight = _LightColor0.rgb + BetterSH9(float4(0, 0, 0, 1));
					float magiLumi = calculateluminance(magic);
					float normaLumi = calculateluminance(normalLight);
					float maginormalumi = magiLumi + normaLumi;
					float magiratio = magiLumi / maginormalumi;
					float normaRatio = normaLumi / maginormalumi;
					float target = calculateluminance(magic * magiratio + normalLight * normaRatio);
					float3 properLightColor = magic + normalLight;
					float properLuminance = calculateluminance(magic + normalLight);
					poiLight.directColor = properLightColor * max(0.0001, (target / properLuminance));
					poiLight.indirectColor = BetterSH9(float4(lerp(0, poiMesh.normals[1], (0.0 /*_LightingIndirectUsesNormals*/)), 1));
				}
				if ((0.0 /*_LightingColorMode*/) == 1) // More standard approach to light color
				{
					float3 indirectColor = BetterSH9(float4(poiMesh.normals[1], 1));
					if (lightExists)
					{
						poiLight.directColor = _LightColor0.rgb;
						poiLight.indirectColor = indirectColor;
					}
					else
					{
						poiLight.directColor = indirectColor * 0.6;
						poiLight.indirectColor = indirectColor * 0.5;
					}
				}
				if ((0.0 /*_LightingColorMode*/) == 2) // UTS style
				{
					poiLight.indirectColor = saturate(max(half3(0.05, 0.05, 0.05) * (1.0 /*_Unlit_Intensity*/), max(ShadeSH9(half4(0.0, 0.0, 0.0, 1.0)), ShadeSH9(half4(0.0, -1.0, 0.0, 1.0)).rgb) * (1.0 /*_Unlit_Intensity*/)));
					poiLight.directColor = max(poiLight.indirectColor, _LightColor0.rgb);
				}
				if ((0.0 /*_LightingColorMode*/) == 3) // OpenLit
				{
					float3 lightDirectionForSH9 = OpenLitLightingDirectionForSH9();
					OpenLitShadeSH9ToonDouble(lightDirectionForSH9, poiLight.directColor, poiLight.indirectColor);
					poiLight.directColor += _LightColor0.rgb;
				}
				float lightMapMode = (0.0 /*_LightingMapMode*/);
				if ((0.0 /*_LightingDirectionMode*/) == 0)
				{
					poiLight.direction = _WorldSpaceLightPos0.xyz + unity_SHAr.xyz + unity_SHAg.xyz + unity_SHAb.xyz;
				}
				if ((0.0 /*_LightingDirectionMode*/) == 1 || (0.0 /*_LightingDirectionMode*/) == 2)
				{
					if ((0.0 /*_LightingDirectionMode*/) == 1)
					{
						poiLight.direction = mul(unity_ObjectToWorld, float4(0,0,0,1)).xyz;;
					}
					if ((0.0 /*_LightingDirectionMode*/) == 2)
					{
						poiLight.direction = float4(0,0,0,1);
					}
					if (lightMapMode == 0)
					{
						lightMapMode == 1;
					}
				}
				if ((0.0 /*_LightingDirectionMode*/) == 3) // UTS
				{
					float3 defaultLightDirection = normalize(UNITY_MATRIX_V[2].xyz + UNITY_MATRIX_V[1].xyz);
					float3 lightDirection = normalize(lerp(defaultLightDirection, _WorldSpaceLightPos0.xyz, any(_WorldSpaceLightPos0.xyz)));
					poiLight.direction = lightDirection;
				}
				if ((0.0 /*_LightingDirectionMode*/) == 4) // OpenLit
				{
					poiLight.direction = OpenLitLightingDirection(); // float4 customDir = 0; // Do we want to give users to alter this (OpenLit always does!)?
				}
				if (!any(poiLight.direction))
				{
					poiLight.direction = float3(.4, 1, .4);
				}
				poiLight.direction = normalize(poiLight.direction);
				poiLight.attenuationStrength = (0.0 /*_LightingCastedShadows*/);
				poiLight.attenuation = 1;
				if (!all(_LightColor0.rgb == 0.0))
				{
					UNITY_LIGHT_ATTENUATION(attenuation, i, poiMesh.worldPos)
					poiLight.attenuation *= attenuation;
				}
				if (!any(poiLight.directColor) && !any(poiLight.indirectColor) && lightMapMode == 0)
				{
					lightMapMode = 1;
					if ((0.0 /*_LightingDirectionMode*/) == 0)
					{
						poiLight.direction = normalize(float3(.4, 1, .4));
					}
				}
				poiLight.halfDir = normalize(poiLight.direction + poiCam.viewDir);
				poiLight.vertexNDotL = dot(poiMesh.normals[0], poiLight.direction);
				poiLight.nDotL = dot(poiMesh.normals[1], poiLight.direction);
				poiLight.nDotLSaturated = saturate(poiLight.nDotL);
				poiLight.nDotLNormalized = (poiLight.nDotL + 1) * 0.5;
				poiLight.nDotV = abs(dot(poiMesh.normals[1], poiCam.viewDir));
				poiLight.vertexNDotV = abs(dot(poiMesh.normals[0], poiCam.viewDir));
				poiLight.nDotH = dot(poiMesh.normals[1], poiLight.halfDir);
				poiLight.vertexNDotH = max(0.00001, dot(poiMesh.normals[0], poiLight.halfDir));
				poiLight.lDotv = dot(poiLight.direction, poiCam.viewDir);
				poiLight.lDotH = max(0.00001, dot(poiLight.direction, poiLight.halfDir));
				if (lightMapMode == 0)
				{
					float3 ShadeSH9Plus = GetSHLength();
					float3 ShadeSH9Minus = float3(unity_SHAr.w, unity_SHAg.w, unity_SHAb.w) + float3(unity_SHBr.z, unity_SHBg.z, unity_SHBb.z) / 3.0;
					float3 greyScaleVector = float3(.33333, .33333, .33333);
					float bw_lightColor = dot(poiLight.directColor, greyScaleVector);
					float bw_directLighting = (((poiLight.nDotL * 0.5 + 0.5) * bw_lightColor * lerp(1, poiLight.attenuation, poiLight.attenuationStrength)) + dot(ShadeSH9(float4(poiMesh.normals[1], 1)), greyScaleVector));
					float bw_directLightingNoAtten = (((poiLight.nDotL * 0.5 + 0.5) * bw_lightColor) + dot(ShadeSH9(float4(poiMesh.normals[1], 1)), greyScaleVector));
					float bw_bottomIndirectLighting = dot(ShadeSH9Minus, greyScaleVector);
					float bw_topIndirectLighting = dot(ShadeSH9Plus, greyScaleVector);
					float lightDifference = ((bw_topIndirectLighting + bw_lightColor) - bw_bottomIndirectLighting);
					poiLight.lightMap = smoothstep(0, lightDifference, bw_directLighting - bw_bottomIndirectLighting) * poiLight.detailShadow;
					poiLight.lightMap = smoothstep(0, lightDifference, bw_directLighting - bw_bottomIndirectLighting) * poiLight.detailShadow;
					poiLight.lightMapNoAttenuation = smoothstep(0, lightDifference, bw_directLightingNoAtten - bw_bottomIndirectLighting) * poiLight.detailShadow;
				}
				if (lightMapMode == 1)
				{
					poiLight.lightMapNoAttenuation = poiLight.nDotLNormalized;
					poiLight.lightMap = poiLight.nDotLNormalized * lerp(1, poiLight.attenuation, poiLight.attenuationStrength);
				}
				if (lightMapMode == 2)
				{
					poiLight.lightMapNoAttenuation = poiLight.nDotLSaturated;
					poiLight.lightMap = poiLight.nDotLSaturated * lerp(1, poiLight.attenuation, poiLight.attenuationStrength);
				}
				poiLight.directColor = max(poiLight.directColor, 0.0001);
				poiLight.indirectColor = max(poiLight.indirectColor, 0.0001);
				if ((0.0 /*_LightingColorMode*/) == 3)
				{
					poiLight.directColor = max(poiLight.directColor, (0.0 /*_LightingMinLightBrightness*/));
				}
				else
				{
					poiLight.directColor = max(poiLight.directColor, poiLight.directColor * min(10000, ((0.0 /*_LightingMinLightBrightness*/) * rcp(calculateluminance(poiLight.directColor)))));
					poiLight.indirectColor = max(poiLight.indirectColor, poiLight.indirectColor * min(10000, ((0.0 /*_LightingMinLightBrightness*/) * rcp(calculateluminance(poiLight.indirectColor)))));
				}
				poiLight.directColor = lerp(poiLight.directColor, dot(poiLight.directColor, float3(0.299, 0.587, 0.114)), (0.0 /*_LightingMonochromatic*/));
				poiLight.indirectColor = lerp(poiLight.indirectColor, dot(poiLight.indirectColor, float3(0.299, 0.587, 0.114)), (0.0 /*_LightingMonochromatic*/));
				if ((1.0 /*_LightingCapEnabled*/))
				{
					poiLight.directColor = min(poiLight.directColor, (1.0 /*_LightingCap*/));
					poiLight.indirectColor = min(poiLight.indirectColor, (1.0 /*_LightingCap*/));
				}
				if ((0.0 /*_LightingForceColorEnabled*/))
				{
					poiLight.directColor = poiThemeColor(poiMods, float4(1,1,1,1), (0.0 /*_LightingForcedColorThemeIndex*/));
				}
				#ifdef UNITY_PASS_FORWARDBASE
				poiLight.directColor = max(poiLight.directColor * (1.0 /*_PPLightingMultiplier*/), 0);
				poiLight.directColor = max(poiLight.directColor + (0.0 /*_PPLightingAddition*/), 0);
				poiLight.indirectColor = max(poiLight.indirectColor * (1.0 /*_PPLightingMultiplier*/), 0);
				poiLight.indirectColor = max(poiLight.indirectColor + (0.0 /*_PPLightingAddition*/), 0);
				#endif
				#endif
				#ifdef POI_PASS_ADD
				if (!(1.0 /*_LightingAdditiveEnable*/))
				{
					return float4(mainTexture.rgb * .0001, 1);
				}
				#if defined(DIRECTIONAL)
				if ((1.0 /*_DisableDirectionalInAdd*/))
				{
					return float4(mainTexture.rgb * .0001, 1);
				}
				#endif
				poiLight.direction = normalize(_WorldSpaceLightPos0.xyz - i.worldPos.xyz * _WorldSpaceLightPos0.w);
				#if defined(POINT) || defined(SPOT)
				#ifdef POINT
				unityShadowCoord3 lightCoord = mul(unity_WorldToLight, unityShadowCoord4(poiMesh.worldPos, 1)).xyz;
				poiLight.attenuation = tex2D(_LightTexture0, dot(lightCoord, lightCoord).rr).r;
				#endif
				#ifdef SPOT
				unityShadowCoord4 lightCoord = mul(unity_WorldToLight, unityShadowCoord4(poiMesh.worldPos, 1));
				poiLight.attenuation = (lightCoord.z > 0) * UnitySpotCookie(lightCoord) * UnitySpotAttenuate(lightCoord.xyz);
				#endif
				#else
				UNITY_LIGHT_ATTENUATION(attenuation, i, poiMesh.worldPos)
				poiLight.attenuation = attenuation;
				#endif
				poiLight.additiveShadow = UNITY_SHADOW_ATTENUATION(i, poiMesh.worldPos);
				poiLight.attenuationStrength = (1.0 /*_LightingAdditiveCastedShadows*/);
				poiLight.directColor = (0.0 /*_LightingAdditiveLimited*/) ? min((1.0 /*_LightingAdditiveLimit*/), _LightColor0.rgb) : _LightColor0.rgb;
				#if defined(POINT_COOKIE) || defined(DIRECTIONAL_COOKIE)
				poiLight.indirectColor = 0;
				#else
				poiLight.indirectColor = lerp(0, poiLight.directColor, (0.5 /*_LightingAdditivePassthrough*/));
				#endif
				poiLight.directColor = lerp(poiLight.directColor, dot(poiLight.directColor, float3(0.299, 0.587, 0.114)), (0.0 /*_LightingAdditiveMonochromatic*/));
				poiLight.indirectColor = lerp(poiLight.indirectColor, dot(poiLight.indirectColor, float3(0.299, 0.587, 0.114)), (0.0 /*_LightingAdditiveMonochromatic*/));
				poiLight.halfDir = normalize(poiLight.direction + poiCam.viewDir);
				poiLight.nDotL = dot(poiMesh.normals[1], poiLight.direction);
				poiLight.nDotLSaturated = saturate(poiLight.nDotL);
				poiLight.nDotLNormalized = (poiLight.nDotL + 1) * 0.5;
				poiLight.nDotV = abs(dot(poiMesh.normals[1], poiCam.viewDir));
				poiLight.nDotH = dot(poiMesh.normals[1], poiLight.halfDir);
				poiLight.lDotv = dot(poiLight.direction, poiCam.viewDir);
				poiLight.lDotH = dot(poiLight.direction, poiLight.halfDir);
				poiLight.vertexNDotL = dot(poiMesh.normals[0], poiLight.direction);
				poiLight.vertexNDotV = abs(dot(poiMesh.normals[0], poiCam.viewDir));
				poiLight.vertexNDotH = max(0.00001, dot(poiMesh.normals[0], poiLight.halfDir));
				if ((0.0 /*_LightingMapMode*/) == 1)
				{
					poiLight.lightMap = poiLight.nDotLNormalized;
				}
				if ((0.0 /*_LightingMapMode*/) == 2 || (0.0 /*_LightingMapMode*/) == 0)
				{
					poiLight.lightMap = poiLight.nDotLSaturated;
				}
				poiLight.lightMap *= lerp(1, poiLight.additiveShadow, poiLight.attenuationStrength);
				#endif
				poiFragData.baseColor = mainTexture.rgb * poiThemeColor(poiMods, _Color.rgb, (0.0 /*_ColorThemeIndex*/));
				poiFragData.alpha = mainTexture.a * _Color.a;
				#if defined(PROP_CLIPPINGMASK) || !defined(OPTIMIZER_ENABLED)
				float alphaMask = POI2D_SAMPLER_PAN(_ClippingMask, _MainTex, poiUV(poiMesh.uv[(0.0 /*_ClippingMaskUV*/)], float4(1,1,0,0)), float4(0,0,0,0)).r;
				if ((0.0 /*_Inverse_Clipping*/))
				{
					alphaMask = 1 - alphaMask;
				}
				poiFragData.alpha *= alphaMask;
				#endif
				applyAlphaOptions(poiFragData, poiMesh, poiCam, poiMods);
				#ifdef FINALPASS
				ApplyDetailColor(poiFragData, poiMesh, poiMods);
				#endif
				#if defined(GEOM_TYPE_BRANCH) || defined(GEOM_TYPE_BRANCH_DETAIL) || defined(GEOM_TYPE_FROND) || defined(DEPTH_OF_FIELD_COC_VIEW)
				applyDecals(poiFragData, poiMesh, poiCam, poiMods, poiLight);
				#endif
				#ifdef DISTORT
				applyDissolve(poiFragData, poiMesh, poiMods, poiCam, poiLight);
				#endif
				#if defined(_LIGHTINGMODE_SHADEMAP) && defined(VIGNETTE_MASKED)
				#ifndef POI_PASS_OUTLINE
				#endif
				#endif
				#ifdef VIGNETTE_MASKED
				#ifdef POI_PASS_OUTLINE
				if (_OutlineLit)
				{
					calculateShading(poiLight, poiFragData, poiMesh, poiCam);
				}
				else
				{
					poiLight.finalLighting = 1;
				}
				#else
				calculateShading(poiLight, poiFragData, poiMesh, poiCam);
				#endif
				#else
				poiLight.finalLighting = 1;
				poiLight.rampedLightMap = poiEdgeNonLinear(poiLight.nDotL, 0.1, .1);
				#endif
				if ((0.0 /*_AlphaPremultiply*/))
				{
					poiFragData.baseColor *= saturate(poiFragData.alpha);
				}
				poiFragData.finalColor = poiFragData.baseColor;
				poiFragData.finalColor = poiFragData.baseColor * poiLight.finalLighting;
				if ((1.0 /*_EnableGrabpass*/))
				{
					applyGrabEffects(poiFragData, poiCam, poiMesh, poiLight, poiMods);
					poiFragData.alpha = 1;
				}
				if ((0.0 /*_IgnoreFog*/) == 0)
				{
					UNITY_APPLY_FOG(i.fogCoord, poiFragData.finalColor);
				}
				poiFragData.alpha = (0.0 /*_AlphaForceOpaque*/) ? 1 : poiFragData.alpha;
				poiFragData.finalColor += poiLight.finalLightAdd;
				if ((9.0 /*_Mode*/) == POI_MODE_OPAQUE)
				{
					poiFragData.alpha = 1;
				}
				clip(poiFragData.alpha - (0.0 /*_Cutoff*/));
				if ((9.0 /*_Mode*/) == POI_MODE_CUTOUT && !(0.0 /*_AlphaToCoverage*/))
				{
					poiFragData.alpha = 1;
				}
				if ((0.0 /*_AddBlendOp*/) == 4)
				{
					poiFragData.alpha = saturate(poiFragData.alpha * (10.0 /*_AlphaBoostFA*/));
				}
				if ((9.0 /*_Mode*/) != POI_MODE_TRANSPARENT)
				{
					poiFragData.finalColor *= poiFragData.alpha;
				}
				return float4(poiFragData.finalColor, poiFragData.alpha) + POI_SAFE_RGB0;
			}
			ENDCG
		}
		Pass
		{
			Tags { "LightMode" = "ShadowCaster" }
			Stencil
			{
				Ref [_StencilRef]
				ReadMask [_StencilReadMask]
				WriteMask [_StencilWriteMask]
				Comp [_StencilCompareFunction]
				Pass [_StencilPassOp]
				Fail [_StencilFailOp]
				ZFail [_StencilZFailOp]
			}
			ZWrite [_ZWrite]
			Cull [_Cull]
			AlphaToMask Off
			ZTest [_ZTest]
			ColorMask [_ColorMask]
			Offset [_OffsetFactor], [_OffsetUnits]
			BlendOp [_BlendOp], [_BlendOpAlpha]
			Blend [_SrcBlend] [_DstBlend], [_SrcBlendAlpha] [_DstBlendAlpha]
			CGPROGRAM
 #define AUTO_EXPOSURE 
 #define DISTORT 
 #define FINALPASS 
 #define GEOM_TYPE_BRANCH 
 #define GEOM_TYPE_FROND 
 #define POI_ENVIRORIM 
 #define VIGNETTE_MASKED 
 #define _EMISSION 
 #define _LIGHTINGMODE_MULTILAYER_MATH 
 #define _STOCHASTICMODE_DELIOT_HEITZ 
 #define PROP_DETAILTEX 
 #define PROP_DECALTEXTURE 
 #define PROP_DECALTEXTURE2 
 #define OPTIMIZER_ENABLED 
			#pragma target 5.0
			#pragma skip_variants LIGHTMAP_ON DYNAMICLIGHTMAP_ON LIGHTMAP_SHADOW_MIXING SHADOWS_SHADOWMASK DIRLIGHTMAP_COMBINED _MIXED_LIGHTING_SUBTRACTIVE
			#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
			#pragma multi_compile_instancing
			#pragma multi_compile_shadowcaster
			#pragma multi_compile_fog
			#define POI_PASS_SHADOW
			#include "UnityCG.cginc"
			#include "UnityStandardUtils.cginc"
			#include "AutoLight.cginc"
			#include "UnityLightingCommon.cginc"
			#include "UnityPBSLighting.cginc"
			#ifdef POI_PASS_META
			#include "UnityMetaPass.cginc"
			#endif
			#pragma vertex vert
			#pragma fragment frag
			#define DielectricSpec float4(0.04, 0.04, 0.04, 1.0 - 0.04)
			#define PI float(3.14159265359)
			#define POI2D_SAMPLE_TEX2D_SAMPLERGRAD(tex,samplertex,coord,dx,dy) tex.SampleGrad (sampler##samplertex,coord,dx,dy)
			#define POI_PAN_UV(uv, pan) (uv + _Time.x * pan)
			#define POI2D_SAMPLER_PAN(tex, texSampler, uv, pan) (UNITY_SAMPLE_TEX2D_SAMPLER(tex, texSampler, POI_PAN_UV(uv, pan)))
			#define POI2D_SAMPLER_PANGRAD(tex, texSampler, uv, pan, dx, dy) (POI2D_SAMPLE_TEX2D_SAMPLERGRAD(tex, texSampler, POI_PAN_UV(uv, pan), dx, dy))
			#define POI2D_SAMPLER(tex, texSampler, uv) (UNITY_SAMPLE_TEX2D_SAMPLER(tex, texSampler, uv))
			#define POI2D_SAMPLER_GRAD(tex, texSampler, uv, dx, dy) (POI2D_SAMPLE_TEX2D_SAMPLERGRAD(tex, texSampler, uv, dx, dy))
			#define POI2D_PAN(tex, uv, pan) (tex2D(tex, POI_PAN_UV(uv, pan)))
			#define POI2D(tex, uv) (tex2D(tex, uv))
			#define POI_SAMPLE_TEX2D(tex, uv) (UNITY_SAMPLE_TEX2D(tex, uv))
			#define POI_SAMPLE_TEX2D_PAN(tex, uv, pan) (UNITY_SAMPLE_TEX2D(tex, POI_PAN_UV(uv, pan)))
			#define POI_SAFE_RGB0 float4(mainTexture.rgb * .0001, 0)
			#define POI_SAFE_RGB1 float4(mainTexture.rgb * .0001, 1)
			#define POI_SAFE_RGBA mainTexture
			#if defined(UNITY_COMPILER_HLSL)
			#define PoiInitStruct(type, name) name = (type)0;
			#else
			#define PoiInitStruct(type, name)
			#endif
			#define POI_ERROR(poiMesh, gridSize) lerp(float3(1, 0, 1), float3(0, 0, 0), fmod(floor((poiMesh.worldPos.x) * gridSize) + floor((poiMesh.worldPos.y) * gridSize) + floor((poiMesh.worldPos.z) * gridSize), 2) == 0)
			#define POI_NAN (asfloat(-1))
			#define POI_MODE_OPAQUE 0
			#define POI_MODE_CUTOUT 1
			#define POI_MODE_FADE 2
			#define POI_MODE_TRANSPARENT 3
			#define POI_MODE_ADDITIVE 4
			#define POI_MODE_SOFTADDITIVE 5
			#define POI_MODE_MULTIPLICATIVE 6
			#define POI_MODE_2XMULTIPLICATIVE 7
			#define POI_MODE_TRANSCLIPPING 9
			#define POI_DECLARETEX_ST_UV(tex) float4 tex##_ST; float tex##UV;
			#define POI_DECLARETEX_ST_UV_PAN(tex) float4 tex##_ST; float2 tex##Pan; float tex##UV;
			#define POI_DECLARETEX_ST_UV_PAN_STOCHASTIC(tex) float4 tex##_ST; float2 tex##Pan; float tex##UV; float tex##Stochastic;
			float _Mode;
			float _StochasticDeliotHeitzDensity;
			float _StochasticHexGridDensity;
			float _StochasticHexRotationStrength;
			float _StochasticHexFallOffContrast;
			float _StochasticHexFallOffPower;
			float _IgnoreFog;
			float _RenderingReduceClipDistance;
			float _AddBlendOp;
			float4 _Color;
			float _ColorThemeIndex;
			UNITY_DECLARE_TEX2D(_MainTex);
			UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture);
			float _MainPixelMode;
			float4 _MainTex_ST;
			float2 _MainTexPan;
			float _MainTexUV;
			float4 _MainTex_TexelSize;
			float _MainTexStochastic;
			#if defined(PROP_BUMPMAP) || !defined(OPTIMIZER_ENABLED)
			Texture2D _BumpMap;
			#endif
			float4 _BumpMap_ST;
			float2 _BumpMapPan;
			float _BumpMapUV;
			float _BumpScale;
			float _BumpMapStochastic;
			Texture2D _ClippingMask;
			float4 _ClippingMask_ST;
			float2 _ClippingMaskPan;
			float _ClippingMaskUV;
			float _Inverse_Clipping;
			float _Cutoff;
			SamplerState sampler_linear_clamp;
			SamplerState sampler_linear_repeat;
			float _AlphaForceOpaque;
			float _AlphaMod;
			float _AlphaPremultiply;
			float _AlphaBoostFA;
			float _AlphaGlobalMask;
			float _AlphaGlobalMaskBlendType;
			float _StereoEnabled;
			float _PolarUV;
			float2 _PolarCenter;
			float _PolarRadialScale;
			float _PolarLengthScale;
			float _PolarSpiralPower;
			float _PanoUseBothEyes;
			float _UVModWorldPos0;
			float _UVModWorldPos1;
			float _UVModLocalPos0;
			float _UVModLocalPos1;
			#ifdef AUTO_EXPOSURE
			float4 _VertexManipulationLocalTranslation;
			float4 _VertexManipulationLocalRotation;
			float3 _VertexManipulationLocalRotationSpeed;
			float4 _VertexManipulationLocalScale;
			float4 _VertexManipulationWorldTranslation;
			float _VertexManipulationHeight;
			sampler2D _VertexManipulationHeightMask;
			float4 _VertexManipulationHeightMask_ST;
			float2 _VertexManipulationHeightMaskPan;
			float _VertexManipulationHeightMaskUV;
			float _VertexManipulationHeightMaskChannel;
			float _VertexManipulationHeightBias;
			float _VertexRoundingEnabled;
			int _VertexRoundingSpace;
			float _VertexRoundingDivision;
			float _VertexAudioLinkEnabled;
			float3 _VertexLocalTranslationALMin;
			float3 _VertexLocalTranslationALMax;
			float _VertexLocalTranslationALBand;
			float3 _VertexLocalRotationAL;
			float _VertexLocalRotationALBand;
			float3 _VertexLocalRotationCTALSpeed;
			float _VertexLocalRotationCTALBandX;
			float _VertexLocalRotationCTALBandY;
			float _VertexLocalRotationCTALBandZ;
			float _VertexLocalRotationCTALTypeX;
			float _VertexLocalRotationCTALTypeY;
			float _VertexLocalRotationCTALTypeZ;
			float4 _VertexLocalScaleALMin;
			float4 _VertexLocalScaleALMax;
			float _VertexLocalScaleALBand;
			float3 _VertexWorldTranslationALMin;
			float3 _VertexWorldTranslationALMax;
			float _VertexWorldTranslationALBand;
			float2 _VertexManipulationHeightAL;
			float _VertexManipulationHeightBand;
			float2 _VertexRoundingRangeAL;
			float _VertexRoundingRangeBand;
			float _VertexBarrelMode;
			float _VertexBarrelWidth;
			float _VertexBarrelAlpha;
			float _VertexBarrelHeight;
			float _VertexSphereMode;
			float _VertexSphereRadius;
			float _VertexSphereHeight;
			float _VertexSphereAlpha;
			float4 _VertexSphereCenter;
			float _VertexSpectrumMotion;
			float3 _VertexSpectrumOffsetMin;
			float3 _VertexSpectrumOffsetMax;
			float _VertexSpectrumUV;
			float _VertexSpectrumUVDirection;
			#endif
			#ifdef DISTORT
			float _DissolveType;
			float _DissolveEdgeWidth;
			float4 _DissolveEdgeColor;
			sampler2D _DissolveEdgeGradient;
			float4 _DissolveEdgeGradient_ST;
			float2 _DissolveEdgeGradientPan;
			float _DissolveEdgeGradientUV;
			float _DissolveEdgeEmission;
			float4 _DissolveTextureColor;
			float _DissolveEdgeColorThemeIndex;
			float _DissolveTextureColorThemeIndex;
			#if defined(PROP_DISSOLVETOTEXTURE) || !defined(OPTIMIZER_ENABLED)
			Texture2D _DissolveToTexture;
			#endif
			float4 _DissolveToTexture_ST;
			float2 _DissolveToTexturePan;
			float _DissolveToTextureUV;
			#if defined(PROP_DISSOLVENOISETEXTURE) || !defined(OPTIMIZER_ENABLED)
			Texture2D _DissolveNoiseTexture;
			#endif
			float4 _DissolveNoiseTexture_ST;
			float2 _DissolveNoiseTexturePan;
			float _DissolveNoiseTextureUV;
			#if defined(PROP_DISSOLVEDETAILNOISE) || !defined(OPTIMIZER_ENABLED)
			Texture2D _DissolveDetailNoise;
			#endif
			float4 _DissolveDetailNoise_ST;
			float2 _DissolveDetailNoisePan;
			float _DissolveDetailNoiseUV;
			#if defined(PROP_DISSOLVEMASK) || !defined(OPTIMIZER_ENABLED)
			Texture2D _DissolveMask;
			#endif
			float4 _DissolveMask_ST;
			float2 _DissolveMaskPan;
			float _DissolveMaskUV;
			float _DissolveMaskGlobalMask;
			float _DissolveMaskGlobalMaskBlendType;
			float _DissolveMaskInvert;
			float _DissolveAlpha;
			float _ContinuousDissolve;
			float _DissolveDetailStrength;
			float _DissolveDetailEdgeSmoothing;
			float _DissolveEdgeHardness;
			float _DissolveInvertNoise;
			float _DissolveInvertDetailNoise;
			float _DissolveToEmissionStrength;
			float _DissolveP2PWorldLocal;
			float _DissolveP2PEdgeLength;
			float _DissolveP2PClamp;
			float4 _DissolveStartPoint;
			float4 _DissolveEndPoint;
			float3 _SphericalDissolveCenter;
			float _SphericalDissolveRadius;
			float _SphericalDissolveInvert;
			float _SphericalDissolveClamp;
			float _CenterOutDissolveMode;
			float3 _CenterOutDissolveDirection;
			float _CenterOutDissolveInvert;
			float _CenterOutDissolveNormals;
			float _CenterOutDissolvePower;
			float _DissolveWorldShape;
			float4 _DissolveShapePosition;
			float4 _DissolveShapeRotation;
			float _DissolveShapeScale;
			float _DissolveInvertShape;
			float _DissolveShapeEdgeLength;
			float _UVTileDissolveEnabled;
			float _UVTileDissolveDiscardAtMax;
			float _UVTileDissolveUV;
			float _UVTileDissolveAlpha_Row3_0;
			float _UVTileDissolveAlpha_Row3_1;
			float _UVTileDissolveAlpha_Row3_2;
			float _UVTileDissolveAlpha_Row3_3;
			float _UVTileDissolveAlpha_Row2_0;
			float _UVTileDissolveAlpha_Row2_1;
			float _UVTileDissolveAlpha_Row2_2;
			float _UVTileDissolveAlpha_Row2_3;
			float _UVTileDissolveAlpha_Row1_0;
			float _UVTileDissolveAlpha_Row1_1;
			float _UVTileDissolveAlpha_Row1_2;
			float _UVTileDissolveAlpha_Row1_3;
			float _UVTileDissolveAlpha_Row0_0;
			float _UVTileDissolveAlpha_Row0_1;
			float _UVTileDissolveAlpha_Row0_2;
			float _UVTileDissolveAlpha_Row0_3;
			float _DissolveAlpha0;
			float _DissolveAlpha1;
			float _DissolveAlpha2;
			float _DissolveAlpha3;
			float _DissolveAlpha4;
			float _DissolveAlpha5;
			float _DissolveAlpha6;
			float _DissolveAlpha7;
			float _DissolveAlpha8;
			float _DissolveAlpha9;
			float _DissolveEmissionSide;
			float _DissolveEmission1Side;
			float _DissolveUseVertexColors;
			float4 edgeColor;
			float edgeAlpha;
			float dissolveAlpha;
			float4 dissolveToTexture;
			float _DissolveHueShiftEnabled;
			float _DissolveHueShiftSpeed;
			float _DissolveHueShift;
			float _DissolveEdgeHueShiftEnabled;
			float _DissolveEdgeHueShiftSpeed;
			float _DissolveEdgeHueShift;
			#ifdef POI_AUDIOLINK
			fixed _EnableDissolveAudioLink;
			half _AudioLinkDissolveAlphaBand;
			float2 _AudioLinkDissolveAlpha;
			half _AudioLinkDissolveDetailBand;
			float2 _AudioLinkDissolveDetail;
			#endif
			#endif
			struct appdata
			{
				float4 vertex : POSITION;
				float3 normal : NORMAL;
				float4 tangent : TANGENT;
				float4 color : COLOR;
				float2 uv0 : TEXCOORD0;
				float2 uv1 : TEXCOORD1;
				float2 uv2 : TEXCOORD2;
				float2 uv3 : TEXCOORD3;
				uint vertexId : SV_VertexID;
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};
			struct VertexOut
			{
				float4 pos : SV_POSITION;
				float2 uv[4] : TEXCOORD0;
				float3 objNormal : TEXCOORD4;
				float3 normal : TEXCOORD5;
				float3 tangent : TEXCOORD6;
				float3 binormal : TEXCOORD7;
				float4 worldPos : TEXCOORD8;
				float4 localPos : TEXCOORD9;
				float3 objectPos : TEXCOORD10;
				float4 vertexColor : TEXCOORD11;
				float4 lightmapUV : TEXCOORD12;
				float4 grabPos: TEXCOORD13;
				float4 worldDirection: TEXCOORD14;
				float4 extra: TEXCOORD15;
				UNITY_SHADOW_COORDS(16)
				UNITY_FOG_COORDS(17)
				UNITY_VERTEX_INPUT_INSTANCE_ID
				UNITY_VERTEX_OUTPUT_STEREO
			};
			struct PoiMesh
			{
				float3 normals[2];
				float3 objNormal;
				float3 tangentSpaceNormal;
				float3 binormal[2];
				float3 tangent[2];
				float3 worldPos;
				float3 localPos;
				float3 objectPosition;
				float isFrontFace;
				float4 vertexColor;
				float4 lightmapUV;
				float2 uv[9];
				float2 parallaxUV;
			};
			struct PoiCam
			{
				float3 viewDir;
				float3 forwardDir;
				float3 worldPos;
				float distanceToVert;
				float4 clipPos;
				float3 reflectionDir;
				float3 vertexReflectionDir;
				float3 tangentViewDir;
				float4 grabPos;
				float2 screenUV;
				float vDotN;
				float4 worldDirection;
			};
			struct PoiMods
			{
				float4 PBR; // smoothness, metallic, smoothness mask, metallic mask
				float4 Mask;
				float4 audioLink;
				float audioLinkAvailable;
				float audioLinkVersion;
				float4 audioLinkTexture;
				float audioLinkViaLuma;
				float2 detailMask;
				float2 backFaceDetailIntensity;
				float globalEmission;
				float4 globalColorTheme[12];
				float globalMask[16];
				float ALTime[8];
			};
			struct PoiLight
			{
				float3 direction;
				float attenuation;
				float attenuationStrength;
				float3 directColor;
				float3 indirectColor;
				float occlusion;
				float shadowMask;
				float detailShadow;
				float3 halfDir;
				float lightMap;
				float lightMapNoAttenuation;
				float3 rampedLightMap;
				float vertexNDotL;
				float nDotL;
				float nDotV;
				float vertexNDotV;
				float nDotH;
				float vertexNDotH;
				float lDotv;
				float lDotH;
				float nDotLSaturated;
				float nDotLNormalized;
				#ifdef POI_PASS_ADD
				float additiveShadow;
				#endif
				float3 finalLighting;
				float3 finalLightAdd;
				#if defined(VERTEXLIGHT_ON)
				float4 vDotNL;
				float4 vertexVDotNL;
				float3 vColor[4];
				float4 vCorrectedDotNL;
				float4 vAttenuation;
				float4 vAttenuationDotNL;
				float3 vPosition[4];
				float3 vDirection[4];
				float3 vFinalLighting;
				float3 vHalfDir[4];
				half4 vDotNH;
				half4 vertexVDotNH;
				half4 vDotLH;
				#endif
			};
			struct PoiVertexLights
			{
				float3 direction;
				float3 color;
				float attenuation;
			};
			struct PoiFragData
			{
				float3 baseColor;
				float3 finalColor;
				float alpha;
				float3 emission;
			};
			#ifndef glsl_mod
			#define glsl_mod(x, y) (((x) - (y) * floor((x) / (y))))
			#endif
			uniform float random_uniform_float_only_used_to_stop_compiler_warnings = 0.0f;
			float2 poiUV(float2 uv, float4 tex_st)
			{
				return uv * tex_st.xy + tex_st.zw;
			}
			float2 vertexUV(in VertexOut o, int index)
			{
				switch(index)
				{
					case 0:
					return o.uv[0];
					case 1:
					return o.uv[1];
					case 2:
					return o.uv[2];
					case 3:
					return o.uv[3];
					default:
					return o.uv[0];
				}
			}
			float2 vertexUV(in appdata v, int index)
			{
				switch(index)
				{
					case 0:
					return v.uv0;
					case 1:
					return v.uv1;
					case 2:
					return v.uv2;
					case 3:
					return v.uv3;
					default:
					return v.uv0;
				}
			}
			float calculateluminance(float3 color)
			{
				return color.r * 0.299 + color.g * 0.587 + color.b * 0.114;
			}
			float _VRChatCameraMode;
			float _VRChatMirrorMode;
			float VRCCameraMode()
			{
				return _VRChatCameraMode;
			}
			float VRCMirrorMode()
			{
				return _VRChatMirrorMode;
			}
			bool IsInMirror()
			{
				return unity_CameraProjection[2][0] != 0.f || unity_CameraProjection[2][1] != 0.f;
			}
			bool IsOrthographicCamera()
			{
				return unity_OrthoParams.w == 1 || UNITY_MATRIX_P[3][3] == 1;
			}
			float shEvaluateDiffuseL1Geomerics_local(float L0, float3 L1, float3 n)
			{
				float R0 = max(0, L0);
				float3 R1 = 0.5f * L1;
				float lenR1 = length(R1);
				float q = dot(normalize(R1), n) * 0.5 + 0.5;
				q = saturate(q); // Thanks to ScruffyRuffles for the bug identity.
				float p = 1.0f + 2.0f * lenR1 / R0;
				float a = (1.0f - lenR1 / R0) / (1.0f + lenR1 / R0);
				return R0 * (a + (1.0f - a) * (p + 1.0f) * pow(q, p));
			}
			half3 BetterSH9(half4 normal)
			{
				float3 indirect;
				float3 L0 = float3(unity_SHAr.w, unity_SHAg.w, unity_SHAb.w) + float3(unity_SHBr.z, unity_SHBg.z, unity_SHBb.z) / 3.0;
				indirect.r = shEvaluateDiffuseL1Geomerics_local(L0.r, unity_SHAr.xyz, normal.xyz);
				indirect.g = shEvaluateDiffuseL1Geomerics_local(L0.g, unity_SHAg.xyz, normal.xyz);
				indirect.b = shEvaluateDiffuseL1Geomerics_local(L0.b, unity_SHAb.xyz, normal.xyz);
				indirect = max(0, indirect);
				indirect += SHEvalLinearL2(normal);
				return indirect;
			}
			float3 getCameraForward()
			{
				#if UNITY_SINGLE_PASS_STEREO
				float3 p1 = mul(unity_StereoCameraToWorld[0], float4(0, 0, 1, 1));
				float3 p2 = mul(unity_StereoCameraToWorld[0], float4(0, 0, 0, 1));
				#else
				float3 p1 = mul(unity_CameraToWorld, float4(0, 0, 1, 1)).xyz;
				float3 p2 = mul(unity_CameraToWorld, float4(0, 0, 0, 1)).xyz;
				#endif
				return normalize(p2 - p1);
			}
			half3 GetSHLength()
			{
				half3 x, x1;
				x.r = length(unity_SHAr);
				x.g = length(unity_SHAg);
				x.b = length(unity_SHAb);
				x1.r = length(unity_SHBr);
				x1.g = length(unity_SHBg);
				x1.b = length(unity_SHBb);
				return x + x1;
			}
			float3 BoxProjection(float3 direction, float3 position, float4 cubemapPosition, float3 boxMin, float3 boxMax)
			{
				#if UNITY_SPECCUBE_BOX_PROJECTION
				if (cubemapPosition.w > 0)
				{
					float3 factors = ((direction > 0 ? boxMax : boxMin) - position) / direction;
					float scalar = min(min(factors.x, factors.y), factors.z);
					direction = direction * scalar + (position - cubemapPosition.xyz);
				}
				#endif
				return direction;
			}
			float poiMax(float2 i)
			{
				return max(i.x, i.y);
			}
			float poiMax(float3 i)
			{
				return max(max(i.x, i.y), i.z);
			}
			float poiMax(float4 i)
			{
				return max(max(max(i.x, i.y), i.z), i.w);
			}
			float3 calculateNormal(in float3 baseNormal, in PoiMesh poiMesh, in Texture2D normalTexture, in float4 normal_ST, in float2 normalPan, in float normalUV, in float normalIntensity)
			{
				float3 normal = UnpackScaleNormal(POI2D_SAMPLER_PAN(normalTexture, _MainTex, poiUV(poiMesh.uv[normalUV], normal_ST), normalPan), normalIntensity);
				return normalize(
				normal.x * poiMesh.tangent[0] +
				normal.y * poiMesh.binormal[0] +
				normal.z * baseNormal
				);
			}
			float remap(float x, float minOld, float maxOld, float minNew = 0, float maxNew = 1)
			{
				return minNew + (x - minOld) * (maxNew - minNew) / (maxOld - minOld);
			}
			float2 remap(float2 x, float2 minOld, float2 maxOld, float2 minNew = 0, float2 maxNew = 1)
			{
				return minNew + (x - minOld) * (maxNew - minNew) / (maxOld - minOld);
			}
			float3 remap(float3 x, float3 minOld, float3 maxOld, float3 minNew = 0, float3 maxNew = 1)
			{
				return minNew + (x - minOld) * (maxNew - minNew) / (maxOld - minOld);
			}
			float4 remap(float4 x, float4 minOld, float4 maxOld, float4 minNew = 0, float4 maxNew = 1)
			{
				return minNew + (x - minOld) * (maxNew - minNew) / (maxOld - minOld);
			}
			float remapClamped(float minOld, float maxOld, float x, float minNew = 0, float maxNew = 1)
			{
				return clamp(minNew + (x - minOld) * (maxNew - minNew) / (maxOld - minOld), minNew, maxNew);
			}
			float2 remapClamped(float2 minOld, float2 maxOld, float2 x, float2 minNew, float2 maxNew)
			{
				return clamp(minNew + (x - minOld) * (maxNew - minNew) / (maxOld - minOld), minNew, maxNew);
			}
			float3 remapClamped(float3 minOld, float3 maxOld, float3 x, float3 minNew, float3 maxNew)
			{
				return clamp(minNew + (x - minOld) * (maxNew - minNew) / (maxOld - minOld), minNew, maxNew);
			}
			float4 remapClamped(float4 minOld, float4 maxOld, float4 x, float4 minNew, float4 maxNew)
			{
				return clamp(minNew + (x - minOld) * (maxNew - minNew) / (maxOld - minOld), minNew, maxNew);
			}
			float2 calcParallax(in float height, in PoiCam poiCam)
			{
				return ((height * - 1) + 1) * (poiCam.tangentViewDir.xy / poiCam.tangentViewDir.z);
			}
			float4 poiBlend(const float sourceFactor, const  float4 sourceColor, const  float destinationFactor, const  float4 destinationColor, const float4 blendFactor)
			{
				float4 sA = 1 - blendFactor;
				const float4 blendData[11] = {
					float4(0.0, 0.0, 0.0, 0.0),
					float4(1.0, 1.0, 1.0, 1.0),
					destinationColor,
					sourceColor,
					float4(1.0, 1.0, 1.0, 1.0) - destinationColor,
					sA,
					float4(1.0, 1.0, 1.0, 1.0) - sourceColor,
					sA,
					float4(1.0, 1.0, 1.0, 1.0) - sA,
					saturate(sourceColor.aaaa),
					1 - sA,
				};
				return lerp(blendData[sourceFactor] * sourceColor + blendData[destinationFactor] * destinationColor, sourceColor, sA);
			}
			float blendAverage(float base, float blend)
			{
				return (base + blend) / 2.0;
			}
			float3 blendAverage(float3 base, float3 blend)
			{
				return (base + blend) / 2.0;
			}
			float blendColorBurn(float base, float blend)
			{
				return (blend == 0.0) ? blend : max((1.0 - ((1.0 - base) * rcp(random_uniform_float_only_used_to_stop_compiler_warnings + blend))), 0.0);
			}
			float3 blendColorBurn(float3 base, float3 blend)
			{
				return float3(blendColorBurn(base.r, blend.r), blendColorBurn(base.g, blend.g), blendColorBurn(base.b, blend.b));
			}
			float blendColorDodge(float base, float blend)
			{
				return (blend == 1.0) ? blend : min(base / (1.0 - blend), 1.0);
			}
			float3 blendColorDodge(float3 base, float3 blend)
			{
				return float3(blendColorDodge(base.r, blend.r), blendColorDodge(base.g, blend.g), blendColorDodge(base.b, blend.b));
			}
			float blendDarken(float base, float blend)
			{
				return min(blend, base);
			}
			float3 blendDarken(float3 base, float3 blend)
			{
				return float3(blendDarken(base.r, blend.r), blendDarken(base.g, blend.g), blendDarken(base.b, blend.b));
			}
			float blendExclusion(float base, float blend)
			{
				return base + blend - 2.0 * base * blend;
			}
			float3 blendExclusion(float3 base, float3 blend)
			{
				return base + blend - 2.0 * base * blend;
			}
			float blendReflect(float base, float blend)
			{
				return (blend == 1.0) ? blend : min(base * base / (1.0 - blend), 1.0);
			}
			float3 blendReflect(float3 base, float3 blend)
			{
				return float3(blendReflect(base.r, blend.r), blendReflect(base.g, blend.g), blendReflect(base.b, blend.b));
			}
			float blendGlow(float base, float blend)
			{
				return blendReflect(blend, base);
			}
			float3 blendGlow(float3 base, float3 blend)
			{
				return blendReflect(blend, base);
			}
			float blendOverlay(float base, float blend)
			{
				return base < 0.5 ? (2.0 * base * blend) : (1.0 - 2.0 * (1.0 - base) * (1.0 - blend));
			}
			float3 blendOverlay(float3 base, float3 blend)
			{
				return float3(blendOverlay(base.r, blend.r), blendOverlay(base.g, blend.g), blendOverlay(base.b, blend.b));
			}
			float blendHardLight(float base, float blend)
			{
				return blendOverlay(blend, base);
			}
			float3 blendHardLight(float3 base, float3 blend)
			{
				return blendOverlay(blend, base);
			}
			float blendVividLight(float base, float blend)
			{
				return (blend < 0.5) ? blendColorBurn(base, (2.0 * blend)) : blendColorDodge(base, (2.0 * (blend - 0.5)));
			}
			float3 blendVividLight(float3 base, float3 blend)
			{
				return float3(blendVividLight(base.r, blend.r), blendVividLight(base.g, blend.g), blendVividLight(base.b, blend.b));
			}
			float blendHardMix(float base, float blend)
			{
				return (blendVividLight(base, blend) < 0.5) ? 0.0 : 1.0;
			}
			float3 blendHardMix(float3 base, float3 blend)
			{
				return float3(blendHardMix(base.r, blend.r), blendHardMix(base.g, blend.g), blendHardMix(base.b, blend.b));
			}
			float blendLighten(float base, float blend)
			{
				return max(blend, base);
			}
			float3 blendLighten(float3 base, float3 blend)
			{
				return float3(blendLighten(base.r, blend.r), blendLighten(base.g, blend.g), blendLighten(base.b, blend.b));
			}
			float blendLinearBurn(float base, float blend)
			{
				return max(base + blend - 1.0, 0.0);
			}
			float3 blendLinearBurn(float3 base, float3 blend)
			{
				return max(base + blend - float3(1.0, 1.0, 1.0), float3(0.0, 0.0, 0.0));
			}
			float blendLinearDodge(float base, float blend)
			{
				return min(base + blend, 1.0);
			}
			float3 blendLinearDodge(float3 base, float3 blend)
			{
				return min(base + blend, float3(1.0, 1.0, 1.0));
			}
			float blendLinearLight(float base, float blend)
			{
				return blend < 0.5 ? blendLinearBurn(base, (2.0 * blend)) : blendLinearDodge(base, (2.0 * (blend - 0.5)));
			}
			float3 blendLinearLight(float3 base, float3 blend)
			{
				return float3(blendLinearLight(base.r, blend.r), blendLinearLight(base.g, blend.g), blendLinearLight(base.b, blend.b));
			}
			float blendMultiply(float base, float blend)
			{
				return base * blend;
			}
			float3 blendMultiply(float3 base, float3 blend)
			{
				return base * blend;
			}
			float blendNegation(float base, float blend)
			{
				return 1.0 - abs(1.0 - base - blend);
			}
			float3 blendNegation(float3 base, float3 blend)
			{
				return float3(1.0, 1.0, 1.0) - abs(float3(1.0, 1.0, 1.0) - base - blend);
			}
			float blendNormal(float base, float blend)
			{
				return blend;
			}
			float3 blendNormal(float3 base, float3 blend)
			{
				return blend;
			}
			float blendPhoenix(float base, float blend)
			{
				return min(base, blend) - max(base, blend) + 1.0;
			}
			float3 blendPhoenix(float3 base, float3 blend)
			{
				return min(base, blend) - max(base, blend) + float3(1.0, 1.0, 1.0);
			}
			float blendPinLight(float base, float blend)
			{
				return (blend < 0.5) ? blendDarken(base, (2.0 * blend)) : blendLighten(base, (2.0 * (blend - 0.5)));
			}
			float3 blendPinLight(float3 base, float3 blend)
			{
				return float3(blendPinLight(base.r, blend.r), blendPinLight(base.g, blend.g), blendPinLight(base.b, blend.b));
			}
			float blendScreen(float base, float blend)
			{
				return 1.0 - ((1.0 - base) * (1.0 - blend));
			}
			float3 blendScreen(float3 base, float3 blend)
			{
				return float3(blendScreen(base.r, blend.r), blendScreen(base.g, blend.g), blendScreen(base.b, blend.b));
			}
			float blendSoftLight(float base, float blend)
			{
				return (blend < 0.5) ? (2.0 * base * blend + base * base * (1.0 - 2.0 * blend)) : (sqrt(base) * (2.0 * blend - 1.0) + 2.0 * base * (1.0 - blend));
			}
			float3 blendSoftLight(float3 base, float3 blend)
			{
				return float3(blendSoftLight(base.r, blend.r), blendSoftLight(base.g, blend.g), blendSoftLight(base.b, blend.b));
			}
			float blendSubtract(float base, float blend)
			{
				return max(base - blend, 0.0);
			}
			float3 blendSubtract(float3 base, float3 blend)
			{
				return max(base - blend, 0.0);
			}
			float blendDifference(float base, float blend)
			{
				return abs(base - blend);
			}
			float3 blendDifference(float3 base, float3 blend)
			{
				return abs(base - blend);
			}
			float blendDivide(float base, float blend)
			{
				return base / max(blend, 0.0001);
			}
			float3 blendDivide(float3 base, float3 blend)
			{
				return base / max(blend, 0.0001);
			}
			float blendMixed(float base, float blend)
			{
				return base + base * blend;
			}
			float3 blendMixed(float3 base, float3 blend)
			{
				return base + base * blend;
			}
			float3 customBlend(float3 base, float3 blend, float blendType)
			{
				switch(blendType)
				{
					case 0: return blendNormal(base, blend); break;
					case 2: return blendMultiply(base, blend); break;
					case 6: return blendScreen(base, blend); break;
					case 8: return blendLinearDodge(base, blend); break;
					case 9: return blendOverlay(base, blend); break;
					case 20: return blendMixed(base, blend); break;
					default: return 0; break;
				}
			}
			float customBlend(float base, float blend, float blendType)
			{
				switch(blendType)
				{
					case 0: return blendNormal(base, blend); break;
					case 2: return blendMultiply(base, blend); break;
					case 6: return blendScreen(base, blend); break;
					case 8: return blendLinearDodge(base, blend); break;
					case 9: return blendOverlay(base, blend); break;
					case 20: return blendMixed(base, blend); break;
					default: return 0; break;
				}
			}
			float3 customBlend(float3 base, float3 blend, float blendType, float alpha)
			{
				float3 output = base;
				switch(blendType)
				{
					case 0: output = lerp(base, blend, alpha); break;
					case 2: output = base * lerp(1, blend, alpha); break;
					case 6: output = lerp(base, blendScreen(base, blend), alpha); break;
					case 8: output = lerp(base, blendLinearDodge(base, blend), alpha); break;
					case 9: output = lerp(base, blendOverlay(base, blend), alpha); break;
					case 20: output = lerp(base, blendMixed(base, blend), alpha); break;
					default: output = 0; break;
				}
				return output;
			}
			#define REPLACE 0
			#define SUBSTRACT 1
			#define MULTIPLY 2
			#define DIVIDE 3
			#define MIN 4
			#define MAX 5
			#define AVERAGE 6
			#define ADD 7
			float maskBlend(float baseMask, float blendMask, float blendType)
			{
				float output = 0;
				switch(blendType)
				{
					case REPLACE: output = blendMask; break;
					case SUBSTRACT: output = baseMask - blendMask; break;
					case MULTIPLY: output = baseMask * blendMask; break;
					case DIVIDE: output = baseMask / blendMask; break;
					case MIN: output = min(baseMask, blendMask); break;
					case MAX: output = max(baseMask, blendMask); break;
					case AVERAGE: output = (baseMask + blendMask) * 0.5; break;
					case ADD: output = baseMask + blendMask; break;
				}
				return saturate(output);
			}
			float random(float2 p)
			{
				return frac(sin(dot(p, float2(12.9898, 78.2383))) * 43758.5453123);
			}
			float2 random2(float2 p)
			{
				return frac(sin(float2(dot(p, float2(127.1, 311.7)), dot(p, float2(269.5, 183.3)))) * 43758.5453);
			}
			float3 random3(float2 p)
			{
				return frac(sin(float3(dot(p, float2(127.1, 311.7)), dot(p, float2(269.5, 183.3)), dot(p, float2(248.3, 315.9)))) * 43758.5453);
			}
			float3 random3(float3 p)
			{
				return frac(sin(float3(dot(p, float3(127.1, 311.7, 248.6)), dot(p, float3(269.5, 183.3, 423.3)), dot(p, float3(248.3, 315.9, 184.2)))) * 43758.5453);
			}
			float3 randomFloat3(float2 Seed, float maximum)
			{
				return (.5 + float3(
				frac(sin(dot(Seed.xy, float2(12.9898, 78.233))) * 43758.5453),
				frac(sin(dot(Seed.yx, float2(12.9898, 78.233))) * 43758.5453),
				frac(sin(dot(float2(Seed), float2(12.9898, 78.233))) * 43758.5453)
				) * .5) * (maximum);
			}
			float3 randomFloat3Range(float2 Seed, float Range)
			{
				return (float3(
				frac(sin(dot(Seed.xy, float2(12.9898, 78.233))) * 43758.5453),
				frac(sin(dot(Seed.yx, float2(12.9898, 78.233))) * 43758.5453),
				frac(sin(dot(float2(Seed.x * Seed.y, Seed.y + Seed.x), float2(12.9898, 78.233))) * 43758.5453)
				) * 2 - 1) * Range;
			}
			float3 randomFloat3WiggleRange(float2 Seed, float Range, float wiggleSpeed)
			{
				float3 rando = (float3(
				frac(sin(dot(Seed.xy, float2(12.9898, 78.233))) * 43758.5453),
				frac(sin(dot(Seed.yx, float2(12.9898, 78.233))) * 43758.5453),
				frac(sin(dot(float2(Seed.x * Seed.y, Seed.y + Seed.x), float2(12.9898, 78.233))) * 43758.5453)
				) * 2 - 1);
				float speed = 1 + wiggleSpeed;
				return float3(sin((_Time.x + rando.x * PI) * speed), sin((_Time.x + rando.y * PI) * speed), sin((_Time.x + rando.z * PI) * speed)) * Range;
			}
			void poiDither(float4 In, float4 ScreenPosition, out float4 Out)
			{
				float2 uv = ScreenPosition.xy * _ScreenParams.xy;
				float DITHER_THRESHOLDS[16] = {
					1.0 / 17.0, 9.0 / 17.0, 3.0 / 17.0, 11.0 / 17.0,
					13.0 / 17.0, 5.0 / 17.0, 15.0 / 17.0, 7.0 / 17.0,
					4.0 / 17.0, 12.0 / 17.0, 2.0 / 17.0, 10.0 / 17.0,
					16.0 / 17.0, 8.0 / 17.0, 14.0 / 17.0, 6.0 / 17.0
				};
				uint index = (uint(uv.x) % 4) * 4 + uint(uv.y) % 4;
				Out = In - DITHER_THRESHOLDS[index];
			}
			static const float Epsilon = 1e-10;
			static const float3 HCYwts = float3(0.299, 0.587, 0.114);
			static const float HCLgamma = 3;
			static const float HCLy0 = 100;
			static const float HCLmaxL = 0.530454533953517; // == exp(HCLgamma / HCLy0) - 0.5
			static const float3 wref = float3(1.0, 1.0, 1.0);
			#define TAU 6.28318531
			float3 HUEtoRGB(in float H)
			{
				float R = abs(H * 6 - 3) - 1;
				float G = 2 - abs(H * 6 - 2);
				float B = 2 - abs(H * 6 - 4);
				return saturate(float3(R, G, B));
			}
			float3 RGBtoHCV(in float3 RGB)
			{
				float4 P = (RGB.g < RGB.b) ? float4(RGB.bg, -1.0, 2.0 / 3.0) : float4(RGB.gb, 0.0, -1.0 / 3.0);
				float4 Q = (RGB.r < P.x) ? float4(P.xyw, RGB.r) : float4(RGB.r, P.yzx);
				float C = Q.x - min(Q.w, Q.y);
				float H = abs((Q.w - Q.y) / (6 * C + Epsilon) + Q.z);
				return float3(H, C, Q.x);
			}
			float3 HSVtoRGB(in float3 HSV)
			{
				float3 RGB = HUEtoRGB(HSV.x);
				return ((RGB - 1) * HSV.y + 1) * HSV.z;
			}
			float3 RGBtoHSV(in float3 RGB)
			{
				float3 HCV = RGBtoHCV(RGB);
				float S = HCV.y / (HCV.z + Epsilon);
				return float3(HCV.x, S, HCV.z);
			}
			float3 HSLtoRGB(in float3 HSL)
			{
				float3 RGB = HUEtoRGB(HSL.x);
				float C = (1 - abs(2 * HSL.z - 1)) * HSL.y;
				return (RGB - 0.5) * C + HSL.z;
			}
			float3 RGBtoHSL(in float3 RGB)
			{
				float3 HCV = RGBtoHCV(RGB);
				float L = HCV.z - HCV.y * 0.5;
				float S = HCV.y / (1 - abs(L * 2 - 1) + Epsilon);
				return float3(HCV.x, S, L);
			}
			void DecomposeHDRColor(in float3 linearColorHDR, out float3 baseLinearColor, out float exposure)
			{
				float maxColorComponent = max(linearColorHDR.r, max(linearColorHDR.g, linearColorHDR.b));
				bool isSDR = maxColorComponent <= 1.0;
				float scaleFactor = isSDR ? 1.0 : (1.0 / maxColorComponent);
				exposure = isSDR ? 0.0 : log(maxColorComponent) * 1.44269504089; // ln(2)
				baseLinearColor = scaleFactor * linearColorHDR;
			}
			float3 ApplyHDRExposure(float3 linearColor, float exposure)
			{
				return linearColor * pow(2, exposure);
			}
			float3 ModifyViaHSV(float3 color, float h, float s, float v)
			{
				float3 colorHSV = RGBtoHSV(color);
				colorHSV.x = frac(colorHSV.x + h);
				colorHSV.y = saturate(colorHSV.y + s);
				colorHSV.z = saturate(colorHSV.z + v);
				return HSVtoRGB(colorHSV);
			}
			float3 ModifyViaHSV(float3 color, float3 HSVMod)
			{
				return ModifyViaHSV(color, HSVMod.x, HSVMod.y, HSVMod.z);
			}
			float3 hueShift(float3 color, float hueOffset)
			{
				color = RGBtoHSV(color);
				color.x = frac(hueOffset +color.x);
				return HSVtoRGB(color);
			}
			float xyzF(float t)
			{
				return lerp(pow(t, 1. / 3.), 7.787037 * t + 0.139731, step(t, 0.00885645));
			}
			float xyzR(float t)
			{
				return lerp(t * t * t, 0.1284185 * (t - 0.139731), step(t, 0.20689655));
			}
			float4x4 poiRotationMatrixFromAngles(float x, float y, float z)
			{
				float angleX = radians(x);
				float c = cos(angleX);
				float s = sin(angleX);
				float4x4 rotateXMatrix = float4x4(1, 0, 0, 0,
				0, c, -s, 0,
				0, s, c, 0,
				0, 0, 0, 1);
				float angleY = radians(y);
				c = cos(angleY);
				s = sin(angleY);
				float4x4 rotateYMatrix = float4x4(c, 0, s, 0,
				0, 1, 0, 0,
				- s, 0, c, 0,
				0, 0, 0, 1);
				float angleZ = radians(z);
				c = cos(angleZ);
				s = sin(angleZ);
				float4x4 rotateZMatrix = float4x4(c, -s, 0, 0,
				s, c, 0, 0,
				0, 0, 1, 0,
				0, 0, 0, 1);
				return mul(mul(rotateXMatrix, rotateYMatrix), rotateZMatrix);
			}
			float4x4 poiRotationMatrixFromAngles(float3 angles)
			{
				float angleX = radians(angles.x);
				float c = cos(angleX);
				float s = sin(angleX);
				float4x4 rotateXMatrix = float4x4(1, 0, 0, 0,
				0, c, -s, 0,
				0, s, c, 0,
				0, 0, 0, 1);
				float angleY = radians(angles.y);
				c = cos(angleY);
				s = sin(angleY);
				float4x4 rotateYMatrix = float4x4(c, 0, s, 0,
				0, 1, 0, 0,
				- s, 0, c, 0,
				0, 0, 0, 1);
				float angleZ = radians(angles.z);
				c = cos(angleZ);
				s = sin(angleZ);
				float4x4 rotateZMatrix = float4x4(c, -s, 0, 0,
				s, c, 0, 0,
				0, 0, 1, 0,
				0, 0, 0, 1);
				return mul(mul(rotateXMatrix, rotateYMatrix), rotateZMatrix);
			}
			float3 getCameraPosition()
			{
				#ifdef USING_STEREO_MATRICES
				return lerp(unity_StereoWorldSpaceCameraPos[0], unity_StereoWorldSpaceCameraPos[1], 0.5);
				#endif
				return _WorldSpaceCameraPos;
			}
			half2 calcScreenUVs(half4 grabPos)
			{
				half2 uv = grabPos.xy / (grabPos.w + 0.0000000001);
				#if UNITY_SINGLE_PASS_STEREO
				uv.xy *= half2(_ScreenParams.x * 2, _ScreenParams.y);
				#else
				uv.xy *= _ScreenParams.xy;
				#endif
				return uv;
			}
			float CalcMipLevel(float2 texture_coord)
			{
				float2 dx = ddx(texture_coord);
				float2 dy = ddy(texture_coord);
				float delta_max_sqr = max(dot(dx, dx), dot(dy, dy));
				return 0.5 * log2(delta_max_sqr);
			}
			float inverseLerp(float A, float B, float T)
			{
				return (T - A) / (B - A);
			}
			float inverseLerp2(float2 a, float2 b, float2 value)
			{
				float2 AB = b - a;
				float2 AV = value - a;
				return dot(AV, AB) / dot(AB, AB);
			}
			float inverseLerp3(float3 a, float3 b, float3 value)
			{
				float3 AB = b - a;
				float3 AV = value - a;
				return dot(AV, AB) / dot(AB, AB);
			}
			float inverseLerp4(float4 a, float4 b, float4 value)
			{
				float4 AB = b - a;
				float4 AV = value - a;
				return dot(AV, AB) / dot(AB, AB);
			}
			float4 quaternion_conjugate(float4 v)
			{
				return float4(
				v.x, -v.yzw
				);
			}
			float4 quaternion_mul(float4 v1, float4 v2)
			{
				float4 result1 = (v1.x * v2 + v1 * v2.x);
				float4 result2 = float4(
				- dot(v1.yzw, v2.yzw),
				cross(v1.yzw, v2.yzw)
				);
				return float4(result1 + result2);
			}
			float4 get_quaternion_from_angle(float3 axis, float angle)
			{
				float sn = sin(angle * 0.5);
				float cs = cos(angle * 0.5);
				return float4(axis * sn, cs);
			}
			float4 quaternion_from_vector(float3 inVec)
			{
				return float4(0.0, inVec);
			}
			float degree_to_radius(float degree)
			{
				return (
				degree / 180.0 * PI
				);
			}
			float3 rotate_with_quaternion(float3 inVec, float3 rotation)
			{
				float4 qx = get_quaternion_from_angle(float3(1, 0, 0), radians(rotation.x));
				float4 qy = get_quaternion_from_angle(float3(0, 1, 0), radians(rotation.y));
				float4 qz = get_quaternion_from_angle(float3(0, 0, 1), radians(rotation.z));
				#define MUL3(A, B, C) quaternion_mul(quaternion_mul((A), (B)), (C))
				float4 quaternion = normalize(MUL3(qx, qy, qz));
				float4 conjugate = quaternion_conjugate(quaternion);
				float4 inVecQ = quaternion_from_vector(inVec);
				float3 rotated = (
				MUL3(quaternion, inVecQ, conjugate)
				).yzw;
				return rotated;
			}
			float4 transform(float4 input, float4 pos, float4 rotation, float4 scale)
			{
				input.rgb *= (scale.xyz * scale.w);
				input = float4(rotate_with_quaternion(input.xyz, rotation.xyz * rotation.w) + (pos.xyz * pos.w), input.w);
				return input;
			}
			float2 RotateUV(float2 _uv, float _radian, float2 _piv, float _time)
			{
				float RotateUV_ang = _radian;
				float RotateUV_cos = cos(_time * RotateUV_ang);
				float RotateUV_sin = sin(_time * RotateUV_ang);
				return (mul(_uv - _piv, float2x2(RotateUV_cos, -RotateUV_sin, RotateUV_sin, RotateUV_cos)) + _piv);
			}
			float3 poiThemeColor(in PoiMods poiMods, in float3 srcColor, in float themeIndex)
			{
				if (themeIndex == 0) return srcColor;
				themeIndex -= 1;
				if (themeIndex <= 3)
				{
					return poiMods.globalColorTheme[themeIndex];
				}
				#ifdef POI_AUDIOLINK
				if (poiMods.audioLinkAvailable)
				{
					return poiMods.globalColorTheme[themeIndex];
				}
				#endif
				return srcColor;
			}
			float3 lilToneCorrection(float3 c, float4 hsvg)
			{
				c = pow(abs(c), hsvg.w);
				float4 p = (c.b > c.g) ? float4(c.bg, -1.0, 2.0 / 3.0) : float4(c.gb, 0.0, -1.0 / 3.0);
				float4 q = (p.x > c.r) ? float4(p.xyw, c.r) : float4(c.r, p.yzx);
				float d = q.x - min(q.w, q.y);
				float e = 1.0e-10;
				float3 hsv = float3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
				hsv = float3(hsv.x + hsvg.x, saturate(hsv.y * hsvg.y), saturate(hsv.z * hsvg.z));
				return hsv.z - hsv.z * hsv.y + hsv.z * hsv.y * saturate(abs(frac(hsv.x + float3(1.0, 2.0 / 3.0, 1.0 / 3.0)) * 6.0 - 3.0) - 1.0);
			}
			float lilIsIn0to1(float f)
			{
				float value = 0.5 - abs(f - 0.5);
				return saturate(value / clamp(fwidth(value), 0.0001, 1.0));
			}
			float lilIsIn0to1(float f, float nv)
			{
				float value = 0.5 - abs(f - 0.5);
				return saturate(value / clamp(fwidth(value), 0.0001, nv));
			}
			float poiEdgeLinearNoSaturate(float value, float border)
			{
				return (value - border) / clamp(fwidth(value), 0.0001, 1.0);
			}
			float3 poiEdgeLinearNoSaturate(float value, float3 border)
			{
				return float3(
				(value - border.x) / clamp(fwidth(value), 0.0001, 1.0),
				(value - border.y) / clamp(fwidth(value), 0.0001, 1.0),
				(value - border.z) / clamp(fwidth(value), 0.0001, 1.0)
				);
			}
			float poiEdgeLinearNoSaturate(float value, float border, float blur)
			{
				float borderMin = saturate(border - blur * 0.5);
				float borderMax = saturate(border + blur * 0.5);
				return (value - borderMin) / saturate(borderMax - borderMin + fwidth(value));
			}
			float poiEdgeLinearNoSaturate(float value, float border, float blur, float borderRange)
			{
				float borderMin = saturate(border - blur * 0.5 - borderRange);
				float borderMax = saturate(border + blur * 0.5);
				return (value - borderMin) / saturate(borderMax - borderMin + fwidth(value));
			}
			float poiEdgeNonLinearNoSaturate(float value, float border)
			{
				float fwidthValue = fwidth(value);
				return smoothstep(border - fwidthValue, border + fwidthValue, value);
			}
			float poiEdgeNonLinearNoSaturate(float value, float border, float blur)
			{
				float fwidthValue = fwidth(value);
				float borderMin = saturate(border - blur * 0.5);
				float borderMax = saturate(border + blur * 0.5);
				return smoothstep(borderMin - fwidthValue, borderMax + fwidthValue, value);
			}
			float poiEdgeNonLinearNoSaturate(float value, float border, float blur, float borderRange)
			{
				float fwidthValue = fwidth(value);
				float borderMin = saturate(border - blur * 0.5 - borderRange);
				float borderMax = saturate(border + blur * 0.5);
				return smoothstep(borderMin - fwidthValue, borderMax + fwidthValue, value);
			}
			float poiEdgeNonLinear(float value, float border)
			{
				return saturate(poiEdgeNonLinearNoSaturate(value, border));
			}
			float poiEdgeNonLinear(float value, float border, float blur)
			{
				return saturate(poiEdgeNonLinearNoSaturate(value, border, blur));
			}
			float poiEdgeNonLinear(float value, float border, float blur, float borderRange)
			{
				return saturate(poiEdgeNonLinearNoSaturate(value, border, blur, borderRange));
			}
			float poiEdgeLinear(float value, float border)
			{
				return saturate(poiEdgeLinearNoSaturate(value, border));
			}
			float poiEdgeLinear(float value, float border, float blur)
			{
				return saturate(poiEdgeLinearNoSaturate(value, border, blur));
			}
			float poiEdgeLinear(float value, float border, float blur, float borderRange)
			{
				return saturate(poiEdgeLinearNoSaturate(value, border, blur, borderRange));
			}
			float3 OpenLitLinearToSRGB(float3 col)
			{
				return LinearToGammaSpace(col);
			}
			float3 OpenLitSRGBToLinear(float3 col)
			{
				return GammaToLinearSpace(col);
			}
			float OpenLitLuminance(float3 rgb)
			{
				#if defined(UNITY_COLORSPACE_GAMMA)
				return dot(rgb, float3(0.22, 0.707, 0.071));
				#else
				return dot(rgb, float3(0.0396819152, 0.458021790, 0.00609653955));
				#endif
			}
			float OpenLitGray(float3 rgb)
			{
				return dot(rgb, float3(1.0 / 3.0, 1.0 / 3.0, 1.0 / 3.0));
			}
			void OpenLitShadeSH9ToonDouble(float3 lightDirection, out float3 shMax, out float3 shMin)
			{
				#if !defined(LIGHTMAP_ON) && UNITY_SHOULD_SAMPLE_SH
				float3 N = lightDirection * 0.666666;
				float4 vB = N.xyzz * N.yzzx;
				float3 res = float3(unity_SHAr.w, unity_SHAg.w, unity_SHAb.w);
				res.r += dot(unity_SHBr, vB);
				res.g += dot(unity_SHBg, vB);
				res.b += dot(unity_SHBb, vB);
				res += unity_SHC.rgb * (N.x * N.x - N.y * N.y);
				float3 l1;
				l1.r = dot(unity_SHAr.rgb, N);
				l1.g = dot(unity_SHAg.rgb, N);
				l1.b = dot(unity_SHAb.rgb, N);
				shMax = res + l1;
				shMin = res - l1;
				#if defined(UNITY_COLORSPACE_GAMMA)
				shMax = OpenLitLinearToSRGB(shMax);
				shMin = OpenLitLinearToSRGB(shMin);
				#endif
				#else
				shMax = 0.0;
				shMin = 0.0;
				#endif
			}
			float3 OpenLitComputeCustomLightDirection(float4 lightDirectionOverride)
			{
				float3 customDir = length(lightDirectionOverride.xyz) * normalize(mul((float3x3)unity_ObjectToWorld, lightDirectionOverride.xyz));
				return lightDirectionOverride.w ? customDir : lightDirectionOverride.xyz; // .w isn't doc'd anywhere and is always 0 unless end user changes it
			}
			float3 OpenLitLightingDirectionForSH9()
			{
				float3 mainDir = _WorldSpaceLightPos0.xyz * OpenLitLuminance(_LightColor0.rgb);
				#if !defined(LIGHTMAP_ON) && UNITY_SHOULD_SAMPLE_SH
				float3 sh9Dir = unity_SHAr.xyz * 0.333333 + unity_SHAg.xyz * 0.333333 + unity_SHAb.xyz * 0.333333;
				float3 sh9DirAbs = float3(sh9Dir.x, abs(sh9Dir.y), sh9Dir.z);
				#else
				float3 sh9Dir = 0;
				float3 sh9DirAbs = 0;
				#endif
				float3 lightDirectionForSH9 = sh9Dir + mainDir;
				lightDirectionForSH9 = dot(lightDirectionForSH9, lightDirectionForSH9) < 0.000001 ? 0 : normalize(lightDirectionForSH9);
				return lightDirectionForSH9;
			}
			float3 OpenLitLightingDirection(float4 lightDirectionOverride)
			{
				float3 mainDir = _WorldSpaceLightPos0.xyz * OpenLitLuminance(_LightColor0.rgb);
				#if !defined(LIGHTMAP_ON) && UNITY_SHOULD_SAMPLE_SH
				float3 sh9Dir = unity_SHAr.xyz * 0.333333 + unity_SHAg.xyz * 0.333333 + unity_SHAb.xyz * 0.333333;
				float3 sh9DirAbs = float3(sh9Dir.x, abs(sh9Dir.y), sh9Dir.z);
				#else
				float3 sh9Dir = 0;
				float3 sh9DirAbs = 0;
				#endif
				float3 customDir = OpenLitComputeCustomLightDirection(lightDirectionOverride);
				return normalize(sh9DirAbs + mainDir + customDir);
			}
			float3 OpenLitLightingDirection()
			{
				float4 customDir = float4(0.001, 0.002, 0.001, 0.0);
				return OpenLitLightingDirection(customDir);
			}
			inline float4 CalculateFrustumCorrection()
			{
				float x1 = -UNITY_MATRIX_P._31 / (UNITY_MATRIX_P._11 * UNITY_MATRIX_P._34);
				float x2 = -UNITY_MATRIX_P._32 / (UNITY_MATRIX_P._22 * UNITY_MATRIX_P._34);
				return float4(x1, x2, 0, UNITY_MATRIX_P._33 / UNITY_MATRIX_P._34 + x1 * UNITY_MATRIX_P._13 + x2 * UNITY_MATRIX_P._23);
			}
			inline float CorrectedLinearEyeDepth(float z, float B)
			{
				return 1.0 / (z / UNITY_MATRIX_P._34 + B);
			}
			float2 sharpSample(float4 texelSize, float2 p)
			{
				p = p * texelSize.zw;
				float2 c = max(0.0, fwidth(p));
				p = floor(p) + saturate(frac(p) / c);
				p = (p - 0.5) * texelSize.xy;
				return p;
			}
			void applyToGlobalMask(inout PoiMods poiMods, int index, int blendType, float val)
			{
				float valBlended = saturate(maskBlend(poiMods.globalMask[index], val, blendType));
				switch(index)
				{
					case 0: poiMods.globalMask[0] = valBlended; break;
					case 1: poiMods.globalMask[1] = valBlended; break;
					case 2: poiMods.globalMask[2] = valBlended; break;
					case 3: poiMods.globalMask[3] = valBlended; break;
					case 4: poiMods.globalMask[4] = valBlended; break;
					case 5: poiMods.globalMask[5] = valBlended; break;
					case 6: poiMods.globalMask[6] = valBlended; break;
					case 7: poiMods.globalMask[7] = valBlended; break;
					case 8: poiMods.globalMask[8] = valBlended; break;
					case 9: poiMods.globalMask[9] = valBlended; break;
					case 10: poiMods.globalMask[10] = valBlended; break;
					case 11: poiMods.globalMask[11] = valBlended; break;
					case 12: poiMods.globalMask[12] = valBlended; break;
					case 13: poiMods.globalMask[13] = valBlended; break;
					case 14: poiMods.globalMask[14] = valBlended; break;
					case 15: poiMods.globalMask[15] = valBlended; break;
				}
			}
			void assignValueToVectorFromIndex(inout float4 vec, int index, float value)
			{
				switch(index)
				{
					case 0: vec[0] = value; break;
					case 1: vec[1] = value; break;
					case 2: vec[2] = value; break;
					case 3: vec[3] = value; break;
				}
			}
			float3 mod289(float3 x)
			{
				return x - floor(x * (1.0 / 289.0)) * 289.0;
			}
			float2 mod289(float2 x)
			{
				return x - floor(x * (1.0 / 289.0)) * 289.0;
			}
			float3 permute(float3 x)
			{
				return mod289(((x * 34.0) + 1.0) * x);
			}
			float snoise(float2 v)
			{
				const float4 C = float4(0.211324865405187, // (3.0-sqrt(3.0))/6.0
				0.366025403784439, // 0.5*(sqrt(3.0)-1.0)
				- 0.577350269189626, // -1.0 + 2.0 * C.x
				0.024390243902439); // 1.0 / 41.0
				float2 i = floor(v + dot(v, C.yy));
				float2 x0 = v - i + dot(i, C.xx);
				float2 i1;
				i1 = (x0.x > x0.y) ? float2(1.0, 0.0) : float2(0.0, 1.0);
				float4 x12 = x0.xyxy + C.xxzz;
				x12.xy -= i1;
				i = mod289(i); // Avoid truncation effects in permutation
				float3 p = permute(permute(i.y + float3(0.0, i1.y, 1.0))
				+ i.x + float3(0.0, i1.x, 1.0));
				float3 m = max(0.5 - float3(dot(x0, x0), dot(x12.xy, x12.xy), dot(x12.zw, x12.zw)), 0.0);
				m = m * m ;
				m = m * m ;
				float3 x = 2.0 * frac(p * C.www) - 1.0;
				float3 h = abs(x) - 0.5;
				float3 ox = floor(x + 0.5);
				float3 a0 = x - ox;
				m *= 1.79284291400159 - 0.85373472095314 * (a0 * a0 + h * h);
				float3 g;
				g.x = a0.x * x0.x + h.x * x0.y;
				g.yz = a0.yz * x12.xz + h.yz * x12.yw;
				return 130.0 * dot(m, g);
			}
			VertexOut vert(
			#ifndef POI_TESSELLATED
			appdata v
			#else
			tessAppData v
			#endif
			)
			{
				UNITY_SETUP_INSTANCE_ID(v);
				VertexOut o;
				PoiInitStruct(VertexOut, o);
				UNITY_TRANSFER_INSTANCE_ID(v, o);
				#ifdef POI_TESSELLATED
				UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(v);
				#endif
				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
				#ifdef AUTO_EXPOSURE
				float4 audioLinkBands = 0;
				float3 ALrotation = 0;
				float3 ALLocalTranslation = 0;
				float3 CTALRotation = 0;
				float3 ALScale = 0;
				float3 ALWorldTranslation = 0;
				float ALHeight = 0;
				float ALRoundingAmount = 0;
				float4 ALSpectrumLocalOffset = float4(0, 0, 0, 0);
				#ifdef POI_AUDIOLINK
				if (AudioLinkIsAvailable() && (0.0 /*_VertexAudioLinkEnabled*/) && (1.0 /*_AudioLinkAnimToggle*/))
				{
					audioLinkBands.x = AudioLinkData(ALPASS_AUDIOBASS).r;
					audioLinkBands.y = AudioLinkData(ALPASS_AUDIOLOWMIDS).r;
					audioLinkBands.z = AudioLinkData(ALPASS_AUDIOHIGHMIDS).r;
					audioLinkBands.w = AudioLinkData(ALPASS_AUDIOTREBLE).r;
					if (any(float4(0,0,0,1)) || any(float4(0,0,0,1)))
					{
						ALLocalTranslation = lerp(float4(0,0,0,1), float4(0,0,0,1), audioLinkBands[(0.0 /*_VertexLocalTranslationALBand*/)]);
					}
					if (any(float4(0,0,0,1)))
					{
						ALrotation = audioLinkBands[_VertexLocalRotationALBand] * float4(0,0,0,1);
					}
					if (any(float4(0,0,0,1)))
					{
						CTALRotation.x = AudioLinkGetChronoTime((0.0 /*_VertexLocalRotationCTALTypeX*/), (0.0 /*_VertexLocalRotationCTALBandX*/)) * float4(0,0,0,1).x * 360;
						CTALRotation.y = AudioLinkGetChronoTime((0.0 /*_VertexLocalRotationCTALTypeY*/), (0.0 /*_VertexLocalRotationCTALBandY*/)) * float4(0,0,0,1).y * 360;
						CTALRotation.z = AudioLinkGetChronoTime((0.0 /*_VertexLocalRotationCTALTypeZ*/), (0.0 /*_VertexLocalRotationCTALBandZ*/)) * float4(0,0,0,1).z * 360;
					}
					if (any(float4(0,0,0,0)) || any(float4(0,0,0,0)))
					{
						ALScale = lerp(float4(0,0,0,0).xyz + float4(0,0,0,0).w, float4(0,0,0,0).xyz + float4(0,0,0,0).w, audioLinkBands[(0.0 /*_VertexLocalScaleALBand*/)]);
					}
					if (any(float4(0,0,0,1)) || any(float4(0,0,0,1)))
					{
						ALWorldTranslation = lerp(float4(0,0,0,1), float4(0,0,0,1), audioLinkBands[(0.0 /*_VertexWorldTranslationALBand*/)]);
					}
					if (any(float4(0,0,0,1)))
					{
						ALHeight = lerp(float4(0,0,0,1).x, float4(0,0,0,1).y, audioLinkBands[(0.0 /*_VertexManipulationHeightBand*/)]);
					}
					if (any(float4(0,0,0,1)))
					{
						ALRoundingAmount = lerp(float4(0,0,0,1).x, float4(0,0,0,1).y, audioLinkBands[(0.0 /*_VertexRoundingRangeBand*/)]);
					}
					if ((0.0 /*_VertexSpectrumMotion*/))
					{
						ALSpectrumLocalOffset.xyz = lerp(float4(0,0,0,1).xyz, float4(0,0.1,0,1).xyz, AudioLinkLerpMultiline(ALPASS_DFT + float2(vertexUV(v, (0.0 /*_VertexSpectrumUV*/))[(0.0 /*_VertexSpectrumUVDirection*/)] * AUDIOLINK_ETOTALBINS, 0.)));
					}
				}
				#endif
				float4 rotation = float4(_VertexManipulationLocalRotation.xyz + float3(180, 0, 0) + float4(0,0,0,1) * _Time.x + ALrotation + CTALRotation, _VertexManipulationLocalRotation.w);
				v.normal = rotate_with_quaternion(v.normal, rotation.xyz);
				v.tangent.xyz = rotate_with_quaternion(v.tangent.xyz, rotation.xyz);
				v.vertex = transform(v.vertex, _VertexManipulationLocalTranslation + float4(ALLocalTranslation, 0) + ALSpectrumLocalOffset, rotation, _VertexManipulationLocalScale + float4(ALScale, 0));
				o.normal = UnityObjectToWorldNormal(v.normal);
				#if defined(PROP_VERTEXMANIPULATIONHEIGHTMASK) || !defined(OPTIMIZER_ENABLED)
				float3 heightOffset = (tex2Dlod(_VertexManipulationHeightMask, float4(poiUV(vertexUV(v, (0.0 /*_VertexManipulationHeightMaskUV*/)), float4(1,1,0,0)) + float4(0,0,0,0) * _Time.x, 0, 0))[(0.0 /*_VertexManipulationHeightMaskChannel*/)] - (0.0 /*_VertexManipulationHeightBias*/)) * ((0.0 /*_VertexManipulationHeight*/) + ALHeight) * o.normal;
				#else
				float3 heightOffset = ((0.0 /*_VertexManipulationHeight*/) + ALHeight) * o.normal;
				#endif
				if ((0.0 /*_VertexBarrelMode*/))
				{
					v.vertex.xz = lerp(v.vertex.xz, normalize(v.vertex.xz) * (0.2 /*_VertexBarrelWidth*/) + v.vertex.xz * (0.0 /*_VertexBarrelHeight*/), (0.0 /*_VertexBarrelAlpha*/));
				}
				if ((0.0 /*_VertexSphereMode*/))
				{
					v.vertex.xyz = lerp(v.vertex.xyz, normalize(v.vertex.xyz + float4(0,0,0,1).xyz) * (1.0 /*_VertexSphereRadius*/) + v.vertex.xyz * (1.0 /*_VertexSphereHeight*/), (0.0 /*_VertexSphereAlpha*/));
				}
				v.vertex.xyz += mul(unity_WorldToObject, float4(0,0,0,1).xyz + ALWorldTranslation + heightOffset).xyz;
				
				if ((0.0 /*_VertexRoundingEnabled*/))
				{
					float divisionAmount = max((500.0 /*_VertexRoundingDivision*/) + ALRoundingAmount, 0.0000001);
					float3 vertexPos = v.vertex.xyz;
					if ((0 /*_VertexRoundingSpace*/) == 0)
					{
						vertexPos = mul(unity_ObjectToWorld, v.vertex.xyz);
					}
					float3 worldRoundPosition = (ceil(vertexPos / divisionAmount) * divisionAmount) - divisionAmount * .5;
					v.vertex.xyz = worldRoundPosition;
					if ((0 /*_VertexRoundingSpace*/) == 0)
					{
						v.vertex.xyz = mul(unity_WorldToObject, worldRoundPosition);
					}
				}
				#endif
				#ifdef DISTORT
				
				if((0.0 /*_UVTileDissolveEnabled*/) && (1.0 /*_UVTileDissolveDiscardAtMax*/))
				{
					float2 dissolveUdim = 0;
					dissolveUdim += (v.uv0.xy * ((0.0 /*_UVTileDissolveUV*/) == 0));
					dissolveUdim += (v.uv1.xy * ((0.0 /*_UVTileDissolveUV*/) == 1));
					dissolveUdim += (v.uv2.xy * ((0.0 /*_UVTileDissolveUV*/) == 2));
					dissolveUdim += (v.uv3.xy * ((0.0 /*_UVTileDissolveUV*/) == 3));
					float isDiscardedFromDissolve = 0;
					float4 xMaskDissolve = float4(  (dissolveUdim.x >= 0 && dissolveUdim.x < 1),
					(dissolveUdim.x >= 1 && dissolveUdim.x < 2),
					(dissolveUdim.x >= 2 && dissolveUdim.x < 3),
					(dissolveUdim.x >= 3 && dissolveUdim.x < 4));
					isDiscardedFromDissolve += (dissolveUdim.y >= 0 && dissolveUdim.y < 1) * dot(float4((0.0 /*_UVTileDissolveAlpha_Row0_0*/), (0.0 /*_UVTileDissolveAlpha_Row0_1*/), (0.0 /*_UVTileDissolveAlpha_Row0_2*/), (0.0 /*_UVTileDissolveAlpha_Row0_3*/)), xMaskDissolve);
					isDiscardedFromDissolve += (dissolveUdim.y >= 1 && dissolveUdim.y < 2) * dot(float4((0.0 /*_UVTileDissolveAlpha_Row1_0*/), (0.0 /*_UVTileDissolveAlpha_Row1_1*/), (0.0 /*_UVTileDissolveAlpha_Row1_2*/), (0.0 /*_UVTileDissolveAlpha_Row1_3*/)), xMaskDissolve);
					isDiscardedFromDissolve += (dissolveUdim.y >= 2 && dissolveUdim.y < 3) * dot(float4((0.0 /*_UVTileDissolveAlpha_Row2_0*/), (0.0 /*_UVTileDissolveAlpha_Row2_1*/), (0.0 /*_UVTileDissolveAlpha_Row2_2*/), (0.0 /*_UVTileDissolveAlpha_Row2_3*/)), xMaskDissolve);
					isDiscardedFromDissolve += (dissolveUdim.y >= 3 && dissolveUdim.y < 4) * dot(float4((0.0 /*_UVTileDissolveAlpha_Row3_0*/), (0.0 /*_UVTileDissolveAlpha_Row3_1*/), (0.0 /*_UVTileDissolveAlpha_Row3_2*/), (0.0 /*_UVTileDissolveAlpha_Row3_3*/)), xMaskDissolve);
					isDiscardedFromDissolve *= any(float4(dissolveUdim.y >= 0, dissolveUdim.y < 4, dissolveUdim.x >= 0, dissolveUdim.x < 4)); // never discard outside 4x4 grid in pos coords
					const float threshold = 0.999;
					if(isDiscardedFromDissolve > threshold) // Early Return skips rest of vertex shader
					{
						return (VertexOut)POI_NAN;
					}
				}
				#endif
				o.objectPos = mul(unity_ObjectToWorld, float4(0, 0, 0, 1)).xyz;
				o.objNormal = v.normal;
				o.normal = UnityObjectToWorldNormal(v.normal);
				o.tangent = UnityObjectToWorldDir(v.tangent);
				o.binormal = cross(o.normal, o.tangent) * (v.tangent.w * unity_WorldTransformParams.w);
				o.vertexColor = v.color;
				o.uv[0] = v.uv0;
				o.uv[1] = v.uv1;
				o.uv[2] = v.uv2;
				o.uv[3] = v.uv3;
				#if defined(LIGHTMAP_ON)
				o.lightmapUV.xy = v.uv1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
				#endif
				#ifdef DYNAMICLIGHTMAP_ON
				o.lightmapUV.zw = v.uv2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
				#endif
				o.localPos = v.vertex;
				o.worldPos = mul(unity_ObjectToWorld, o.localPos);
				float3 localOffset = float3(0, 0, 0);
				float3 worldOffset = float3(0, 0, 0);
				o.localPos.rgb += localOffset;
				o.worldPos.rgb += worldOffset;
				o.pos = UnityObjectToClipPos(o.localPos);
				#ifdef POI_PASS_OUTLINE
				#if defined(UNITY_REVERSED_Z)
				o.pos.z += _Offset_Z * - 0.01;
				#else
				o.pos.z += _Offset_Z * 0.01;
				#endif
				#endif
				o.grabPos = ComputeGrabScreenPos(o.pos);
				#ifndef FORWARD_META_PASS
				#if !defined(UNITY_PASS_SHADOWCASTER)
				UNITY_TRANSFER_SHADOW(o, o.uv[0].xy);
				#else
				v.vertex.xyz = o.localPos.xyz;
				TRANSFER_SHADOW_CASTER_NOPOS(o, o.pos);
				#endif
				#endif
				UNITY_TRANSFER_FOG(o, o.pos);
				if ((0.0 /*_RenderingReduceClipDistance*/))
				{
					if (o.pos.w < _ProjectionParams.y * 1.01 && o.pos.w > 0)
					{
						o.pos.z = o.pos.z * 0.0001 + o.pos.w * 0.999;
					}
				}
				#ifdef POI_PASS_META
				o.pos = UnityMetaVertexPosition(v.vertex, v.uv1.xy, v.uv2.xy, unity_LightmapST, unity_DynamicLightmapST);
				#endif
				#if defined(GRAIN)
				float4 worldDirection;
				worldDirection.xyz = o.worldPos.xyz - _WorldSpaceCameraPos;
				worldDirection.w = dot(o.pos, CalculateFrustumCorrection());
				o.worldDirection = worldDirection;
				#endif
				return o;
			}
			#if defined(_STOCHASTICMODE_DELIOT_HEITZ)
			#define POI2D_SAMPLER_STOCHASTIC(tex, texSampler, uv, useStochastic) (useStochastic ? DeliotHeitzSampleTexture(tex, sampler##texSampler, uv) : POI2D_SAMPLER(tex, texSampler, uv))
			#define POI2D_SAMPLER_PAN_STOCHASTIC(tex, texSampler, uv, pan, useStochastic) (useStochastic ? DeliotHeitzSampleTexture(tex, sampler##texSampler, POI_PAN_UV(uv, pan)) : POI2D_SAMPLER_PAN(tex, texSampler, uv, pan))
			#define POI2D_SAMPLER_PANGRAD_STOCHASTIC(tex, texSampler, uv, pan, dx, dy, useStochastic) (useStochastic ? DeliotHeitzSampleTexture(tex, sampler##texSampler, POI_PAN_UV(uv, pan), dx, dy) : POI2D_SAMPLER_PANGRAD(tex, texSampler, uv, pan, dx, dy))
			#endif
			#if defined(_STOCHASTICMODE_HEXTILE)
			#define POI2D_SAMPLER_STOCHASTIC(tex, texSampler, uv, useStochastic) (useStochastic ? HextileSampleTexture(tex, sampler##texSampler, uv, false) : POI2D_SAMPLER(tex, texSampler, uv))
			#define POI2D_SAMPLER_PAN_STOCHASTIC(tex, texSampler, uv, pan, useStochastic) (useStochastic ? HextileSampleTexture(tex, sampler##texSampler, POI_PAN_UV(uv, pan), false) : POI2D_SAMPLER_PAN(tex, texSampler, uv, pan))
			#define POI2D_SAMPLER_PANGRAD_STOCHASTIC(tex, texSampler, uv, pan, dx, dy, useStochastic) (useStochastic ? HextileSampleTexture(tex, sampler##texSampler, POI_PAN_UV(uv, pan), false, dx, dy) : POI2D_SAMPLER_PANGRAD(tex, texSampler, uv, pan, dx, dy))
			#endif
			#ifndef POI2D_SAMPLER_STOCHASTIC
			#define POI2D_SAMPLER_STOCHASTIC(tex, texSampler, uv, useStochastic) (POI2D_SAMPLER(tex, texSampler, uv))
			#endif
			#ifndef POI2D_SAMPLER_PAN_STOCHASTIC
			#define POI2D_SAMPLER_PAN_STOCHASTIC(tex, texSampler, uv, pan, useStochastic) (POI2D_SAMPLER_PAN(tex, texSampler, uv, pan))
			#endif
			#ifndef POI2D_SAMPLER_PANGRAD_STOCHASTIC
			#define POI2D_SAMPLER_PANGRAD_STOCHASTIC(tex, texSampler, uv, pan, dx, dy, useStochastic) (POI2D_SAMPLER_PANGRAD(tex, texSampler, uv, pan, dx, dy))
			#endif
			#if !defined(_STOCHASTICMODE_NONE)
			float2 StochasticHash2D2D (float2 s)
			{
				return frac(sin(glsl_mod(float2(dot(s, float2(127.1,311.7)), dot(s, float2(269.5,183.3))), 3.14159)) * 43758.5453);
			}
			#endif
			#if defined(_STOCHASTICMODE_DELIOT_HEITZ)
			float3x3 DeliotHeitzStochasticUVBW(float2 uv)
			{
				const float2x2 stochasticSkewedGrid = float2x2(1.0, -0.57735027, 0.0, 1.15470054);
				float2 skewUV = mul(stochasticSkewedGrid, uv * 3.4641 * (1.0 /*_StochasticDeliotHeitzDensity*/));
				float2 vxID = floor(skewUV);
				float3 bary = float3(frac(skewUV), 0);
				bary.z = 1.0 - bary.x - bary.y;
				float3x3 pos = float3x3(
				float3(vxID, 				bary.z),
				float3(vxID + float2(0, 1), bary.y),
				float3(vxID + float2(1, 0), bary.x)
				);
				float3x3 neg = float3x3(
				float3(vxID + float2(1, 1), 	 -bary.z),
				float3(vxID + float2(1, 0), 1.0 - bary.y),
				float3(vxID + float2(0, 1), 1.0 - bary.x)
				);
				return (bary.z > 0) ? pos : neg;
			}
			float4 DeliotHeitzSampleTexture(Texture2D tex, SamplerState texSampler, float2 uv, float2 dx, float2 dy)
			{
				float3x3 UVBW = DeliotHeitzStochasticUVBW(uv);
				return 	mul(tex.SampleGrad(texSampler, uv + StochasticHash2D2D(UVBW[0].xy), dx, dy), UVBW[0].z) +
				mul(tex.SampleGrad(texSampler, uv + StochasticHash2D2D(UVBW[1].xy), dx, dy), UVBW[1].z) +
				mul(tex.SampleGrad(texSampler, uv + StochasticHash2D2D(UVBW[2].xy), dx, dy), UVBW[2].z) ;
			}
			float4 DeliotHeitzSampleTexture(Texture2D tex, SamplerState texSampler, float2 uv)
			{
				float2 dx = ddx(uv), dy = ddy(uv);
				return DeliotHeitzSampleTexture(tex, texSampler, uv, dx, dy);
			}
			#endif // defined(_STOCHASTICMODE_DELIOT_HEITZ)
			#if defined(_STOCHASTICMODE_HEXTILE)
			float2 HextileMakeCenUV(float2 vertex)
			{
				const float2x2 stochasticInverseSkewedGrid = float2x2(1.0, 0.5, 0.0, 1.0/1.15470054);
				return mul(stochasticInverseSkewedGrid, vertex) * 0.288675;
			}
			float2x2 HextileLoadRot2x2(float2 idx, float rotStrength)
			{
				float angle = abs(idx.x * idx.y) + abs(idx.x + idx.y) + PI;
				angle = glsl_mod(angle, 2 * PI);
				if(angle < 0)  angle += 2 * PI;
				if(angle > PI) angle -= 2 * PI;
				angle *= rotStrength;
				float cs = cos(angle), si = sin(angle);
				return float2x2(cs, -si, si, cs);
			}
			float4x4 HextileUVBWR(float2 uv)
			{
				const float2x2 stochasticSkewedGrid = float2x2(1.0, -0.57735027, 0.0, 1.15470054);
				float2 skewedCoord = mul(stochasticSkewedGrid, uv * 3.4641 * (1.0 /*_StochasticHexGridDensity*/));
				float2 baseId = float2(floor(skewedCoord));
				float3 temp = float3(frac(skewedCoord), 0);
				temp.z = 1 - temp.x - temp.y;
				float s = step(0.0, -temp.z);
				float s2 = 2 * s - 1;
				float3 weights = float3(-temp.z * s2, s - temp.y * s2, s - temp.x * s2);
				float2 vertex0 = baseId + float2(s, s);
				float2 vertex1 = baseId + float2(s, 1 - s);
				float2 vertex2 = baseId + float2(1 - s, s);
				float2 cen0 = HextileMakeCenUV(vertex0), cen1 = HextileMakeCenUV(vertex1), cen2 = HextileMakeCenUV(vertex2);
				float2x2 rot0 = float2x2(1, 0, 0, 1), rot1 = float2x2(1, 0, 0, 1), rot2 = float2x2(1, 0, 0, 1);
				if((0.0 /*_StochasticHexRotationStrength*/) > 0)
				{
					rot0 = HextileLoadRot2x2(vertex0, (0.0 /*_StochasticHexRotationStrength*/));
					rot1 = HextileLoadRot2x2(vertex1, (0.0 /*_StochasticHexRotationStrength*/));
					rot2 = HextileLoadRot2x2(vertex2, (0.0 /*_StochasticHexRotationStrength*/));
				}
				return float4x4(
				float4(mul(uv - cen0, rot0) + cen0 + StochasticHash2D2D(vertex0), rot0[0].x, -rot0[0].y),
				float4(mul(uv - cen1, rot1) + cen1 + StochasticHash2D2D(vertex1), rot1[0].x, -rot1[0].y),
				float4(mul(uv - cen2, rot2) + cen2 + StochasticHash2D2D(vertex2), rot2[0].x, -rot2[0].y),
				float4(weights, 0)
				);
			}
			float4 HextileSampleTexture(Texture2D tex, SamplerState texSampler, float2 uv, bool isNormalMap, float2 dUVdx, float2 dUVdy)
			{
				float4x4 UVBWR = HextileUVBWR(uv);
				float2x2 rot0 = float2x2(1, 0, 0, 1), rot1 = float2x2(1, 0, 0, 1), rot2 = float2x2(1, 0, 0, 1);
				if((0.0 /*_StochasticHexRotationStrength*/) > 0)
				{
					rot0 = float2x2(UVBWR[0].z, -UVBWR[0].w, UVBWR[0].w, UVBWR[0].z);
					rot1 = float2x2(UVBWR[1].z, -UVBWR[1].w, UVBWR[1].w, UVBWR[1].z);
					rot2 = float2x2(UVBWR[2].z, -UVBWR[2].w, UVBWR[2].w, UVBWR[2].z);
				}
				float3 W = UVBWR[3].xyz;
				float4 c0 = tex.SampleGrad(texSampler, UVBWR[0].xy, mul(dUVdx, rot0), mul(dUVdy, rot0));
				float4 c1 = tex.SampleGrad(texSampler, UVBWR[1].xy, mul(dUVdx, rot1), mul(dUVdy, rot1));
				float4 c2 = tex.SampleGrad(texSampler, UVBWR[2].xy, mul(dUVdx, rot2), mul(dUVdy, rot2));
				const float3 Lw = float3(0.299, 0.587, 0.114);
				float3 Dw = float3(dot(c0.xyz, Lw), dot(c1.xyz, Lw), dot(c2.xyz, Lw));
				Dw = lerp(1.0, Dw, (0.6 /*_StochasticHexFallOffContrast*/));
				W = Dw * pow(W, (7.0 /*_StochasticHexFallOffPower*/));
				W /= (W.x + W.y + W.z);
				return W.x * c0 + W.y * c1 + W.z * c2;
			}
			float4 HextileSampleTexture(Texture2D tex, SamplerState texSampler, float2 uv, bool isNormalMap)
			{
				return HextileSampleTexture(tex, texSampler, uv, isNormalMap, ddx(uv), ddy(uv));
			}
			#endif // defined(_STOCHASTICMODE_HEXTILE)
			void applyAlphaOptions(inout PoiFragData poiFragData, in PoiMesh poiMesh, in PoiCam poiCam, in PoiMods poiMods)
			{
				poiFragData.alpha = saturate(poiFragData.alpha + (0.0 /*_AlphaMod*/));
				if ((0.0 /*_AlphaGlobalMask*/) > 0)
				{
					poiFragData.alpha = maskBlend(poiFragData.alpha, poiMods.globalMask[(0.0 /*_AlphaGlobalMask*/)-1], (2.0 /*_AlphaGlobalMaskBlendType*/));
				}
			}
			float customDistanceBlend(float base, float blend, float blendType)
			{
				switch(blendType)
				{
					case 0: return blendNormal(base, blend); break;
					case 2: return blendMultiply(base, blend); break;
					default: return 0; break;
				}
			}
			void ApplyGlobalMaskModifiers(in PoiMesh poiMesh, inout PoiMods poiMods, in PoiCam poiCam)
			{
			}
			float2 calculatePolarCoordinate(in PoiMesh poiMesh)
			{
				float2 delta = poiMesh.uv[(0.0 /*_PolarUV*/)] - float4(0.5,0.5,0,0);
				float radius = length(delta) * 2 * (1.0 /*_PolarRadialScale*/);
				float angle = atan2(delta.x, delta.y);
				float phi = angle / (UNITY_PI * 2.0);
				float phi_frac = frac(phi);
				angle = fwidth(phi) - 0.0001 < fwidth(phi_frac) ? phi : phi_frac;
				angle *= (1.0 /*_PolarLengthScale*/);
				return float2(radius, angle + distance(poiMesh.uv[(0.0 /*_PolarUV*/)], float4(0.5,0.5,0,0)) * (0.0 /*_PolarSpiralPower*/));
			}
			float2 MonoPanoProjection(float3 coords)
			{
				float3 normalizedCoords = normalize(coords);
				float latitude = acos(normalizedCoords.y);
				float longitude = atan2(normalizedCoords.z, normalizedCoords.x);
				float phi = longitude / (UNITY_PI * 2.0);
				float phi_frac = frac(phi);
				longitude = fwidth(phi) - 0.0001 < fwidth(phi_frac) ? phi : phi_frac;
				longitude *= 2;
				float2 sphereCoords = float2(longitude, latitude) * float2(1.0, 1.0 / UNITY_PI);
				sphereCoords = float2(1.0, 1.0) - sphereCoords;
				return (sphereCoords + float4(0, 1 - unity_StereoEyeIndex, 1, 1.0).xy) * float4(0, 1 - unity_StereoEyeIndex, 1, 1.0).zw;
			}
			float2 StereoPanoProjection(float3 coords)
			{
				float3 normalizedCoords = normalize(coords);
				float latitude = acos(normalizedCoords.y);
				float longitude = atan2(normalizedCoords.z, normalizedCoords.x);
				float phi = longitude / (UNITY_PI * 2.0);
				float phi_frac = frac(phi);
				longitude = fwidth(phi) - 0.0001 < fwidth(phi_frac) ? phi : phi_frac;
				longitude *= 2;
				float2 sphereCoords = float2(longitude, latitude) * float2(0.5, 1.0 / UNITY_PI);
				sphereCoords = float2(0.5, 1.0) - sphereCoords;
				return (sphereCoords + float4(0, 1 - unity_StereoEyeIndex, 1, 0.5).xy) * float4(0, 1 - unity_StereoEyeIndex, 1, 0.5).zw;
			}
			float2 calculateWorldUV(in PoiMesh poiMesh)
			{
				return float2((0.0 /*_UVModWorldPos0*/) != 3 ? poiMesh.worldPos[ (0.0 /*_UVModWorldPos0*/)] : 0.0f, (2.0 /*_UVModWorldPos1*/) != 3 ? poiMesh.worldPos[(2.0 /*_UVModWorldPos1*/)] : 0.0f);
			}
			float2 calculatelocalUV(in PoiMesh poiMesh)
			{
				float localUVs[8];
				localUVs[0] = poiMesh.localPos.x;
				localUVs[1] = poiMesh.localPos.y;
				localUVs[2] = poiMesh.localPos.z;
				localUVs[3] = 0;
				localUVs[4] = poiMesh.vertexColor.r;
				localUVs[5] = poiMesh.vertexColor.g;
				localUVs[6] = poiMesh.vertexColor.b;
				localUVs[7] = poiMesh.vertexColor.a;
				return float2(localUVs[(0.0 /*_UVModLocalPos0*/)],localUVs[(1.0 /*_UVModLocalPos1*/)]);
			}
			float2 calculatePanosphereUV(in PoiMesh poiMesh)
			{
				float3 viewDirection = normalize(lerp(getCameraPosition().xyz, _WorldSpaceCameraPos.xyz, (1.0 /*_PanoUseBothEyes*/)) - poiMesh.worldPos.xyz) * - 1;
				return lerp(MonoPanoProjection(viewDirection), StereoPanoProjection(viewDirection), (0.0 /*_StereoEnabled*/));
			}
			#ifdef DISTORT
			void applyDissolve(inout PoiFragData poiFragData, in PoiMesh poiMesh, in PoiMods poiMods, in PoiCam poiCam, in PoiLight poiLight)
			{
				#if defined(PROP_DISSOLVEMASK) || !defined(OPTIMIZER_ENABLED)
				float dissolveMask = POI2D_SAMPLER_PAN(_DissolveMask, _MainTex, poiUV(poiMesh.uv[(0.0 /*_DissolveMaskUV*/)], float4(1,1,0,0)), float4(0,0,0,0)).r;
				#else
				float dissolveMask = 1;
				#endif
				
				if ((0.0 /*_DissolveUseVertexColors*/) > 0)
				{
					dissolveMask = ceil(poiMesh.vertexColor[(0.0 /*_DissolveUseVertexColors*/)] * 100000) / 100000;
				}
				if ((0.0 /*_DissolveMaskGlobalMask*/) > 0)
				{
					dissolveMask = maskBlend(dissolveMask, poiMods.globalMask[(0.0 /*_DissolveMaskGlobalMask*/)-1], (2.0 /*_DissolveMaskGlobalMaskBlendType*/));
				}
				#if defined(PROP_DISSOLVETOTEXTURE) || !defined(OPTIMIZER_ENABLED)
				dissolveToTexture = POI2D_SAMPLER_PAN(_DissolveToTexture, _MainTex, poiUV(poiMesh.uv[(0.0 /*_DissolveToTextureUV*/)], float4(1,1,0,0)), float4(0,0,0,0)) * float4(poiThemeColor(poiMods, float4(1,1,1,1).rgb, (0.0 /*_DissolveTextureColorThemeIndex*/)), float4(1,1,1,1).a);
				#else
				dissolveToTexture = float4(1,1,1,1);
				#endif
				#if defined(PROP_DISSOLVENOISETEXTURE) || !defined(OPTIMIZER_ENABLED)
				float dissolveNoiseTexture = POI2D_SAMPLER_PAN(_DissolveNoiseTexture, _MainTex, poiUV(poiMesh.uv[(0.0 /*_DissolveNoiseTextureUV*/)], float4(1,1,0,0)), float4(0,0,0,0)).r;
				#else
				float dissolveNoiseTexture = 1;
				#endif
				float da = (0.0 /*_DissolveAlpha*/)
				+ (0.0 /*_DissolveAlpha0*/)
				+ (0.0 /*_DissolveAlpha1*/)
				+ (0.0 /*_DissolveAlpha2*/)
				+ (0.0 /*_DissolveAlpha3*/)
				+ (0.0 /*_DissolveAlpha4*/)
				+ (0.0 /*_DissolveAlpha5*/)
				+ (0.0 /*_DissolveAlpha6*/)
				+ (0.0 /*_DissolveAlpha7*/)
				+ (0.0 /*_DissolveAlpha8*/)
				+ (0.0 /*_DissolveAlpha9*/);
				float dds = (0.1 /*_DissolveDetailStrength*/);
				if((0.0 /*_UVTileDissolveEnabled*/))
				{
					float2 udim = floor(poiMesh.uv[(int)(0.0 /*_UVTileDissolveUV*/)]);
					float4 xMask = float4(  (udim.x >= 0 && udim.x < 1),
					(udim.x >= 1 && udim.x < 2),
					(udim.x >= 2 && udim.x < 3),
					(udim.x >= 3 && udim.x < 4));
					da += (udim.y >= 0 && udim.y < 1) * dot(float4((0.0 /*_UVTileDissolveAlpha_Row0_0*/), (0.0 /*_UVTileDissolveAlpha_Row0_1*/), (0.0 /*_UVTileDissolveAlpha_Row0_2*/), (0.0 /*_UVTileDissolveAlpha_Row0_3*/)), xMask);
					da += (udim.y >= 1 && udim.y < 2) * dot(float4((0.0 /*_UVTileDissolveAlpha_Row1_0*/), (0.0 /*_UVTileDissolveAlpha_Row1_1*/), (0.0 /*_UVTileDissolveAlpha_Row1_2*/), (0.0 /*_UVTileDissolveAlpha_Row1_3*/)), xMask);
					da += (udim.y >= 2 && udim.y < 3) * dot(float4((0.0 /*_UVTileDissolveAlpha_Row2_0*/), (0.0 /*_UVTileDissolveAlpha_Row2_1*/), (0.0 /*_UVTileDissolveAlpha_Row2_2*/), (0.0 /*_UVTileDissolveAlpha_Row2_3*/)), xMask);
					da += (udim.y >= 3 && udim.y < 4) * dot(float4((0.0 /*_UVTileDissolveAlpha_Row3_0*/), (0.0 /*_UVTileDissolveAlpha_Row3_1*/), (0.0 /*_UVTileDissolveAlpha_Row3_2*/), (0.0 /*_UVTileDissolveAlpha_Row3_3*/)), xMask);
				}
				#ifdef POI_AUDIOLINK
				
				if ((0.0 /*_EnableDissolveAudioLink*/) && poiMods.audioLinkAvailable)
				{
					da += lerp(float4(0,0,0,0).x, float4(0,0,0,0).y, poiMods.audioLink[(0.0 /*_AudioLinkDissolveAlphaBand*/)]);
					dds += lerp(float4(0,0,0,0).x, float4(0,0,0,0).y, poiMods.audioLink[(0.0 /*_AudioLinkDissolveDetailBand*/)]);
				}
				#endif
				da = saturate(da);
				dds = saturate(dds);
				if ((0.0 /*_DissolveMaskInvert*/))
				{
					dissolveMask = 1 - dissolveMask;
				}
				#if defined(PROP_DISSOLVEDETAILNOISE) || !defined(OPTIMIZER_ENABLED)
				float dissolveDetailNoise = POI2D_SAMPLER_PAN(_DissolveDetailNoise, _MainTex, poiUV(poiMesh.uv[(0.0 /*_DissolveDetailNoiseUV*/)], float4(1,1,0,0)), float4(0,0,0,0));
				#else
				float dissolveDetailNoise = 0;
				#endif
				if ((0.0 /*_DissolveInvertNoise*/))
				{
					dissolveNoiseTexture = 1 - dissolveNoiseTexture;
				}
				if ((0.0 /*_DissolveInvertDetailNoise*/))
				{
					dissolveDetailNoise = 1 - dissolveDetailNoise;
				}
				if ((0.0 /*_ContinuousDissolve*/) != 0)
				{
					da = sin(_Time.x * (0.0 /*_ContinuousDissolve*/)) * .5 + .5;
				}
				da *= dissolveMask;
				dissolveAlpha = da;
				edgeAlpha = 0;
				[flatten]
				switch((1.0 /*_DissolveType*/))
				{
					default: // Basic (case 1)
					{
						da = remap(da, 0, 1, -(0.025 /*_DissolveEdgeWidth*/), 1);
						dissolveAlpha = da;
						dds *= smoothstep(1, 0.99, da) * lerp(1, smoothstep(0, lerp(0.01, 0.1, dds), da), (0.0 /*_DissolveDetailEdgeSmoothing*/));
						float noise = saturate(dissolveNoiseTexture - dissolveDetailNoise * dds);
						noise = saturate(noise * 0.998 + 0.001);
						dissolveAlpha = dissolveAlpha >= noise;
						edgeAlpha = remapClamped(da + (0.025 /*_DissolveEdgeWidth*/), da, noise) * (1 - dissolveAlpha);
						break;
					}
					case 2: // Point to Point
					{
						float3 direction;
						float3 currentPos;
						float distanceTo = 0;
						direction = normalize(float4(0,1,0,0) - float4(0,-1,0,0));
						currentPos = lerp(float4(0,-1,0,0), float4(0,1,0,0), dissolveAlpha);
						
						if ((0.0 /*_DissolveP2PWorldLocal*/) != 1)
						{
							float3 pos = (0.0 /*_DissolveP2PWorldLocal*/) == 0 ? poiMesh.localPos.rgb : poiMesh.vertexColor.rgb;
							distanceTo = dot(pos - currentPos, direction) - dissolveDetailNoise * dds;
							edgeAlpha = smoothstep((0.1 /*_DissolveP2PEdgeLength*/) + .00001, 0, distanceTo);
							dissolveAlpha = step(distanceTo, 0);
							edgeAlpha *= 1 - dissolveAlpha;
						}
						else
						{
							distanceTo = dot(poiMesh.worldPos - currentPos, direction) - dissolveDetailNoise * dds;
							edgeAlpha = smoothstep((0.1 /*_DissolveP2PEdgeLength*/) + .00001, 0, distanceTo);
							dissolveAlpha = (distanceTo < 0) ? 1 : 0;
							edgeAlpha *= 1 - dissolveAlpha;
						}
						if((0.0 /*_DissolveP2PClamp*/))
						{
							dissolveAlpha = saturate(dissolveAlpha * smoothstep(0, 0.01, da) + smoothstep(0.99, 1, da));
							edgeAlpha *= smoothstep(0, 0.01, da);
						}
						break;
					}
					case 3: // Spherical
					{
						if((0.0 /*_SphericalDissolveInvert*/))
						{
							da = remap(da, 1, 0, -(0.025 /*_DissolveEdgeWidth*/), 1);
						} else {
							da = remap(da, 0, 1, -(0.025 /*_DissolveEdgeWidth*/), 1);
						}
						dissolveAlpha = da;
						dds *= smoothstep(0, 0.2*dds + 0.01, dissolveAlpha) * lerp(1, smoothstep(1, 1 - 0.2*dds - 0.01, dissolveAlpha), (0.0 /*_DissolveDetailEdgeSmoothing*/));
						float currentDistance = lerp(0, (1.5 /*_SphericalDissolveRadius*/), dissolveAlpha);
						float fragDistance = distance(float4(0,0,0,1), poiMesh.localPos.xyz);
						float normalizedDistance;
						normalizedDistance = (fragDistance - currentDistance) / ((1.5 /*_SphericalDissolveRadius*/) + 0.0001)  - dissolveDetailNoise * dds;
						if((0.0 /*_SphericalDissolveInvert*/))
						{
							dissolveAlpha = (normalizedDistance > 0) ? 1 : 0;
							edgeAlpha = smoothstep((0.025 /*_DissolveEdgeWidth*/) + .00001, 0, -normalizedDistance);
						} else {
							dissolveAlpha = (normalizedDistance < 0) ? 1 : 0;
							edgeAlpha = smoothstep((0.025 /*_DissolveEdgeWidth*/) + .00001, 0, normalizedDistance);
						}
						if((0.0 /*_SphericalDissolveClamp*/))
						{
							da = lerp(da, 1 - da, (0.0 /*_SphericalDissolveInvert*/));
							dissolveAlpha = saturate(dissolveAlpha * smoothstep(0, 0.01, da) + smoothstep(0.99, 1, da));
							edgeAlpha *= smoothstep(0, 0.01, da);
						}
						break;
					}
					case 4: // CenterOut
					{
						float ramp = 0.5;
						float noise;
						[flatten]
						switch((1.0 /*_CenterOutDissolveMode*/))
						{
							case 1: // View Direction
							{
								ramp = saturate(lerp(poiLight.vertexNDotV, poiLight.nDotV, (0.0 /*_CenterOutDissolveNormals*/)));
								break;
							}
							case 2: // Custom Direction
							{
								ramp = dot(normalize(float4(0,0,1,0)), lerp(poiMesh.normals[0], poiMesh.normals[1], (0.0 /*_CenterOutDissolveNormals*/)));
								ramp = saturate(ramp * .5 + 0.5);
								break;
							}
							case 3: // Light Direction
							{
								ramp = lerp(poiLight.vertexNDotL, poiLight.nDotL, (0.0 /*_CenterOutDissolveNormals*/));
								ramp = saturate(ramp * .5 + 0.5);
								break;
							}
						}
						if((1.0 /*_CenterOutDissolvePower*/) != 1)
						{
							ramp = pow(ramp, (1.0 /*_CenterOutDissolvePower*/));
						}
						if(!(0.0 /*_CenterOutDissolveInvert*/))
						{
							ramp = 1 - ramp;
						}
						da = remap(da, 0, 1, -(0.025 /*_DissolveEdgeWidth*/), 1);
						dissolveAlpha = da;
						dds *= smoothstep(1, 0.99, da) * lerp(1, smoothstep(0, lerp(0.01, 0.1, dds), da), (0.0 /*_DissolveDetailEdgeSmoothing*/));
						noise = saturate(ramp - dissolveDetailNoise * dds);
						noise = saturate(noise * 0.998 + 0.001);
						dissolveAlpha = dissolveAlpha >= noise;
						edgeAlpha = remapClamped(da + (0.025 /*_DissolveEdgeWidth*/), da, noise) * (1 - dissolveAlpha);
						break;
					}
				}
				#ifndef POI_SHADOW
				
				if ((0.0 /*_DissolveHueShiftEnabled*/))
				{
					dissolveToTexture.rgb = hueShift(dissolveToTexture.rgb, (0.0 /*_DissolveHueShift*/) + _Time.x * (0.0 /*_DissolveHueShiftSpeed*/));
				}
				#endif
				poiFragData.alpha = lerp(poiFragData.alpha, dissolveToTexture.a, dissolveAlpha * .999999);
				#if !defined(POI_PASS_OUTLINE) && !defined(UNITY_PASS_SHADOWCASTER)
				poiFragData.baseColor = lerp(poiFragData.baseColor, dissolveToTexture.rgb, dissolveAlpha * .999999);
				
				if ((0.025 /*_DissolveEdgeWidth*/) || ((1.0 /*_DissolveType*/) == 2 && (0.1 /*_DissolveP2PEdgeLength*/) != 0))
				{
					edgeColor = tex2D(_DissolveEdgeGradient, poiUV(float2(edgeAlpha, edgeAlpha), float4(1,1,0,0))) * float4(poiThemeColor(poiMods, float4(1,1,1,1).rgb, (0.0 /*_DissolveEdgeColorThemeIndex*/)), float4(1,1,1,1).a);
					#ifndef POI_SHADOW
					
					if ((0.0 /*_DissolveEdgeHueShiftEnabled*/))
					{
						edgeColor.rgb = hueShift(edgeColor.rgb, (0.0 /*_DissolveEdgeHueShift*/) + _Time.x * (0.0 /*_DissolveEdgeHueShiftSpeed*/));
					}
					#endif
					poiFragData.baseColor = lerp(poiFragData.baseColor, edgeColor.rgb, smoothstep(0, 1 - (0.5 /*_DissolveEdgeHardness*/) * .99999999999, edgeAlpha));
				}
				poiFragData.emission += lerp(0, dissolveToTexture * (0.0 /*_DissolveToEmissionStrength*/), dissolveAlpha) + lerp(0, edgeColor.rgb * (0.0 /*_DissolveEdgeEmission*/), smoothstep(0, 1 - (0.5 /*_DissolveEdgeHardness*/) * .99999999999, edgeAlpha));
				#endif
			}
			#endif
			float4 frag(VertexOut i, uint facing : SV_IsFrontFace) : SV_Target
			{
				UNITY_SETUP_INSTANCE_ID(i);
				UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
				PoiMesh poiMesh;
				PoiInitStruct(PoiMesh, poiMesh);
				PoiLight poiLight;
				PoiInitStruct(PoiLight, poiLight);
				PoiVertexLights poiVertexLights;
				PoiInitStruct(PoiVertexLights, poiVertexLights);
				PoiCam poiCam;
				PoiInitStruct(PoiCam, poiCam);
				PoiMods poiMods;
				PoiInitStruct(PoiMods, poiMods);
				poiMods.globalEmission = 1;
				poiMods.PBR = 1;
				PoiFragData poiFragData;
				poiFragData.emission = 0;
				poiFragData.baseColor = float3(0, 0, 0);
				poiFragData.finalColor = float3(0, 0, 0);
				poiFragData.alpha = 1;
				#ifdef POI_UDIMDISCARD
				applyUDIMDiscard(i);
				#endif
				poiMesh.objectPosition = i.objectPos;
				poiMesh.objNormal = i.objNormal;
				poiMesh.normals[0] = i.normal;
				poiMesh.tangent[0] = i.tangent;
				poiMesh.binormal[0] = i.binormal;
				poiMesh.worldPos = i.worldPos.xyz;
				poiMesh.localPos = i.localPos.xyz;
				poiMesh.vertexColor = i.vertexColor;
				poiMesh.isFrontFace = facing;
				#ifndef POI_PASS_OUTLINE
				if (!poiMesh.isFrontFace)
				{
					poiMesh.normals[0] *= -1;
					poiMesh.tangent[0] *= -1;
					poiMesh.binormal[0] *= -1;
				}
				#endif
				poiCam.viewDir = !IsOrthographicCamera() ? normalize(_WorldSpaceCameraPos - i.worldPos.xyz) : normalize(UNITY_MATRIX_I_V._m02_m12_m22);
				float3 tanToWorld0 = float3(i.tangent.x, i.binormal.x, i.normal.x);
				float3 tanToWorld1 = float3(i.tangent.y, i.binormal.y, i.normal.y);
				float3 tanToWorld2 = float3(i.tangent.z, i.binormal.z, i.normal.z);
				float3 ase_tanViewDir = tanToWorld0 * poiCam.viewDir.x + tanToWorld1 * poiCam.viewDir.y + tanToWorld2 * poiCam.viewDir.z;
				poiCam.tangentViewDir = normalize(ase_tanViewDir);
				#if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)
				poiMesh.lightmapUV = i.lightmapUV;
				#endif
				poiMesh.parallaxUV = poiCam.tangentViewDir.xy / max(poiCam.tangentViewDir.z, 0.0001);
				poiMesh.uv[0] = i.uv[0];
				poiMesh.uv[1] = i.uv[1];
				poiMesh.uv[2] = i.uv[2];
				poiMesh.uv[3] = i.uv[3];
				poiMesh.uv[4] = poiMesh.uv[0];
				poiMesh.uv[5] = poiMesh.uv[0];
				poiMesh.uv[6] = poiMesh.uv[0];
				poiMesh.uv[7] = poiMesh.uv[0];
				poiMesh.uv[8] = poiMesh.uv[0];
				poiMesh.uv[4] = calculatePanosphereUV(poiMesh);
				poiMesh.uv[5] = calculateWorldUV(poiMesh);
				poiMesh.uv[6] = calculatePolarCoordinate(poiMesh);
				poiMesh.uv[8] = calculatelocalUV(poiMesh);
				poiMods.globalMask[0]  = 1;
				poiMods.globalMask[1]  = 1;
				poiMods.globalMask[2]  = 1;
				poiMods.globalMask[3]  = 1;
				poiMods.globalMask[4]  = 1;
				poiMods.globalMask[5]  = 1;
				poiMods.globalMask[6]  = 1;
				poiMods.globalMask[7]  = 1;
				poiMods.globalMask[8]  = 1;
				poiMods.globalMask[9]  = 1;
				poiMods.globalMask[10] = 1;
				poiMods.globalMask[11] = 1;
				poiMods.globalMask[12] = 1;
				poiMods.globalMask[13] = 1;
				poiMods.globalMask[14] = 1;
				poiMods.globalMask[15] = 1;
				ApplyGlobalMaskModifiers(poiMesh, poiMods, poiCam);
				float2 mainUV = poiMesh.uv[(0.0 /*_MainTexUV*/)].xy;
				if ((0.0 /*_MainPixelMode*/))
				{
					mainUV = sharpSample(float4(0.0009765625,0.015625,1024,64), mainUV);
				}
				float4 mainTexture = POI2D_SAMPLER_PAN_STOCHASTIC(_MainTex, _MainTex, poiUV(mainUV, float4(1,44,0,0)), float4(0,8,0,0), (0.0 /*_MainTexStochastic*/));
				#if defined(PROP_BUMPMAP) || !defined(OPTIMIZER_ENABLED)
				poiMesh.tangentSpaceNormal = UnpackScaleNormal(POI2D_SAMPLER_PAN_STOCHASTIC(_BumpMap, _MainTex, poiUV(poiMesh.uv[(0.0 /*_BumpMapUV*/)].xy, float4(1,1,0,0)), float4(0,0,0,0), (0.0 /*_BumpMapStochastic*/)), (1.0 /*_BumpScale*/));
				#else
				poiMesh.tangentSpaceNormal = UnpackNormal(float4(0.5, 0.5, 1, 1));
				#endif
				#if defined(FINALPASS) && !defined(UNITY_PASS_SHADOWCASTER) && !defined(POI_PASS_OUTLINE)
				ApplyDetailNormal(poiMods, poiMesh);
				#endif
				poiMesh.normals[1] = normalize(
				poiMesh.tangentSpaceNormal.x * poiMesh.tangent[0] +
				poiMesh.tangentSpaceNormal.y * poiMesh.binormal[0] +
				poiMesh.tangentSpaceNormal.z * poiMesh.normals[0]
				);
				poiMesh.tangent[1] = cross(poiMesh.binormal[0], -poiMesh.normals[1]);
				poiMesh.binormal[1] = cross(-poiMesh.normals[1], poiMesh.tangent[0]);
				poiCam.forwardDir = getCameraForward();
				poiCam.worldPos = _WorldSpaceCameraPos;
				poiCam.reflectionDir = reflect(-poiCam.viewDir, poiMesh.normals[1]);
				poiCam.vertexReflectionDir = reflect(-poiCam.viewDir, poiMesh.normals[0]);
				poiCam.distanceToVert = distance(poiMesh.worldPos, poiCam.worldPos);
				poiCam.grabPos = i.grabPos;
				poiCam.screenUV = calcScreenUVs(i.grabPos);
				poiCam.vDotN = abs(dot(poiCam.viewDir, poiMesh.normals[1]));
				poiCam.clipPos = i.pos;
				poiCam.worldDirection = i.worldDirection;
				poiFragData.baseColor = mainTexture.rgb * poiThemeColor(poiMods, _Color.rgb, (0.0 /*_ColorThemeIndex*/));
				poiFragData.alpha = mainTexture.a * _Color.a;
				#if defined(PROP_CLIPPINGMASK) || !defined(OPTIMIZER_ENABLED)
				float alphaMask = POI2D_SAMPLER_PAN(_ClippingMask, _MainTex, poiUV(poiMesh.uv[(0.0 /*_ClippingMaskUV*/)], float4(1,1,0,0)), float4(0,0,0,0)).r;
				if ((0.0 /*_Inverse_Clipping*/))
				{
					alphaMask = 1 - alphaMask;
				}
				poiFragData.alpha *= alphaMask;
				#endif
				applyAlphaOptions(poiFragData, poiMesh, poiCam, poiMods);
				#ifdef DISTORT
				applyDissolve(poiFragData, poiMesh, poiMods, poiCam, poiLight);
				#endif
				poiFragData.finalColor = poiFragData.baseColor;
				if ((0.0 /*_IgnoreFog*/) == 0)
				{
					UNITY_APPLY_FOG(i.fogCoord, poiFragData.finalColor);
				}
				poiFragData.alpha = (0.0 /*_AlphaForceOpaque*/) ? 1 : poiFragData.alpha;
				if ((9.0 /*_Mode*/) == POI_MODE_OPAQUE)
				{
					poiFragData.alpha = 1;
				}
				clip(poiFragData.alpha - (0.0 /*_Cutoff*/));
				return float4(poiFragData.finalColor, poiFragData.alpha) + POI_SAFE_RGB0;
			}
			ENDCG
		}
	}
	CustomEditor "Thry.ShaderEditor"
}
