// Made with Amplify Shader Editor v1.9.2.2
// Available at the Unity Asset Store - http://u3d.as/y3X 
Shader "Nebula Animations/MagicDecalV2"
{
	Properties
	{
		[Header(MAGIC DECAL V2)][Header(Created By Nebula Animations)][Space(10)][ToggleUI]_ParticleMode("Particle Mode", Float) = 0
		[ToggleUI]_Enableifusingparticles("Enable if using particles", Float) = 0
		[ToggleUI]_UseLocalorWorldPosition("Use Local or World Position", Float) = 0
		[NoScaleOffset]_Albedo("Albedo", 2D) = "white" {}
		[NoScaleOffset][Normal]_Normal("Normal", 2D) = "bump" {}
		[NoScaleOffset]_Emission("Emission", 2D) = "black" {}
		[NoScaleOffset]_Alpha("Alpha", 2D) = "white" {}
		[NoScaleOffset]_SDF("SDF", 2D) = "white" {}
		[NoScaleOffset]_WarpTexture("Warp Texture", 2D) = "white" {}
		[HDR][Space(5)][Header(Color Settings)][Space(10)]_AlbidoColorH("Albedo Color H", Color) = (1,1,1,0)
		[HDR]_AlbidoColorL("Albedo Color L", Color) = (0,0,0,0)
		[HDR]_EmissionColorH("Emission Color H", Color) = (1,1,1,0)
		[HDR]_EmissionColorL("Emission Color L", Color) = (0,0,0,0)
		[Space(5)][Header(Emission Advanced Settings)][Space(10)][ToggleUI]_EmissionGlowNoise("Emission Glow Noise", Float) = 0
		_EmissionBGAdd("Emission BG Add", Float) = 0.01
		_EmmSubtraction("Emm Subtraction", Float) = 0
		[Space(5)][Header(Rotation Settings)][Space(10)]_Rotation("Rotation", Float) = 0
		[ToggleUI]_ParticleRotationToggle("Particle Rotation Toggle", Float) = 1
		_RotationOverTime("Rotation Over Time", Float) = 0
		_RotationAnchorX("Rotation Anchor X", Float) = 0.5
		_RotationAnchorY("Rotation Anchor Y", Float) = 0.5
		[Space(5)][Header(Scale Settings)][Space(10)]_TextureScaleUniform("Texture Tile Uniform", Float) = 0.3
		_TextureScaleX("Texture Scale X", Float) = 0.3
		_TextureScaleY("Texture Scale Y", Float) = 0.3
		_NormalDepthScale("Normal Depth Scale", Float) = 1
		[Space(5)][Header(Falloff Settings)][Space(10)]_FallofFRadius("Falloff Radius", Float) = 0
		_FalloffContrast("Falloff Contrast", Range( -5 , 5)) = 0
		[ToggleUI]_VertexTexAlphaToggle("Vertex Tex Alpha Toggle", Range( 0 , 1)) = 0
		[Space(5)][Header(Warp Settings)][Space(10)]_OverallWarpIntensity("Overall Warp Intensity", Float) = 1
		_OverallWarpSpeed("Overall Warp Speed", Float) = 0
		_WarpX("Warp X", Float) = 0
		_WarpY("Warp Y", Float) = 0
		_AlbidoWarp("Albedo Warp", Range( 0 , 1)) = 1
		_NormalWarp("Normal Warp", Range( 0 , 1)) = 1
		_EmissionWarp("Emission Warp", Range( 0 , 1)) = 1
		_AlphaWarp("Alpha Warp", Range( 0 , 1)) = 1
		_SDFWarp("SDF Warp", Range( 0 , 1)) = 1
		[ToggleUI][Space(5)][Header(Surface Masking)][Space(10)]_MaskX("Mask X", Range( 0 , 1)) = 1
		[ToggleUI]_MaskY("Mask Y", Range( 0 , 1)) = 1
		[ToggleUI]_MaskZ("Mask Z", Range( 0 , 1)) = 1
		[ToggleUI]_Mask_X("Mask -X", Range( 0 , 1)) = 1
		[ToggleUI]_Mask_Y("Mask -Y", Range( 0 , 1)) = 1
		[ToggleUI]_Mask_Z("Mask -Z", Range( 0 , 1)) = 1

		//_TransmissionShadow( "Transmission Shadow", Range( 0, 1 ) ) = 0.5
		//_TransStrength( "Trans Strength", Range( 0, 50 ) ) = 1
		//_TransNormal( "Trans Normal Distortion", Range( 0, 1 ) ) = 0.5
		//_TransScattering( "Trans Scattering", Range( 1, 50 ) ) = 2
		//_TransDirect( "Trans Direct", Range( 0, 1 ) ) = 0.9
		//_TransAmbient( "Trans Ambient", Range( 0, 1 ) ) = 0.1
		//_TransShadow( "Trans Shadow", Range( 0, 1 ) ) = 0.5
		//_TessPhongStrength( "Tess Phong Strength", Range( 0, 1 ) ) = 0.5
		//_TessValue( "Tess Max Tessellation", Range( 1, 32 ) ) = 16
		//_TessMin( "Tess Min Distance", Float ) = 10
		//_TessMax( "Tess Max Distance", Float ) = 25
		//_TessEdgeLength ( "Tess Edge length", Range( 2, 50 ) ) = 16
		//_TessMaxDisp( "Tess Max Displacement", Float ) = 25
		//[ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0
		//[ToggleOff] _GlossyReflections("Reflections", Float) = 1.0
	}

	SubShader
	{
		
		Tags { "RenderType"="Transparent" "Queue"="AlphaTest+50" "DisableBatching"="False" }
	LOD 0

		Cull Front
		AlphaToMask Off
		ZWrite Off
		ZTest Always
		ColorMask RGBA
		
		Blend SrcAlpha OneMinusSrcAlpha
		

		CGINCLUDE
		#pragma target 4.0

		float4 FixedTess( float tessValue )
		{
			return tessValue;
		}

		float CalcDistanceTessFactor (float4 vertex, float minDist, float maxDist, float tess, float4x4 o2w, float3 cameraPos )
		{
			float3 wpos = mul(o2w,vertex).xyz;
			float dist = distance (wpos, cameraPos);
			float f = clamp(1.0 - (dist - minDist) / (maxDist - minDist), 0.01, 1.0) * tess;
			return f;
		}

		float4 CalcTriEdgeTessFactors (float3 triVertexFactors)
		{
			float4 tess;
			tess.x = 0.5 * (triVertexFactors.y + triVertexFactors.z);
			tess.y = 0.5 * (triVertexFactors.x + triVertexFactors.z);
			tess.z = 0.5 * (triVertexFactors.x + triVertexFactors.y);
			tess.w = (triVertexFactors.x + triVertexFactors.y + triVertexFactors.z) / 3.0f;
			return tess;
		}

		float CalcEdgeTessFactor (float3 wpos0, float3 wpos1, float edgeLen, float3 cameraPos, float4 scParams )
		{
			float dist = distance (0.5 * (wpos0+wpos1), cameraPos);
			float len = distance(wpos0, wpos1);
			float f = max(len * scParams.y / (edgeLen * dist), 1.0);
			return f;
		}

		float DistanceFromPlane (float3 pos, float4 plane)
		{
			float d = dot (float4(pos,1.0f), plane);
			return d;
		}

		bool WorldViewFrustumCull (float3 wpos0, float3 wpos1, float3 wpos2, float cullEps, float4 planes[6] )
		{
			float4 planeTest;
			planeTest.x = (( DistanceFromPlane(wpos0, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
						  (( DistanceFromPlane(wpos1, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
						  (( DistanceFromPlane(wpos2, planes[0]) > -cullEps) ? 1.0f : 0.0f );
			planeTest.y = (( DistanceFromPlane(wpos0, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
						  (( DistanceFromPlane(wpos1, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
						  (( DistanceFromPlane(wpos2, planes[1]) > -cullEps) ? 1.0f : 0.0f );
			planeTest.z = (( DistanceFromPlane(wpos0, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
						  (( DistanceFromPlane(wpos1, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
						  (( DistanceFromPlane(wpos2, planes[2]) > -cullEps) ? 1.0f : 0.0f );
			planeTest.w = (( DistanceFromPlane(wpos0, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
						  (( DistanceFromPlane(wpos1, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
						  (( DistanceFromPlane(wpos2, planes[3]) > -cullEps) ? 1.0f : 0.0f );
			return !all (planeTest);
		}

		float4 DistanceBasedTess( float4 v0, float4 v1, float4 v2, float tess, float minDist, float maxDist, float4x4 o2w, float3 cameraPos )
		{
			float3 f;
			f.x = CalcDistanceTessFactor (v0,minDist,maxDist,tess,o2w,cameraPos);
			f.y = CalcDistanceTessFactor (v1,minDist,maxDist,tess,o2w,cameraPos);
			f.z = CalcDistanceTessFactor (v2,minDist,maxDist,tess,o2w,cameraPos);

			return CalcTriEdgeTessFactors (f);
		}

		float4 EdgeLengthBasedTess( float4 v0, float4 v1, float4 v2, float edgeLength, float4x4 o2w, float3 cameraPos, float4 scParams )
		{
			float3 pos0 = mul(o2w,v0).xyz;
			float3 pos1 = mul(o2w,v1).xyz;
			float3 pos2 = mul(o2w,v2).xyz;
			float4 tess;
			tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
			tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
			tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams);
			tess.w = (tess.x + tess.y + tess.z) / 3.0f;
			return tess;
		}

		float4 EdgeLengthBasedTessCull( float4 v0, float4 v1, float4 v2, float edgeLength, float maxDisplacement, float4x4 o2w, float3 cameraPos, float4 scParams, float4 planes[6] )
		{
			float3 pos0 = mul(o2w,v0).xyz;
			float3 pos1 = mul(o2w,v1).xyz;
			float3 pos2 = mul(o2w,v2).xyz;
			float4 tess;

			if (WorldViewFrustumCull(pos0, pos1, pos2, maxDisplacement, planes))
			{
				tess = 0.0f;
			}
			else
			{
				tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
				tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
				tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams);
				tess.w = (tess.x + tess.y + tess.z) / 3.0f;
			}
			return tess;
		}
		ENDCG

		
		Pass
		{
			
			Name "ForwardBase"
			Tags { "LightMode"="ForwardBase" }

			Blend SrcAlpha OneMinusSrcAlpha

			CGPROGRAM
			#pragma multi_compile_instancing
			#pragma multi_compile __ LOD_FADE_CROSSFADE
			#define _ALPHABLEND_ON 1
			#pragma multi_compile_fog
			#define ASE_FOG 1

			#pragma vertex vert
			#pragma fragment frag
			#pragma multi_compile_fwdbase
			#ifndef UNITY_PASS_FORWARDBASE
				#define UNITY_PASS_FORWARDBASE
			#endif
			#include "HLSLSupport.cginc"
			#ifndef UNITY_INSTANCED_LOD_FADE
				#define UNITY_INSTANCED_LOD_FADE
			#endif
			#ifndef UNITY_INSTANCED_SH
				#define UNITY_INSTANCED_SH
			#endif
			#ifndef UNITY_INSTANCED_LIGHTMAPSTS
				#define UNITY_INSTANCED_LIGHTMAPSTS
			#endif
			#include "UnityShaderVariables.cginc"
			#include "UnityCG.cginc"
			#include "Lighting.cginc"
			#include "UnityPBSLighting.cginc"
			#include "AutoLight.cginc"

			#include "UnityStandardUtils.cginc"
			#define ASE_NEEDS_FRAG_SCREEN_POSITION
			#define ASE_NEEDS_FRAG_COLOR

			struct appdata {
				float4 vertex : POSITION;
				float4 tangent : TANGENT;
				float3 normal : NORMAL;
				float4 texcoord1 : TEXCOORD1;
				float4 texcoord2 : TEXCOORD2;
				float4 ase_texcoord : TEXCOORD0;
				float4 ase_color : COLOR;
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

			struct v2f {
				#if UNITY_VERSION >= 201810
					UNITY_POSITION(pos);
				#else
					float4 pos : SV_POSITION;
				#endif
				#if defined(LIGHTMAP_ON) || (!defined(LIGHTMAP_ON) && SHADER_TARGET >= 30)
					float4 lmap : TEXCOORD0;
				#endif
				#if !defined(LIGHTMAP_ON) && UNITY_SHOULD_SAMPLE_SH
					half3 sh : TEXCOORD1;
				#endif
				#if defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS) && UNITY_VERSION >= 201810 && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
					UNITY_LIGHTING_COORDS(2,3)
				#elif defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
					#if UNITY_VERSION >= 201710
						UNITY_SHADOW_COORDS(2)
					#else
						SHADOW_COORDS(2)
					#endif
				#endif
				#ifdef ASE_FOG
					UNITY_FOG_COORDS(4)
				#endif
				float4 tSpace0 : TEXCOORD5;
				float4 tSpace1 : TEXCOORD6;
				float4 tSpace2 : TEXCOORD7;
				#if defined(ASE_NEEDS_FRAG_SCREEN_POSITION)
				float4 screenPos : TEXCOORD8;
				#endif
				float4 ase_texcoord9 : TEXCOORD9;
				float4 ase_texcoord10 : TEXCOORD10;
				float4 ase_texcoord11 : TEXCOORD11;
				float4 ase_color : COLOR;
				UNITY_VERTEX_INPUT_INSTANCE_ID
				UNITY_VERTEX_OUTPUT_STEREO
			};

			#ifdef ASE_TRANSMISSION
				float _TransmissionShadow;
			#endif
			#ifdef ASE_TRANSLUCENCY
				float _TransStrength;
				float _TransNormal;
				float _TransScattering;
				float _TransDirect;
				float _TransAmbient;
				float _TransShadow;
			#endif
			#ifdef ASE_TESSELLATION
				float _TessPhongStrength;
				float _TessValue;
				float _TessMin;
				float _TessMax;
				float _TessEdgeLength;
				float _TessMaxDisp;
			#endif
			UNITY_DECLARE_DEPTH_TEXTURE( _CameraDepthTexture );
			uniform float4 _CameraDepthTexture_TexelSize;
			uniform float4 _AlbidoColorL;
			uniform float4 _AlbidoColorH;
			uniform sampler2D _Albedo;
			uniform float _UseLocalorWorldPosition;
			uniform float _ParticleMode;
			uniform float _TextureScaleUniform;
			uniform float _TextureScaleX;
			uniform float _TextureScaleY;
			uniform sampler2D _WarpTexture;
			uniform float _WarpX;
			uniform float _OverallWarpSpeed;
			uniform float _Enableifusingparticles;
			uniform float _WarpY;
			uniform float _RotationAnchorX;
			uniform float _RotationAnchorY;
			uniform float _ParticleRotationToggle;
			uniform float _Rotation;
			uniform float _RotationOverTime;
			uniform float _OverallWarpIntensity;
			uniform float _AlbidoWarp;
			uniform sampler2D _Normal;
			uniform float _NormalWarp;
			uniform float _NormalDepthScale;
			uniform float4 _EmissionColorL;
			uniform float4 _EmissionColorH;
			uniform float _EmissionGlowNoise;
			uniform sampler2D _Emission;
			uniform float _EmissionWarp;
			uniform float _EmmSubtraction;
			uniform float _EmissionBGAdd;
			uniform float _FalloffContrast;
			uniform float _FallofFRadius;
			uniform sampler2D _Alpha;
			uniform float _AlphaWarp;
			uniform sampler2D _SDF;
			uniform float _SDFWarp;
			uniform float _Mask_X;
			uniform float _Mask_Y;
			uniform float _Mask_Z;
			uniform float _MaskX;
			uniform float _MaskY;
			uniform float _MaskZ;
			uniform float _VertexTexAlphaToggle;


			float2 UnStereo( float2 UV )
			{
				#if UNITY_SINGLE_PASS_STEREO
				float4 scaleOffset = unity_StereoScaleOffset[ unity_StereoEyeIndex ];
				UV.xy = (UV.xy - scaleOffset.zw) / scaleOffset.xy;
				#endif
				return UV;
			}
			
			float3 InvertDepthDir72_g1418( float3 In )
			{
				float3 result = In;
				#if !defined(ASE_SRP_VERSION) || ASE_SRP_VERSION <= 70301
				result *= float3(1,1,-1);
				#endif
				return result;
			}
			
			float3 ASESafeNormalize(float3 inVec)
			{
				float dp3 = max(1.175494351e-38, dot(inVec, inVec));
				return inVec* rsqrt(dp3);
			}
			
			float4 CalculateContrast( float contrastValue, float4 colorTarget )
			{
				float t = 0.5 * ( 1.0 - contrastValue );
				return mul( float4x4( contrastValue,0,0,t, 0,contrastValue,0,t, 0,0,contrastValue,t, 0,0,0,1 ), colorTarget );
			}

			v2f VertexFunction (appdata v  ) {
				UNITY_SETUP_INSTANCE_ID(v);
				v2f o;
				UNITY_INITIALIZE_OUTPUT(v2f,o);
				UNITY_TRANSFER_INSTANCE_ID(v,o);
				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);

				float4 ase_clipPos = UnityObjectToClipPos(v.vertex);
				float4 screenPos = ComputeScreenPos(ase_clipPos);
				float4 ase_screenPosNorm = screenPos / screenPos.w;
				ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
				float2 UV22_g1419 = ase_screenPosNorm.xy;
				float2 localUnStereo22_g1419 = UnStereo( UV22_g1419 );
				float2 break64_g1418 = localUnStereo22_g1419;
				float clampDepth69_g1418 = SAMPLE_DEPTH_TEXTURE_LOD( _CameraDepthTexture, float4( ase_screenPosNorm.xy, 0, 0 ) );
				#ifdef UNITY_REVERSED_Z
				float staticSwitch38_g1418 = ( 1.0 - clampDepth69_g1418 );
				#else
				float staticSwitch38_g1418 = clampDepth69_g1418;
				#endif
				float3 appendResult39_g1418 = (float3(break64_g1418.x , break64_g1418.y , staticSwitch38_g1418));
				float4 appendResult42_g1418 = (float4((appendResult39_g1418*2.0 + -1.0) , 1.0));
				float4 temp_output_43_0_g1418 = mul( unity_CameraInvProjection, appendResult42_g1418 );
				float3 temp_output_46_0_g1418 = ( (temp_output_43_0_g1418).xyz / (temp_output_43_0_g1418).w );
				float3 In72_g1418 = temp_output_46_0_g1418;
				float3 localInvertDepthDir72_g1418 = InvertDepthDir72_g1418( In72_g1418 );
				float4 appendResult49_g1418 = (float4(localInvertDepthDir72_g1418 , 1.0));
				float4 temp_output_1_0_g1408 = mul( unity_CameraToWorld, appendResult49_g1418 );
				float4 WorldFromDepth17_g1408 = temp_output_1_0_g1408;
				float4 normalizeResult447 = normalize( WorldFromDepth17_g1408 );
				
				o.ase_texcoord9 = v.ase_texcoord;
				o.ase_texcoord10 = v.texcoord1.xyzw;
				o.ase_texcoord11 = v.texcoord2.xyzw;
				o.ase_color = v.ase_color;
				#ifdef ASE_ABSOLUTE_VERTEX_POS
					float3 defaultVertexValue = v.vertex.xyz;
				#else
					float3 defaultVertexValue = float3(0, 0, 0);
				#endif
				float3 vertexValue = defaultVertexValue;
				#ifdef ASE_ABSOLUTE_VERTEX_POS
					v.vertex.xyz = vertexValue;
				#else
					v.vertex.xyz += vertexValue;
				#endif
				v.vertex.w = 1;
				v.normal = normalizeResult447.xyz;
				v.tangent = v.tangent;

				o.pos = UnityObjectToClipPos(v.vertex);
				float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
				fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);
				fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);
				fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;
				fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;
				o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);
				o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);
				o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);

				#ifdef DYNAMICLIGHTMAP_ON
				o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
				#endif
				#ifdef LIGHTMAP_ON
				o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
				#endif

				#ifndef LIGHTMAP_ON
					#if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL
						o.sh = 0;
						#ifdef VERTEXLIGHT_ON
						o.sh += Shade4PointLights (
							unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,
							unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,
							unity_4LightAtten0, worldPos, worldNormal);
						#endif
						o.sh = ShadeSHPerVertex (worldNormal, o.sh);
					#endif
				#endif

				#if UNITY_VERSION >= 201810 && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
					UNITY_TRANSFER_LIGHTING(o, v.texcoord1.xy);
				#elif defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
					#if UNITY_VERSION >= 201710
						UNITY_TRANSFER_SHADOW(o, v.texcoord1.xy);
					#else
						TRANSFER_SHADOW(o);
					#endif
				#endif

				#ifdef ASE_FOG
					UNITY_TRANSFER_FOG(o,o.pos);
				#endif
				#if defined(ASE_NEEDS_FRAG_SCREEN_POSITION)
					o.screenPos = ComputeScreenPos(o.pos);
				#endif
				return o;
			}

			#if defined(ASE_TESSELLATION)
			struct VertexControl
			{
				float4 vertex : INTERNALTESSPOS;
				float4 tangent : TANGENT;
				float3 normal : NORMAL;
				float4 texcoord1 : TEXCOORD1;
				float4 texcoord2 : TEXCOORD2;
				float4 ase_texcoord : TEXCOORD0;
				float4 ase_color : COLOR;

				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

			struct TessellationFactors
			{
				float edge[3] : SV_TessFactor;
				float inside : SV_InsideTessFactor;
			};

			VertexControl vert ( appdata v )
			{
				VertexControl o;
				UNITY_SETUP_INSTANCE_ID(v);
				UNITY_TRANSFER_INSTANCE_ID(v, o);
				o.vertex = v.vertex;
				o.tangent = v.tangent;
				o.normal = v.normal;
				o.texcoord1 = v.texcoord1;
				o.texcoord2 = v.texcoord2;
				o.ase_texcoord = v.ase_texcoord;
				o.ase_color = v.ase_color;
				return o;
			}

			TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
			{
				TessellationFactors o;
				float4 tf = 1;
				float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
				float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
				#if defined(ASE_FIXED_TESSELLATION)
				tf = FixedTess( tessValue );
				#elif defined(ASE_DISTANCE_TESSELLATION)
				tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, UNITY_MATRIX_M, _WorldSpaceCameraPos );
				#elif defined(ASE_LENGTH_TESSELLATION)
				tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams );
				#elif defined(ASE_LENGTH_CULL_TESSELLATION)
				tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
				#endif
				o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
				return o;
			}

			[domain("tri")]
			[partitioning("fractional_odd")]
			[outputtopology("triangle_cw")]
			[patchconstantfunc("TessellationFunction")]
			[outputcontrolpoints(3)]
			VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
			{
			   return patch[id];
			}

			[domain("tri")]
			v2f DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
			{
				appdata o = (appdata) 0;
				o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
				o.tangent = patch[0].tangent * bary.x + patch[1].tangent * bary.y + patch[2].tangent * bary.z;
				o.normal = patch[0].normal * bary.x + patch[1].normal * bary.y + patch[2].normal * bary.z;
				o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z;
				o.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z;
				o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
				o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
				#if defined(ASE_PHONG_TESSELLATION)
				float3 pp[3];
				for (int i = 0; i < 3; ++i)
					pp[i] = o.vertex.xyz - patch[i].normal * (dot(o.vertex.xyz, patch[i].normal) - dot(patch[i].vertex.xyz, patch[i].normal));
				float phongStrength = _TessPhongStrength;
				o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
				#endif
				UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
				return VertexFunction(o);
			}
			#else
			v2f vert ( appdata v )
			{
				return VertexFunction( v );
			}
			#endif

			fixed4 frag (v2f IN 
				#ifdef _DEPTHOFFSET_ON
				, out float outputDepth : SV_Depth
				#endif
				) : SV_Target
			{
				UNITY_SETUP_INSTANCE_ID(IN);

				#ifdef LOD_FADE_CROSSFADE
					UNITY_APPLY_DITHER_CROSSFADE(IN.pos.xy);
				#endif

				#if defined(_SPECULAR_SETUP)
					SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;
				#else
					SurfaceOutputStandard o = (SurfaceOutputStandard)0;
				#endif
				float3 WorldTangent = float3(IN.tSpace0.x,IN.tSpace1.x,IN.tSpace2.x);
				float3 WorldBiTangent = float3(IN.tSpace0.y,IN.tSpace1.y,IN.tSpace2.y);
				float3 WorldNormal = float3(IN.tSpace0.z,IN.tSpace1.z,IN.tSpace2.z);
				float3 worldPos = float3(IN.tSpace0.w,IN.tSpace1.w,IN.tSpace2.w);
				float3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));
				#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
					UNITY_LIGHT_ATTENUATION(atten, IN, worldPos)
				#else
					half atten = 1;
				#endif
				#if defined(ASE_NEEDS_FRAG_SCREEN_POSITION)
				float4 ScreenPos = IN.screenPos;
				#endif

				float4 ase_screenPosNorm = ScreenPos / ScreenPos.w;
				ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
				float2 UV22_g1419 = ase_screenPosNorm.xy;
				float2 localUnStereo22_g1419 = UnStereo( UV22_g1419 );
				float2 break64_g1418 = localUnStereo22_g1419;
				float clampDepth69_g1418 = SAMPLE_DEPTH_TEXTURE( _CameraDepthTexture, ase_screenPosNorm.xy );
				#ifdef UNITY_REVERSED_Z
				float staticSwitch38_g1418 = ( 1.0 - clampDepth69_g1418 );
				#else
				float staticSwitch38_g1418 = clampDepth69_g1418;
				#endif
				float3 appendResult39_g1418 = (float3(break64_g1418.x , break64_g1418.y , staticSwitch38_g1418));
				float4 appendResult42_g1418 = (float4((appendResult39_g1418*2.0 + -1.0) , 1.0));
				float4 temp_output_43_0_g1418 = mul( unity_CameraInvProjection, appendResult42_g1418 );
				float3 temp_output_46_0_g1418 = ( (temp_output_43_0_g1418).xyz / (temp_output_43_0_g1418).w );
				float3 In72_g1418 = temp_output_46_0_g1418;
				float3 localInvertDepthDir72_g1418 = InvertDepthDir72_g1418( In72_g1418 );
				float4 appendResult49_g1418 = (float4(localInvertDepthDir72_g1418 , 1.0));
				float4 temp_output_1_0_g1408 = mul( unity_CameraToWorld, appendResult49_g1418 );
				float4 temp_output_2_0_g1408 = ddx( temp_output_1_0_g1408 );
				float4 temp_output_3_0_g1408 = ddy( temp_output_1_0_g1408 );
				float3 normalizeResult6_g1408 = ASESafeNormalize( cross( temp_output_2_0_g1408.xyz , temp_output_3_0_g1408.xyz ) );
				float3 WorldNormals8_g1408 = normalizeResult6_g1408;
				float3 break17_g1411 = WorldNormals8_g1408;
				float2 Pan_Speed_Direction77_g1411 = float2( 0,0 );
				float4 WorldFromDepth17_g1408 = temp_output_1_0_g1408;
				float3 worldToObj15_g1408 = mul( unity_WorldToObject, float4( WorldFromDepth17_g1408.xyz, 1 ) ).xyz;
				float3 appendResult12_g1408 = (float3(IN.ase_texcoord9.x , IN.ase_texcoord9.y , IN.ase_texcoord9.z));
				float4 break33_g1409 = (( _UseLocalorWorldPosition )?( (( _ParticleMode )?( ( WorldFromDepth17_g1408 - float4( appendResult12_g1408 , 0.0 ) ) ):( WorldFromDepth17_g1408 )) ):( float4( worldToObj15_g1408 , 0.0 ) ));
				float2 appendResult37_g1409 = (float2(break33_g1409.x , break33_g1409.y));
				float2 UV3104_g1408 = appendResult37_g1409;
				float2 appendResult131_g1408 = (float2(_TextureScaleX , _TextureScaleY));
				float2 UVModifiers200_g1408 = ( ( ( 1.0 - _TextureScaleUniform ) / IN.ase_texcoord9.w ) * appendResult131_g1408 );
				float2 UV_Modifiers73_g1411 = UVModifiers200_g1408;
				float3 break17_g1414 = WorldNormals8_g1408;
				float2 appendResult306_g1408 = (float2(IN.ase_texcoord10.x , IN.ase_texcoord10.y));
				float2 break307_g1408 = (( _Enableifusingparticles )?( appendResult306_g1408 ):( float2( 0,0 ) ));
				float2 appendResult273_g1408 = (float2(( ( _WarpX * _OverallWarpSpeed ) + break307_g1408.x ) , ( ( _WarpY * _OverallWarpSpeed ) + break307_g1408.y )));
				float2 UVWarp472_g1408 = appendResult273_g1408;
				float2 Pan_Speed_Direction77_g1414 = UVWarp472_g1408;
				float2 UV_Modifiers73_g1414 = UVModifiers200_g1408;
				float UV_Warp_Input75_g1414 = 0.0;
				float2 panner66_g1414 = ( 1.0 * _Time.y * Pan_Speed_Direction77_g1414 + ( ( ( UV3104_g1408 * UV_Modifiers73_g1414 ) - float2( -0.5,-0.5 ) ) + UV_Warp_Input75_g1414 ));
				float2 appendResult130_g1414 = (float2(_RotationAnchorX , _RotationAnchorY));
				float2 Rotation_Anchor131_g1414 = appendResult130_g1414;
				float mulTime72_g1414 = _Time.y * _RotationOverTime;
				float Rotation84_g1414 = ( ( (( _ParticleRotationToggle )?( IN.ase_texcoord11.x ):( 0.0 )) + _Rotation ) + mulTime72_g1414 );
				float cos68_g1414 = cos( Rotation84_g1414 );
				float sin68_g1414 = sin( Rotation84_g1414 );
				float2 rotator68_g1414 = mul( panner66_g1414 - Rotation_Anchor131_g1414 , float2x2( cos68_g1414 , -sin68_g1414 , sin68_g1414 , cos68_g1414 )) + Rotation_Anchor131_g1414;
				float2 _Vector0 = float2(0,1);
				float2 lerpResult119_g1414 = lerp( panner66_g1414 , rotator68_g1414 , _Vector0.x);
				float2 appendResult38_g1409 = (float2(break33_g1409.x , break33_g1409.z));
				float2 UV2103_g1408 = appendResult38_g1409;
				float2 panner65_g1414 = ( 1.0 * _Time.y * Pan_Speed_Direction77_g1414 + ( ( ( UV2103_g1408 * UV_Modifiers73_g1414 ) - float2( -0.5,-0.5 ) ) + UV_Warp_Input75_g1414 ));
				float cos79_g1414 = cos( Rotation84_g1414 );
				float sin79_g1414 = sin( Rotation84_g1414 );
				float2 rotator79_g1414 = mul( panner65_g1414 - Rotation_Anchor131_g1414 , float2x2( cos79_g1414 , -sin79_g1414 , sin79_g1414 , cos79_g1414 )) + Rotation_Anchor131_g1414;
				float2 lerpResult120_g1414 = lerp( panner65_g1414 , rotator79_g1414 , _Vector0.x);
				float2 appendResult36_g1409 = (float2(break33_g1409.y , break33_g1409.z));
				float2 UV122_g1408 = appendResult36_g1409;
				float2 panner64_g1414 = ( 1.0 * _Time.y * Pan_Speed_Direction77_g1414 + ( ( ( UV122_g1408 * UV_Modifiers73_g1414 ) - float2( -0.5,-0.5 ) ) + UV_Warp_Input75_g1414 ));
				float cos80_g1414 = cos( Rotation84_g1414 );
				float sin80_g1414 = sin( Rotation84_g1414 );
				float2 rotator80_g1414 = mul( panner64_g1414 - Rotation_Anchor131_g1414 , float2x2( cos80_g1414 , -sin80_g1414 , sin80_g1414 , cos80_g1414 )) + Rotation_Anchor131_g1414;
				float2 lerpResult121_g1414 = lerp( panner64_g1414 , rotator80_g1414 , _Vector0.x);
				float3 normalizeResult4_g1408 = ASESafeNormalize( cross( temp_output_3_0_g1408.xyz , temp_output_2_0_g1408.xyz ) );
				float3 WorldNormalsInv9_g1408 = normalizeResult4_g1408;
				float3 break22_g1414 = WorldNormalsInv9_g1408;
				float2 appendResult34_g1409 = (float2(break33_g1409.x , break33_g1409.y));
				float2 UV6107_g1408 = appendResult34_g1409;
				float2 panner63_g1414 = ( 1.0 * _Time.y * Pan_Speed_Direction77_g1414 + ( ( ( UV6107_g1408 * UV_Modifiers73_g1414 ) - float2( -0.5,-0.5 ) ) + UV_Warp_Input75_g1414 ));
				float cos81_g1414 = cos( Rotation84_g1414 );
				float sin81_g1414 = sin( Rotation84_g1414 );
				float2 rotator81_g1414 = mul( panner63_g1414 - Rotation_Anchor131_g1414 , float2x2( cos81_g1414 , -sin81_g1414 , sin81_g1414 , cos81_g1414 )) + Rotation_Anchor131_g1414;
				float2 lerpResult122_g1414 = lerp( panner63_g1414 , rotator81_g1414 , _Vector0.x);
				float2 appendResult32_g1409 = (float2(break33_g1409.x , break33_g1409.z));
				float2 UV5106_g1408 = appendResult32_g1409;
				float2 panner62_g1414 = ( 1.0 * _Time.y * Pan_Speed_Direction77_g1414 + ( ( ( UV5106_g1408 * UV_Modifiers73_g1414 ) - float2( -0.5,-0.5 ) ) + UV_Warp_Input75_g1414 ));
				float cos82_g1414 = cos( Rotation84_g1414 );
				float sin82_g1414 = sin( Rotation84_g1414 );
				float2 rotator82_g1414 = mul( panner62_g1414 - Rotation_Anchor131_g1414 , float2x2( cos82_g1414 , -sin82_g1414 , sin82_g1414 , cos82_g1414 )) + Rotation_Anchor131_g1414;
				float2 lerpResult123_g1414 = lerp( panner62_g1414 , rotator82_g1414 , _Vector0.x);
				float2 appendResult35_g1409 = (float2(break33_g1409.y , break33_g1409.z));
				float2 UV4105_g1408 = appendResult35_g1409;
				float2 temp_output_5_0_g1414 = UV4105_g1408;
				float2 panner61_g1414 = ( 1.0 * _Time.y * Pan_Speed_Direction77_g1414 + ( ( ( temp_output_5_0_g1414 * UV_Modifiers73_g1414 ) - float2( -0.5,-0.5 ) ) + UV_Warp_Input75_g1414 ));
				float cos83_g1414 = cos( Rotation84_g1414 );
				float sin83_g1414 = sin( Rotation84_g1414 );
				float2 rotator83_g1414 = mul( panner61_g1414 - Rotation_Anchor131_g1414 , float2x2( cos83_g1414 , -sin83_g1414 , sin83_g1414 , cos83_g1414 )) + Rotation_Anchor131_g1414;
				float2 lerpResult124_g1414 = lerp( panner61_g1414 , rotator83_g1414 , _Vector0.x);
				float3 break17_g1413 = WorldNormals8_g1408;
				float2 Pan_Speed_Direction77_g1413 = ( UVWarp472_g1408 * -1.0 );
				float2 UV_Modifiers73_g1413 = UVModifiers200_g1408;
				float UV_Warp_Input75_g1413 = 0.0;
				float2 panner66_g1413 = ( 1.0 * _Time.y * Pan_Speed_Direction77_g1413 + ( ( ( UV3104_g1408 * UV_Modifiers73_g1413 ) - float2( -0.5,-0.5 ) ) + UV_Warp_Input75_g1413 ));
				float2 appendResult130_g1413 = (float2(_RotationAnchorX , _RotationAnchorY));
				float2 Rotation_Anchor131_g1413 = appendResult130_g1413;
				float mulTime72_g1413 = _Time.y * _RotationOverTime;
				float Rotation84_g1413 = ( ( (( _ParticleRotationToggle )?( IN.ase_texcoord11.x ):( 0.0 )) + _Rotation ) + mulTime72_g1413 );
				float cos68_g1413 = cos( Rotation84_g1413 );
				float sin68_g1413 = sin( Rotation84_g1413 );
				float2 rotator68_g1413 = mul( panner66_g1413 - Rotation_Anchor131_g1413 , float2x2( cos68_g1413 , -sin68_g1413 , sin68_g1413 , cos68_g1413 )) + Rotation_Anchor131_g1413;
				float2 lerpResult119_g1413 = lerp( panner66_g1413 , rotator68_g1413 , _Vector0.x);
				float2 panner65_g1413 = ( 1.0 * _Time.y * Pan_Speed_Direction77_g1413 + ( ( ( UV2103_g1408 * UV_Modifiers73_g1413 ) - float2( -0.5,-0.5 ) ) + UV_Warp_Input75_g1413 ));
				float cos79_g1413 = cos( Rotation84_g1413 );
				float sin79_g1413 = sin( Rotation84_g1413 );
				float2 rotator79_g1413 = mul( panner65_g1413 - Rotation_Anchor131_g1413 , float2x2( cos79_g1413 , -sin79_g1413 , sin79_g1413 , cos79_g1413 )) + Rotation_Anchor131_g1413;
				float2 lerpResult120_g1413 = lerp( panner65_g1413 , rotator79_g1413 , _Vector0.x);
				float2 panner64_g1413 = ( 1.0 * _Time.y * Pan_Speed_Direction77_g1413 + ( ( ( UV122_g1408 * UV_Modifiers73_g1413 ) - float2( -0.5,-0.5 ) ) + UV_Warp_Input75_g1413 ));
				float cos80_g1413 = cos( Rotation84_g1413 );
				float sin80_g1413 = sin( Rotation84_g1413 );
				float2 rotator80_g1413 = mul( panner64_g1413 - Rotation_Anchor131_g1413 , float2x2( cos80_g1413 , -sin80_g1413 , sin80_g1413 , cos80_g1413 )) + Rotation_Anchor131_g1413;
				float2 lerpResult121_g1413 = lerp( panner64_g1413 , rotator80_g1413 , _Vector0.x);
				float3 break22_g1413 = WorldNormalsInv9_g1408;
				float2 panner63_g1413 = ( 1.0 * _Time.y * Pan_Speed_Direction77_g1413 + ( ( ( UV6107_g1408 * UV_Modifiers73_g1413 ) - float2( -0.5,-0.5 ) ) + UV_Warp_Input75_g1413 ));
				float cos81_g1413 = cos( Rotation84_g1413 );
				float sin81_g1413 = sin( Rotation84_g1413 );
				float2 rotator81_g1413 = mul( panner63_g1413 - Rotation_Anchor131_g1413 , float2x2( cos81_g1413 , -sin81_g1413 , sin81_g1413 , cos81_g1413 )) + Rotation_Anchor131_g1413;
				float2 lerpResult122_g1413 = lerp( panner63_g1413 , rotator81_g1413 , _Vector0.x);
				float2 panner62_g1413 = ( 1.0 * _Time.y * Pan_Speed_Direction77_g1413 + ( ( ( UV5106_g1408 * UV_Modifiers73_g1413 ) - float2( -0.5,-0.5 ) ) + UV_Warp_Input75_g1413 ));
				float cos82_g1413 = cos( Rotation84_g1413 );
				float sin82_g1413 = sin( Rotation84_g1413 );
				float2 rotator82_g1413 = mul( panner62_g1413 - Rotation_Anchor131_g1413 , float2x2( cos82_g1413 , -sin82_g1413 , sin82_g1413 , cos82_g1413 )) + Rotation_Anchor131_g1413;
				float2 lerpResult123_g1413 = lerp( panner62_g1413 , rotator82_g1413 , _Vector0.x);
				float2 temp_output_5_0_g1413 = UV4105_g1408;
				float2 panner61_g1413 = ( 1.0 * _Time.y * Pan_Speed_Direction77_g1413 + ( ( ( temp_output_5_0_g1413 * UV_Modifiers73_g1413 ) - float2( -0.5,-0.5 ) ) + UV_Warp_Input75_g1413 ));
				float cos83_g1413 = cos( Rotation84_g1413 );
				float sin83_g1413 = sin( Rotation84_g1413 );
				float2 rotator83_g1413 = mul( panner61_g1413 - Rotation_Anchor131_g1413 , float2x2( cos83_g1413 , -sin83_g1413 , sin83_g1413 , cos83_g1413 )) + Rotation_Anchor131_g1413;
				float2 lerpResult124_g1413 = lerp( panner61_g1413 , rotator83_g1413 , _Vector0.x);
				float grayscale242_g1408 = dot(( saturate( ( saturate( ( break17_g1414.z * tex2D( _WarpTexture, lerpResult119_g1414 ) ) ) + saturate( ( break17_g1414.y * tex2D( _WarpTexture, lerpResult120_g1414 ) ) ) + saturate( ( break17_g1414.x * tex2D( _WarpTexture, lerpResult121_g1414 ) ) ) + saturate( ( break22_g1414.z * tex2D( _WarpTexture, lerpResult122_g1414 ) ) ) + saturate( ( break22_g1414.y * tex2D( _WarpTexture, lerpResult123_g1414 ) ) ) + saturate( ( break22_g1414.x * tex2D( _WarpTexture, lerpResult124_g1414 ) ) ) ) ) * saturate( ( saturate( ( break17_g1413.z * tex2D( _WarpTexture, lerpResult119_g1413 ) ) ) + saturate( ( break17_g1413.y * tex2D( _WarpTexture, lerpResult120_g1413 ) ) ) + saturate( ( break17_g1413.x * tex2D( _WarpTexture, lerpResult121_g1413 ) ) ) + saturate( ( break22_g1413.z * tex2D( _WarpTexture, lerpResult122_g1413 ) ) ) + saturate( ( break22_g1413.y * tex2D( _WarpTexture, lerpResult123_g1413 ) ) ) + saturate( ( break22_g1413.x * tex2D( _WarpTexture, lerpResult124_g1413 ) ) ) ) ) * 2.0 ).rgb, float3(0.299,0.587,0.114));
				float Warp241_g1408 = ( grayscale242_g1408 * _OverallWarpIntensity );
				float UV_Warp_Input75_g1411 = ( Warp241_g1408 * _AlbidoWarp );
				float2 panner66_g1411 = ( 1.0 * _Time.y * Pan_Speed_Direction77_g1411 + ( ( ( UV3104_g1408 * UV_Modifiers73_g1411 ) - float2( -0.5,-0.5 ) ) + UV_Warp_Input75_g1411 ));
				float2 appendResult130_g1411 = (float2(_RotationAnchorX , _RotationAnchorY));
				float2 Rotation_Anchor131_g1411 = appendResult130_g1411;
				float mulTime72_g1411 = _Time.y * _RotationOverTime;
				float Rotation84_g1411 = ( ( (( _ParticleRotationToggle )?( IN.ase_texcoord11.x ):( 0.0 )) + _Rotation ) + mulTime72_g1411 );
				float cos68_g1411 = cos( Rotation84_g1411 );
				float sin68_g1411 = sin( Rotation84_g1411 );
				float2 rotator68_g1411 = mul( panner66_g1411 - Rotation_Anchor131_g1411 , float2x2( cos68_g1411 , -sin68_g1411 , sin68_g1411 , cos68_g1411 )) + Rotation_Anchor131_g1411;
				float2 lerpResult119_g1411 = lerp( panner66_g1411 , rotator68_g1411 , _Vector0.y);
				float2 panner65_g1411 = ( 1.0 * _Time.y * Pan_Speed_Direction77_g1411 + ( ( ( UV2103_g1408 * UV_Modifiers73_g1411 ) - float2( -0.5,-0.5 ) ) + UV_Warp_Input75_g1411 ));
				float cos79_g1411 = cos( Rotation84_g1411 );
				float sin79_g1411 = sin( Rotation84_g1411 );
				float2 rotator79_g1411 = mul( panner65_g1411 - Rotation_Anchor131_g1411 , float2x2( cos79_g1411 , -sin79_g1411 , sin79_g1411 , cos79_g1411 )) + Rotation_Anchor131_g1411;
				float2 lerpResult120_g1411 = lerp( panner65_g1411 , rotator79_g1411 , _Vector0.y);
				float2 panner64_g1411 = ( 1.0 * _Time.y * Pan_Speed_Direction77_g1411 + ( ( ( UV122_g1408 * UV_Modifiers73_g1411 ) - float2( -0.5,-0.5 ) ) + UV_Warp_Input75_g1411 ));
				float cos80_g1411 = cos( Rotation84_g1411 );
				float sin80_g1411 = sin( Rotation84_g1411 );
				float2 rotator80_g1411 = mul( panner64_g1411 - Rotation_Anchor131_g1411 , float2x2( cos80_g1411 , -sin80_g1411 , sin80_g1411 , cos80_g1411 )) + Rotation_Anchor131_g1411;
				float2 lerpResult121_g1411 = lerp( panner64_g1411 , rotator80_g1411 , _Vector0.y);
				float3 break22_g1411 = WorldNormalsInv9_g1408;
				float2 panner63_g1411 = ( 1.0 * _Time.y * Pan_Speed_Direction77_g1411 + ( ( ( UV6107_g1408 * UV_Modifiers73_g1411 ) - float2( -0.5,-0.5 ) ) + UV_Warp_Input75_g1411 ));
				float cos81_g1411 = cos( Rotation84_g1411 );
				float sin81_g1411 = sin( Rotation84_g1411 );
				float2 rotator81_g1411 = mul( panner63_g1411 - Rotation_Anchor131_g1411 , float2x2( cos81_g1411 , -sin81_g1411 , sin81_g1411 , cos81_g1411 )) + Rotation_Anchor131_g1411;
				float2 lerpResult122_g1411 = lerp( panner63_g1411 , rotator81_g1411 , _Vector0.y);
				float2 panner62_g1411 = ( 1.0 * _Time.y * Pan_Speed_Direction77_g1411 + ( ( ( UV5106_g1408 * UV_Modifiers73_g1411 ) - float2( -0.5,-0.5 ) ) + UV_Warp_Input75_g1411 ));
				float cos82_g1411 = cos( Rotation84_g1411 );
				float sin82_g1411 = sin( Rotation84_g1411 );
				float2 rotator82_g1411 = mul( panner62_g1411 - Rotation_Anchor131_g1411 , float2x2( cos82_g1411 , -sin82_g1411 , sin82_g1411 , cos82_g1411 )) + Rotation_Anchor131_g1411;
				float2 lerpResult123_g1411 = lerp( panner62_g1411 , rotator82_g1411 , _Vector0.y);
				float2 temp_output_5_0_g1411 = UV4105_g1408;
				float2 panner61_g1411 = ( 1.0 * _Time.y * Pan_Speed_Direction77_g1411 + ( ( ( temp_output_5_0_g1411 * UV_Modifiers73_g1411 ) - float2( -0.5,-0.5 ) ) + UV_Warp_Input75_g1411 ));
				float cos83_g1411 = cos( Rotation84_g1411 );
				float sin83_g1411 = sin( Rotation84_g1411 );
				float2 rotator83_g1411 = mul( panner61_g1411 - Rotation_Anchor131_g1411 , float2x2( cos83_g1411 , -sin83_g1411 , sin83_g1411 , cos83_g1411 )) + Rotation_Anchor131_g1411;
				float2 lerpResult124_g1411 = lerp( panner61_g1411 , rotator83_g1411 , _Vector0.y);
				float4 lerpResult417_g1408 = lerp( _AlbidoColorL , _AlbidoColorH , saturate( saturate( ( saturate( ( break17_g1411.z * tex2D( _Albedo, lerpResult119_g1411 ) ) ) + saturate( ( break17_g1411.y * tex2D( _Albedo, lerpResult120_g1411 ) ) ) + saturate( ( break17_g1411.x * tex2D( _Albedo, lerpResult121_g1411 ) ) ) + saturate( ( break22_g1411.z * tex2D( _Albedo, lerpResult122_g1411 ) ) ) + saturate( ( break22_g1411.y * tex2D( _Albedo, lerpResult123_g1411 ) ) ) + saturate( ( break22_g1411.x * tex2D( _Albedo, lerpResult124_g1411 ) ) ) ) ) ));
				
				float3 break17_g1417 = WorldNormals8_g1408;
				float2 Pan_Speed_Direction77_g1417 = float2( 0,0 );
				float2 UV_Modifiers73_g1417 = UVModifiers200_g1408;
				float UV_Warp_Input75_g1417 = ( Warp241_g1408 * _NormalWarp );
				float2 panner66_g1417 = ( 1.0 * _Time.y * Pan_Speed_Direction77_g1417 + ( ( ( UV3104_g1408 * UV_Modifiers73_g1417 ) - float2( -0.5,-0.5 ) ) + UV_Warp_Input75_g1417 ));
				float2 appendResult130_g1417 = (float2(_RotationAnchorX , _RotationAnchorY));
				float2 Rotation_Anchor131_g1417 = appendResult130_g1417;
				float mulTime72_g1417 = _Time.y * _RotationOverTime;
				float Rotation84_g1417 = ( ( (( _ParticleRotationToggle )?( IN.ase_texcoord11.x ):( 0.0 )) + _Rotation ) + mulTime72_g1417 );
				float cos68_g1417 = cos( Rotation84_g1417 );
				float sin68_g1417 = sin( Rotation84_g1417 );
				float2 rotator68_g1417 = mul( panner66_g1417 - Rotation_Anchor131_g1417 , float2x2( cos68_g1417 , -sin68_g1417 , sin68_g1417 , cos68_g1417 )) + Rotation_Anchor131_g1417;
				float2 lerpResult119_g1417 = lerp( panner66_g1417 , rotator68_g1417 , _Vector0.y);
				float2 panner65_g1417 = ( 1.0 * _Time.y * Pan_Speed_Direction77_g1417 + ( ( ( UV2103_g1408 * UV_Modifiers73_g1417 ) - float2( -0.5,-0.5 ) ) + UV_Warp_Input75_g1417 ));
				float cos79_g1417 = cos( Rotation84_g1417 );
				float sin79_g1417 = sin( Rotation84_g1417 );
				float2 rotator79_g1417 = mul( panner65_g1417 - Rotation_Anchor131_g1417 , float2x2( cos79_g1417 , -sin79_g1417 , sin79_g1417 , cos79_g1417 )) + Rotation_Anchor131_g1417;
				float2 lerpResult120_g1417 = lerp( panner65_g1417 , rotator79_g1417 , _Vector0.y);
				float2 panner64_g1417 = ( 1.0 * _Time.y * Pan_Speed_Direction77_g1417 + ( ( ( UV122_g1408 * UV_Modifiers73_g1417 ) - float2( -0.5,-0.5 ) ) + UV_Warp_Input75_g1417 ));
				float cos80_g1417 = cos( Rotation84_g1417 );
				float sin80_g1417 = sin( Rotation84_g1417 );
				float2 rotator80_g1417 = mul( panner64_g1417 - Rotation_Anchor131_g1417 , float2x2( cos80_g1417 , -sin80_g1417 , sin80_g1417 , cos80_g1417 )) + Rotation_Anchor131_g1417;
				float2 lerpResult121_g1417 = lerp( panner64_g1417 , rotator80_g1417 , _Vector0.y);
				float3 break22_g1417 = WorldNormalsInv9_g1408;
				float2 panner63_g1417 = ( 1.0 * _Time.y * Pan_Speed_Direction77_g1417 + ( ( ( UV6107_g1408 * UV_Modifiers73_g1417 ) - float2( -0.5,-0.5 ) ) + UV_Warp_Input75_g1417 ));
				float cos81_g1417 = cos( Rotation84_g1417 );
				float sin81_g1417 = sin( Rotation84_g1417 );
				float2 rotator81_g1417 = mul( panner63_g1417 - Rotation_Anchor131_g1417 , float2x2( cos81_g1417 , -sin81_g1417 , sin81_g1417 , cos81_g1417 )) + Rotation_Anchor131_g1417;
				float2 lerpResult122_g1417 = lerp( panner63_g1417 , rotator81_g1417 , _Vector0.y);
				float2 panner62_g1417 = ( 1.0 * _Time.y * Pan_Speed_Direction77_g1417 + ( ( ( UV5106_g1408 * UV_Modifiers73_g1417 ) - float2( -0.5,-0.5 ) ) + UV_Warp_Input75_g1417 ));
				float cos82_g1417 = cos( Rotation84_g1417 );
				float sin82_g1417 = sin( Rotation84_g1417 );
				float2 rotator82_g1417 = mul( panner62_g1417 - Rotation_Anchor131_g1417 , float2x2( cos82_g1417 , -sin82_g1417 , sin82_g1417 , cos82_g1417 )) + Rotation_Anchor131_g1417;
				float2 lerpResult123_g1417 = lerp( panner62_g1417 , rotator82_g1417 , _Vector0.y);
				float2 temp_output_5_0_g1417 = UV4105_g1408;
				float2 panner61_g1417 = ( 1.0 * _Time.y * Pan_Speed_Direction77_g1417 + ( ( ( temp_output_5_0_g1417 * UV_Modifiers73_g1417 ) - float2( -0.5,-0.5 ) ) + UV_Warp_Input75_g1417 ));
				float cos83_g1417 = cos( Rotation84_g1417 );
				float sin83_g1417 = sin( Rotation84_g1417 );
				float2 rotator83_g1417 = mul( panner61_g1417 - Rotation_Anchor131_g1417 , float2x2( cos83_g1417 , -sin83_g1417 , sin83_g1417 , cos83_g1417 )) + Rotation_Anchor131_g1417;
				float2 lerpResult124_g1417 = lerp( panner61_g1417 , rotator83_g1417 , _Vector0.y);
				
				float3 break17_g1415 = WorldNormals8_g1408;
				float2 Pan_Speed_Direction77_g1415 = float2( 0,0 );
				float2 UV_Modifiers73_g1415 = UVModifiers200_g1408;
				float UV_Warp_Input75_g1415 = ( Warp241_g1408 * _EmissionWarp );
				float2 panner66_g1415 = ( 1.0 * _Time.y * Pan_Speed_Direction77_g1415 + ( ( ( UV3104_g1408 * UV_Modifiers73_g1415 ) - float2( -0.5,-0.5 ) ) + UV_Warp_Input75_g1415 ));
				float2 appendResult130_g1415 = (float2(_RotationAnchorX , _RotationAnchorY));
				float2 Rotation_Anchor131_g1415 = appendResult130_g1415;
				float mulTime72_g1415 = _Time.y * _RotationOverTime;
				float Rotation84_g1415 = ( ( (( _ParticleRotationToggle )?( IN.ase_texcoord11.x ):( 0.0 )) + _Rotation ) + mulTime72_g1415 );
				float cos68_g1415 = cos( Rotation84_g1415 );
				float sin68_g1415 = sin( Rotation84_g1415 );
				float2 rotator68_g1415 = mul( panner66_g1415 - Rotation_Anchor131_g1415 , float2x2( cos68_g1415 , -sin68_g1415 , sin68_g1415 , cos68_g1415 )) + Rotation_Anchor131_g1415;
				float2 lerpResult119_g1415 = lerp( panner66_g1415 , rotator68_g1415 , _Vector0.y);
				float2 panner65_g1415 = ( 1.0 * _Time.y * Pan_Speed_Direction77_g1415 + ( ( ( UV2103_g1408 * UV_Modifiers73_g1415 ) - float2( -0.5,-0.5 ) ) + UV_Warp_Input75_g1415 ));
				float cos79_g1415 = cos( Rotation84_g1415 );
				float sin79_g1415 = sin( Rotation84_g1415 );
				float2 rotator79_g1415 = mul( panner65_g1415 - Rotation_Anchor131_g1415 , float2x2( cos79_g1415 , -sin79_g1415 , sin79_g1415 , cos79_g1415 )) + Rotation_Anchor131_g1415;
				float2 lerpResult120_g1415 = lerp( panner65_g1415 , rotator79_g1415 , _Vector0.y);
				float2 panner64_g1415 = ( 1.0 * _Time.y * Pan_Speed_Direction77_g1415 + ( ( ( UV122_g1408 * UV_Modifiers73_g1415 ) - float2( -0.5,-0.5 ) ) + UV_Warp_Input75_g1415 ));
				float cos80_g1415 = cos( Rotation84_g1415 );
				float sin80_g1415 = sin( Rotation84_g1415 );
				float2 rotator80_g1415 = mul( panner64_g1415 - Rotation_Anchor131_g1415 , float2x2( cos80_g1415 , -sin80_g1415 , sin80_g1415 , cos80_g1415 )) + Rotation_Anchor131_g1415;
				float2 lerpResult121_g1415 = lerp( panner64_g1415 , rotator80_g1415 , _Vector0.y);
				float3 break22_g1415 = WorldNormalsInv9_g1408;
				float2 panner63_g1415 = ( 1.0 * _Time.y * Pan_Speed_Direction77_g1415 + ( ( ( UV6107_g1408 * UV_Modifiers73_g1415 ) - float2( -0.5,-0.5 ) ) + UV_Warp_Input75_g1415 ));
				float cos81_g1415 = cos( Rotation84_g1415 );
				float sin81_g1415 = sin( Rotation84_g1415 );
				float2 rotator81_g1415 = mul( panner63_g1415 - Rotation_Anchor131_g1415 , float2x2( cos81_g1415 , -sin81_g1415 , sin81_g1415 , cos81_g1415 )) + Rotation_Anchor131_g1415;
				float2 lerpResult122_g1415 = lerp( panner63_g1415 , rotator81_g1415 , _Vector0.y);
				float2 panner62_g1415 = ( 1.0 * _Time.y * Pan_Speed_Direction77_g1415 + ( ( ( UV5106_g1408 * UV_Modifiers73_g1415 ) - float2( -0.5,-0.5 ) ) + UV_Warp_Input75_g1415 ));
				float cos82_g1415 = cos( Rotation84_g1415 );
				float sin82_g1415 = sin( Rotation84_g1415 );
				float2 rotator82_g1415 = mul( panner62_g1415 - Rotation_Anchor131_g1415 , float2x2( cos82_g1415 , -sin82_g1415 , sin82_g1415 , cos82_g1415 )) + Rotation_Anchor131_g1415;
				float2 lerpResult123_g1415 = lerp( panner62_g1415 , rotator82_g1415 , _Vector0.y);
				float2 temp_output_5_0_g1415 = UV4105_g1408;
				float2 panner61_g1415 = ( 1.0 * _Time.y * Pan_Speed_Direction77_g1415 + ( ( ( temp_output_5_0_g1415 * UV_Modifiers73_g1415 ) - float2( -0.5,-0.5 ) ) + UV_Warp_Input75_g1415 ));
				float cos83_g1415 = cos( Rotation84_g1415 );
				float sin83_g1415 = sin( Rotation84_g1415 );
				float2 rotator83_g1415 = mul( panner61_g1415 - Rotation_Anchor131_g1415 , float2x2( cos83_g1415 , -sin83_g1415 , sin83_g1415 , cos83_g1415 )) + Rotation_Anchor131_g1415;
				float2 lerpResult124_g1415 = lerp( panner61_g1415 , rotator83_g1415 , _Vector0.y);
				float4 temp_cast_11 = (_EmmSubtraction).xxxx;
				float4 temp_output_421_0_g1408 = saturate( ( saturate( ( saturate( ( break17_g1415.z * tex2D( _Emission, lerpResult119_g1415 ) ) ) + saturate( ( break17_g1415.y * tex2D( _Emission, lerpResult120_g1415 ) ) ) + saturate( ( break17_g1415.x * tex2D( _Emission, lerpResult121_g1415 ) ) ) + saturate( ( break22_g1415.z * tex2D( _Emission, lerpResult122_g1415 ) ) ) + saturate( ( break22_g1415.y * tex2D( _Emission, lerpResult123_g1415 ) ) ) + saturate( ( break22_g1415.x * tex2D( _Emission, lerpResult124_g1415 ) ) ) ) ) - temp_cast_11 ) );
				float Glow_Noise431_g1408 = grayscale242_g1408;
				float4 lerpResult301_g1408 = lerp( _EmissionColorL , _EmissionColorH , saturate( ( (( _EmissionGlowNoise )?( ( temp_output_421_0_g1408 * saturate( ( Glow_Noise431_g1408 + ( _EmissionBGAdd / 100.0 ) ) ) * 10.0 ) ):( temp_output_421_0_g1408 )) * IN.ase_texcoord10.w ) ));
				
				float3 worldToObj45_g1408 = mul( unity_WorldToObject, float4( (( _ParticleMode )?( ( WorldFromDepth17_g1408 - float4( appendResult12_g1408 , 0.0 ) ) ):( WorldFromDepth17_g1408 )).xyz, 1 ) ).xyz;
				float3 PositionForFalloff21_g1408 = worldToObj45_g1408;
				float smoothstepResult36_g1408 = smoothstep( 0.0 , (5.0 + (_FalloffContrast - 0.0) * (0.0 - 5.0) / (5.0 - 0.0)) , ( 1.0 - ( length( ( PositionForFalloff21_g1408 * 2 ) ) - ( _FallofFRadius - ( 1.0 - IN.ase_texcoord9.w ) ) ) ));
				float RadialFalloff40_g1408 = saturate( smoothstepResult36_g1408 );
				float3 break17_g1412 = WorldNormals8_g1408;
				float2 Pan_Speed_Direction77_g1412 = float2( 0,0 );
				float2 UV_Modifiers73_g1412 = UVModifiers200_g1408;
				float UV_Warp_Input75_g1412 = ( Warp241_g1408 * _AlphaWarp );
				float2 panner66_g1412 = ( 1.0 * _Time.y * Pan_Speed_Direction77_g1412 + ( ( ( UV3104_g1408 * UV_Modifiers73_g1412 ) - float2( -0.5,-0.5 ) ) + UV_Warp_Input75_g1412 ));
				float2 appendResult130_g1412 = (float2(_RotationAnchorX , _RotationAnchorY));
				float2 Rotation_Anchor131_g1412 = appendResult130_g1412;
				float mulTime72_g1412 = _Time.y * _RotationOverTime;
				float Rotation84_g1412 = ( ( (( _ParticleRotationToggle )?( IN.ase_texcoord11.x ):( 0.0 )) + _Rotation ) + mulTime72_g1412 );
				float cos68_g1412 = cos( Rotation84_g1412 );
				float sin68_g1412 = sin( Rotation84_g1412 );
				float2 rotator68_g1412 = mul( panner66_g1412 - Rotation_Anchor131_g1412 , float2x2( cos68_g1412 , -sin68_g1412 , sin68_g1412 , cos68_g1412 )) + Rotation_Anchor131_g1412;
				float2 lerpResult119_g1412 = lerp( panner66_g1412 , rotator68_g1412 , _Vector0.y);
				float2 panner65_g1412 = ( 1.0 * _Time.y * Pan_Speed_Direction77_g1412 + ( ( ( UV2103_g1408 * UV_Modifiers73_g1412 ) - float2( -0.5,-0.5 ) ) + UV_Warp_Input75_g1412 ));
				float cos79_g1412 = cos( Rotation84_g1412 );
				float sin79_g1412 = sin( Rotation84_g1412 );
				float2 rotator79_g1412 = mul( panner65_g1412 - Rotation_Anchor131_g1412 , float2x2( cos79_g1412 , -sin79_g1412 , sin79_g1412 , cos79_g1412 )) + Rotation_Anchor131_g1412;
				float2 lerpResult120_g1412 = lerp( panner65_g1412 , rotator79_g1412 , _Vector0.y);
				float2 panner64_g1412 = ( 1.0 * _Time.y * Pan_Speed_Direction77_g1412 + ( ( ( UV122_g1408 * UV_Modifiers73_g1412 ) - float2( -0.5,-0.5 ) ) + UV_Warp_Input75_g1412 ));
				float cos80_g1412 = cos( Rotation84_g1412 );
				float sin80_g1412 = sin( Rotation84_g1412 );
				float2 rotator80_g1412 = mul( panner64_g1412 - Rotation_Anchor131_g1412 , float2x2( cos80_g1412 , -sin80_g1412 , sin80_g1412 , cos80_g1412 )) + Rotation_Anchor131_g1412;
				float2 lerpResult121_g1412 = lerp( panner64_g1412 , rotator80_g1412 , _Vector0.y);
				float3 break22_g1412 = WorldNormalsInv9_g1408;
				float2 panner63_g1412 = ( 1.0 * _Time.y * Pan_Speed_Direction77_g1412 + ( ( ( UV6107_g1408 * UV_Modifiers73_g1412 ) - float2( -0.5,-0.5 ) ) + UV_Warp_Input75_g1412 ));
				float cos81_g1412 = cos( Rotation84_g1412 );
				float sin81_g1412 = sin( Rotation84_g1412 );
				float2 rotator81_g1412 = mul( panner63_g1412 - Rotation_Anchor131_g1412 , float2x2( cos81_g1412 , -sin81_g1412 , sin81_g1412 , cos81_g1412 )) + Rotation_Anchor131_g1412;
				float2 lerpResult122_g1412 = lerp( panner63_g1412 , rotator81_g1412 , _Vector0.y);
				float2 panner62_g1412 = ( 1.0 * _Time.y * Pan_Speed_Direction77_g1412 + ( ( ( UV5106_g1408 * UV_Modifiers73_g1412 ) - float2( -0.5,-0.5 ) ) + UV_Warp_Input75_g1412 ));
				float cos82_g1412 = cos( Rotation84_g1412 );
				float sin82_g1412 = sin( Rotation84_g1412 );
				float2 rotator82_g1412 = mul( panner62_g1412 - Rotation_Anchor131_g1412 , float2x2( cos82_g1412 , -sin82_g1412 , sin82_g1412 , cos82_g1412 )) + Rotation_Anchor131_g1412;
				float2 lerpResult123_g1412 = lerp( panner62_g1412 , rotator82_g1412 , _Vector0.y);
				float2 temp_output_5_0_g1412 = UV4105_g1408;
				float2 panner61_g1412 = ( 1.0 * _Time.y * Pan_Speed_Direction77_g1412 + ( ( ( temp_output_5_0_g1412 * UV_Modifiers73_g1412 ) - float2( -0.5,-0.5 ) ) + UV_Warp_Input75_g1412 ));
				float cos83_g1412 = cos( Rotation84_g1412 );
				float sin83_g1412 = sin( Rotation84_g1412 );
				float2 rotator83_g1412 = mul( panner61_g1412 - Rotation_Anchor131_g1412 , float2x2( cos83_g1412 , -sin83_g1412 , sin83_g1412 , cos83_g1412 )) + Rotation_Anchor131_g1412;
				float2 lerpResult124_g1412 = lerp( panner61_g1412 , rotator83_g1412 , _Vector0.y);
				float3 break17_g1410 = WorldNormals8_g1408;
				float2 Pan_Speed_Direction77_g1410 = float2( 0,0 );
				float2 UV_Modifiers73_g1410 = UVModifiers200_g1408;
				float UV_Warp_Input75_g1410 = ( Warp241_g1408 * _SDFWarp );
				float2 panner66_g1410 = ( 1.0 * _Time.y * Pan_Speed_Direction77_g1410 + ( ( ( UV3104_g1408 * UV_Modifiers73_g1410 ) - float2( -0.5,-0.5 ) ) + UV_Warp_Input75_g1410 ));
				float2 appendResult130_g1410 = (float2(_RotationAnchorX , _RotationAnchorY));
				float2 Rotation_Anchor131_g1410 = appendResult130_g1410;
				float mulTime72_g1410 = _Time.y * _RotationOverTime;
				float Rotation84_g1410 = ( ( (( _ParticleRotationToggle )?( IN.ase_texcoord11.x ):( 0.0 )) + _Rotation ) + mulTime72_g1410 );
				float cos68_g1410 = cos( Rotation84_g1410 );
				float sin68_g1410 = sin( Rotation84_g1410 );
				float2 rotator68_g1410 = mul( panner66_g1410 - Rotation_Anchor131_g1410 , float2x2( cos68_g1410 , -sin68_g1410 , sin68_g1410 , cos68_g1410 )) + Rotation_Anchor131_g1410;
				float2 lerpResult119_g1410 = lerp( panner66_g1410 , rotator68_g1410 , _Vector0.y);
				float2 panner65_g1410 = ( 1.0 * _Time.y * Pan_Speed_Direction77_g1410 + ( ( ( UV2103_g1408 * UV_Modifiers73_g1410 ) - float2( -0.5,-0.5 ) ) + UV_Warp_Input75_g1410 ));
				float cos79_g1410 = cos( Rotation84_g1410 );
				float sin79_g1410 = sin( Rotation84_g1410 );
				float2 rotator79_g1410 = mul( panner65_g1410 - Rotation_Anchor131_g1410 , float2x2( cos79_g1410 , -sin79_g1410 , sin79_g1410 , cos79_g1410 )) + Rotation_Anchor131_g1410;
				float2 lerpResult120_g1410 = lerp( panner65_g1410 , rotator79_g1410 , _Vector0.y);
				float2 panner64_g1410 = ( 1.0 * _Time.y * Pan_Speed_Direction77_g1410 + ( ( ( UV122_g1408 * UV_Modifiers73_g1410 ) - float2( -0.5,-0.5 ) ) + UV_Warp_Input75_g1410 ));
				float cos80_g1410 = cos( Rotation84_g1410 );
				float sin80_g1410 = sin( Rotation84_g1410 );
				float2 rotator80_g1410 = mul( panner64_g1410 - Rotation_Anchor131_g1410 , float2x2( cos80_g1410 , -sin80_g1410 , sin80_g1410 , cos80_g1410 )) + Rotation_Anchor131_g1410;
				float2 lerpResult121_g1410 = lerp( panner64_g1410 , rotator80_g1410 , _Vector0.y);
				float3 break22_g1410 = WorldNormalsInv9_g1408;
				float2 panner63_g1410 = ( 1.0 * _Time.y * Pan_Speed_Direction77_g1410 + ( ( ( UV6107_g1408 * UV_Modifiers73_g1410 ) - float2( -0.5,-0.5 ) ) + UV_Warp_Input75_g1410 ));
				float cos81_g1410 = cos( Rotation84_g1410 );
				float sin81_g1410 = sin( Rotation84_g1410 );
				float2 rotator81_g1410 = mul( panner63_g1410 - Rotation_Anchor131_g1410 , float2x2( cos81_g1410 , -sin81_g1410 , sin81_g1410 , cos81_g1410 )) + Rotation_Anchor131_g1410;
				float2 lerpResult122_g1410 = lerp( panner63_g1410 , rotator81_g1410 , _Vector0.y);
				float2 panner62_g1410 = ( 1.0 * _Time.y * Pan_Speed_Direction77_g1410 + ( ( ( UV5106_g1408 * UV_Modifiers73_g1410 ) - float2( -0.5,-0.5 ) ) + UV_Warp_Input75_g1410 ));
				float cos82_g1410 = cos( Rotation84_g1410 );
				float sin82_g1410 = sin( Rotation84_g1410 );
				float2 rotator82_g1410 = mul( panner62_g1410 - Rotation_Anchor131_g1410 , float2x2( cos82_g1410 , -sin82_g1410 , sin82_g1410 , cos82_g1410 )) + Rotation_Anchor131_g1410;
				float2 lerpResult123_g1410 = lerp( panner62_g1410 , rotator82_g1410 , _Vector0.y);
				float2 temp_output_5_0_g1410 = UV4105_g1408;
				float2 panner61_g1410 = ( 1.0 * _Time.y * Pan_Speed_Direction77_g1410 + ( ( ( temp_output_5_0_g1410 * UV_Modifiers73_g1410 ) - float2( -0.5,-0.5 ) ) + UV_Warp_Input75_g1410 ));
				float cos83_g1410 = cos( Rotation84_g1410 );
				float sin83_g1410 = sin( Rotation84_g1410 );
				float2 rotator83_g1410 = mul( panner61_g1410 - Rotation_Anchor131_g1410 , float2x2( cos83_g1410 , -sin83_g1410 , sin83_g1410 , cos83_g1410 )) + Rotation_Anchor131_g1410;
				float2 lerpResult124_g1410 = lerp( panner61_g1410 , rotator83_g1410 , _Vector0.y);
				float4 temp_cast_15 = (IN.ase_texcoord10.z).xxxx;
				float grayscale378_g1408 = dot(saturate( ( CalculateContrast(5.0,saturate( ( saturate( ( break17_g1410.z * tex2D( _SDF, lerpResult119_g1410 ) ) ) + saturate( ( break17_g1410.y * tex2D( _SDF, lerpResult120_g1410 ) ) ) + saturate( ( break17_g1410.x * tex2D( _SDF, lerpResult121_g1410 ) ) ) + saturate( ( break22_g1410.z * tex2D( _SDF, lerpResult122_g1410 ) ) ) + saturate( ( break22_g1410.y * tex2D( _SDF, lerpResult123_g1410 ) ) ) + saturate( ( break22_g1410.x * tex2D( _SDF, lerpResult124_g1410 ) ) ) ) )) - temp_cast_15 ) ).rgb, float3(0.299,0.587,0.114));
				float SDF380_g1408 = ( RadialFalloff40_g1408 * grayscale378_g1408 );
				float3 break540_g1408 = WorldNormals8_g1408;
				float3 break572_g1408 = WorldNormalsInv9_g1408;
				float lerpResult730_g1408 = lerp( 1.0 , IN.ase_texcoord11.y , _VertexTexAlphaToggle);
				
				o.Albedo = ( lerpResult417_g1408 * IN.ase_color ).rgb;
				o.Normal = UnpackScaleNormal( saturate( ( saturate( ( break17_g1417.z * tex2D( _Normal, lerpResult119_g1417 ) ) ) + saturate( ( break17_g1417.y * tex2D( _Normal, lerpResult120_g1417 ) ) ) + saturate( ( break17_g1417.x * tex2D( _Normal, lerpResult121_g1417 ) ) ) + saturate( ( break22_g1417.z * tex2D( _Normal, lerpResult122_g1417 ) ) ) + saturate( ( break22_g1417.y * tex2D( _Normal, lerpResult123_g1417 ) ) ) + saturate( ( break22_g1417.x * tex2D( _Normal, lerpResult124_g1417 ) ) ) ) ), _NormalDepthScale );
				o.Emission = ( lerpResult301_g1408 * IN.ase_color ).rgb;
				#if defined(_SPECULAR_SETUP)
					o.Specular = fixed3( 0, 0, 0 );
				#else
					o.Metallic = 0;
				#endif
				o.Smoothness = 0;
				o.Occlusion = 1;
				o.Alpha = saturate( ( ( RadialFalloff40_g1408 * saturate( saturate( ( saturate( ( break17_g1412.z * tex2D( _Alpha, lerpResult119_g1412 ) ) ) + saturate( ( break17_g1412.y * tex2D( _Alpha, lerpResult120_g1412 ) ) ) + saturate( ( break17_g1412.x * tex2D( _Alpha, lerpResult121_g1412 ) ) ) + saturate( ( break22_g1412.z * tex2D( _Alpha, lerpResult122_g1412 ) ) ) + saturate( ( break22_g1412.y * tex2D( _Alpha, lerpResult123_g1412 ) ) ) + saturate( ( break22_g1412.x * tex2D( _Alpha, lerpResult124_g1412 ) ) ) ) ) ).b * SDF380_g1408 * ( saturate( ( ( _Mask_X * break540_g1408.x ) + ( _Mask_Y * break540_g1408.y ) + ( _Mask_Z * break540_g1408.z ) ) ) + saturate( ( ( _MaskX * break572_g1408.x ) + ( _MaskY * break572_g1408.y ) + ( _MaskZ * break572_g1408.z ) ) ) ) * lerpResult730_g1408 ) - 0.05 ) );
				float AlphaClipThreshold = 0.5;
				float AlphaClipThresholdShadow = 0.5;
				float3 BakedGI = 0;
				float3 RefractionColor = 1;
				float RefractionIndex = 1;
				float3 Transmission = 1;
				float3 Translucency = 1;

				#ifdef _ALPHATEST_ON
					clip( o.Alpha - AlphaClipThreshold );
				#endif

				#ifdef _DEPTHOFFSET_ON
					outputDepth = IN.pos.z;
				#endif

				#ifndef USING_DIRECTIONAL_LIGHT
					fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));
				#else
					fixed3 lightDir = _WorldSpaceLightPos0.xyz;
				#endif

				fixed4 c = 0;
				float3 worldN;
				worldN.x = dot(IN.tSpace0.xyz, o.Normal);
				worldN.y = dot(IN.tSpace1.xyz, o.Normal);
				worldN.z = dot(IN.tSpace2.xyz, o.Normal);
				worldN = normalize(worldN);
				o.Normal = worldN;

				UnityGI gi;
				UNITY_INITIALIZE_OUTPUT(UnityGI, gi);
				gi.indirect.diffuse = 0;
				gi.indirect.specular = 0;
				gi.light.color = _LightColor0.rgb;
				gi.light.dir = lightDir;

				UnityGIInput giInput;
				UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);
				giInput.light = gi.light;
				giInput.worldPos = worldPos;
				giInput.worldViewDir = worldViewDir;
				giInput.atten = atten;
				#if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)
					giInput.lightmapUV = IN.lmap;
				#else
					giInput.lightmapUV = 0.0;
				#endif
				#if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL
					giInput.ambient = IN.sh;
				#else
					giInput.ambient.rgb = 0.0;
				#endif
				giInput.probeHDR[0] = unity_SpecCube0_HDR;
				giInput.probeHDR[1] = unity_SpecCube1_HDR;
				#if defined(UNITY_SPECCUBE_BLENDING) || defined(UNITY_SPECCUBE_BOX_PROJECTION)
					giInput.boxMin[0] = unity_SpecCube0_BoxMin;
				#endif
				#ifdef UNITY_SPECCUBE_BOX_PROJECTION
					giInput.boxMax[0] = unity_SpecCube0_BoxMax;
					giInput.probePosition[0] = unity_SpecCube0_ProbePosition;
					giInput.boxMax[1] = unity_SpecCube1_BoxMax;
					giInput.boxMin[1] = unity_SpecCube1_BoxMin;
					giInput.probePosition[1] = unity_SpecCube1_ProbePosition;
				#endif

				#if defined(_SPECULAR_SETUP)
					LightingStandardSpecular_GI(o, giInput, gi);
				#else
					LightingStandard_GI( o, giInput, gi );
				#endif

				#ifdef ASE_BAKEDGI
					gi.indirect.diffuse = BakedGI;
				#endif

				#if UNITY_SHOULD_SAMPLE_SH && !defined(LIGHTMAP_ON) && defined(ASE_NO_AMBIENT)
					gi.indirect.diffuse = 0;
				#endif

				#if defined(_SPECULAR_SETUP)
					c += LightingStandardSpecular (o, worldViewDir, gi);
				#else
					c += LightingStandard( o, worldViewDir, gi );
				#endif

				#ifdef ASE_TRANSMISSION
				{
					float shadow = _TransmissionShadow;
					#ifdef DIRECTIONAL
						float3 lightAtten = lerp( _LightColor0.rgb, gi.light.color, shadow );
					#else
						float3 lightAtten = gi.light.color;
					#endif
					half3 transmission = max(0 , -dot(o.Normal, gi.light.dir)) * lightAtten * Transmission;
					c.rgb += o.Albedo * transmission;
				}
				#endif

				#ifdef ASE_TRANSLUCENCY
				{
					float shadow = _TransShadow;
					float normal = _TransNormal;
					float scattering = _TransScattering;
					float direct = _TransDirect;
					float ambient = _TransAmbient;
					float strength = _TransStrength;

					#ifdef DIRECTIONAL
						float3 lightAtten = lerp( _LightColor0.rgb, gi.light.color, shadow );
					#else
						float3 lightAtten = gi.light.color;
					#endif
					half3 lightDir = gi.light.dir + o.Normal * normal;
					half transVdotL = pow( saturate( dot( worldViewDir, -lightDir ) ), scattering );
					half3 translucency = lightAtten * (transVdotL * direct + gi.indirect.diffuse * ambient) * Translucency;
					c.rgb += o.Albedo * translucency * strength;
				}
				#endif

				//#ifdef ASE_REFRACTION
				//	float4 projScreenPos = ScreenPos / ScreenPos.w;
				//	float3 refractionOffset = ( RefractionIndex - 1.0 ) * mul( UNITY_MATRIX_V, WorldNormal ).xyz * ( 1.0 - dot( WorldNormal, WorldViewDirection ) );
				//	projScreenPos.xy += refractionOffset.xy;
				//	float3 refraction = UNITY_SAMPLE_SCREENSPACE_TEXTURE( _GrabTexture, projScreenPos ) * RefractionColor;
				//	color.rgb = lerp( refraction, color.rgb, color.a );
				//	color.a = 1;
				//#endif

				c.rgb += o.Emission;

				#ifdef ASE_FOG
					UNITY_APPLY_FOG(IN.fogCoord, c);
				#endif
				return c;
			}
			ENDCG
		}

		
		Pass
		{
			
			Name "ForwardAdd"
			Tags { "LightMode"="ForwardAdd" }
			ZWrite Off
			Blend SrcAlpha One

			CGPROGRAM
			#pragma multi_compile_instancing
			#pragma multi_compile __ LOD_FADE_CROSSFADE
			#define _ALPHABLEND_ON 1
			#pragma multi_compile_fog
			#define ASE_FOG 1

			#pragma vertex vert
			#pragma fragment frag
			#pragma skip_variants INSTANCING_ON
			#pragma multi_compile_fwdadd_fullshadows
			#ifndef UNITY_PASS_FORWARDADD
				#define UNITY_PASS_FORWARDADD
			#endif
			#include "HLSLSupport.cginc"
			#if !defined( UNITY_INSTANCED_LOD_FADE )
				#define UNITY_INSTANCED_LOD_FADE
			#endif
			#if !defined( UNITY_INSTANCED_SH )
				#define UNITY_INSTANCED_SH
			#endif
			#if !defined( UNITY_INSTANCED_LIGHTMAPSTS )
				#define UNITY_INSTANCED_LIGHTMAPSTS
			#endif
			#include "UnityShaderVariables.cginc"
			#include "UnityCG.cginc"
			#include "Lighting.cginc"
			#include "UnityPBSLighting.cginc"
			#include "AutoLight.cginc"

			#include "UnityStandardUtils.cginc"
			#define ASE_NEEDS_FRAG_SCREEN_POSITION
			#define ASE_NEEDS_FRAG_COLOR

			struct appdata {
				float4 vertex : POSITION;
				float4 tangent : TANGENT;
				float3 normal : NORMAL;
				float4 texcoord1 : TEXCOORD1;
				float4 texcoord2 : TEXCOORD2;
				float4 ase_texcoord : TEXCOORD0;
				float4 ase_color : COLOR;
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};
			struct v2f {
				#if UNITY_VERSION >= 201810
					UNITY_POSITION(pos);
				#else
					float4 pos : SV_POSITION;
				#endif
				#if UNITY_VERSION >= 201810 && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
					UNITY_LIGHTING_COORDS(1,2)
				#elif defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
					#if UNITY_VERSION >= 201710
						UNITY_SHADOW_COORDS(1)
					#else
						SHADOW_COORDS(1)
					#endif
				#endif
				#ifdef ASE_FOG
					UNITY_FOG_COORDS(3)
				#endif
				float4 tSpace0 : TEXCOORD5;
				float4 tSpace1 : TEXCOORD6;
				float4 tSpace2 : TEXCOORD7;
				#if defined(ASE_NEEDS_FRAG_SCREEN_POSITION)
				float4 screenPos : TEXCOORD8;
				#endif
				float4 ase_texcoord9 : TEXCOORD9;
				float4 ase_texcoord10 : TEXCOORD10;
				float4 ase_texcoord11 : TEXCOORD11;
				float4 ase_color : COLOR;
				UNITY_VERTEX_INPUT_INSTANCE_ID
				UNITY_VERTEX_OUTPUT_STEREO
			};

			#ifdef ASE_TRANSMISSION
				float _TransmissionShadow;
			#endif
			#ifdef ASE_TRANSLUCENCY
				float _TransStrength;
				float _TransNormal;
				float _TransScattering;
				float _TransDirect;
				float _TransAmbient;
				float _TransShadow;
			#endif
			#ifdef ASE_TESSELLATION
				float _TessPhongStrength;
				float _TessValue;
				float _TessMin;
				float _TessMax;
				float _TessEdgeLength;
				float _TessMaxDisp;
			#endif
			UNITY_DECLARE_DEPTH_TEXTURE( _CameraDepthTexture );
			uniform float4 _CameraDepthTexture_TexelSize;
			uniform float4 _AlbidoColorL;
			uniform float4 _AlbidoColorH;
			uniform sampler2D _Albedo;
			uniform float _UseLocalorWorldPosition;
			uniform float _ParticleMode;
			uniform float _TextureScaleUniform;
			uniform float _TextureScaleX;
			uniform float _TextureScaleY;
			uniform sampler2D _WarpTexture;
			uniform float _WarpX;
			uniform float _OverallWarpSpeed;
			uniform float _Enableifusingparticles;
			uniform float _WarpY;
			uniform float _RotationAnchorX;
			uniform float _RotationAnchorY;
			uniform float _ParticleRotationToggle;
			uniform float _Rotation;
			uniform float _RotationOverTime;
			uniform float _OverallWarpIntensity;
			uniform float _AlbidoWarp;
			uniform sampler2D _Normal;
			uniform float _NormalWarp;
			uniform float _NormalDepthScale;
			uniform float4 _EmissionColorL;
			uniform float4 _EmissionColorH;
			uniform float _EmissionGlowNoise;
			uniform sampler2D _Emission;
			uniform float _EmissionWarp;
			uniform float _EmmSubtraction;
			uniform float _EmissionBGAdd;
			uniform float _FalloffContrast;
			uniform float _FallofFRadius;
			uniform sampler2D _Alpha;
			uniform float _AlphaWarp;
			uniform sampler2D _SDF;
			uniform float _SDFWarp;
			uniform float _Mask_X;
			uniform float _Mask_Y;
			uniform float _Mask_Z;
			uniform float _MaskX;
			uniform float _MaskY;
			uniform float _MaskZ;
			uniform float _VertexTexAlphaToggle;


			float2 UnStereo( float2 UV )
			{
				#if UNITY_SINGLE_PASS_STEREO
				float4 scaleOffset = unity_StereoScaleOffset[ unity_StereoEyeIndex ];
				UV.xy = (UV.xy - scaleOffset.zw) / scaleOffset.xy;
				#endif
				return UV;
			}
			
			float3 InvertDepthDir72_g1418( float3 In )
			{
				float3 result = In;
				#if !defined(ASE_SRP_VERSION) || ASE_SRP_VERSION <= 70301
				result *= float3(1,1,-1);
				#endif
				return result;
			}
			
			float3 ASESafeNormalize(float3 inVec)
			{
				float dp3 = max(1.175494351e-38, dot(inVec, inVec));
				return inVec* rsqrt(dp3);
			}
			
			float4 CalculateContrast( float contrastValue, float4 colorTarget )
			{
				float t = 0.5 * ( 1.0 - contrastValue );
				return mul( float4x4( contrastValue,0,0,t, 0,contrastValue,0,t, 0,0,contrastValue,t, 0,0,0,1 ), colorTarget );
			}

			v2f VertexFunction (appdata v  ) {
				UNITY_SETUP_INSTANCE_ID(v);
				v2f o;
				UNITY_INITIALIZE_OUTPUT(v2f,o);
				UNITY_TRANSFER_INSTANCE_ID(v,o);
				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);

				float4 ase_clipPos = UnityObjectToClipPos(v.vertex);
				float4 screenPos = ComputeScreenPos(ase_clipPos);
				float4 ase_screenPosNorm = screenPos / screenPos.w;
				ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
				float2 UV22_g1419 = ase_screenPosNorm.xy;
				float2 localUnStereo22_g1419 = UnStereo( UV22_g1419 );
				float2 break64_g1418 = localUnStereo22_g1419;
				float clampDepth69_g1418 = SAMPLE_DEPTH_TEXTURE_LOD( _CameraDepthTexture, float4( ase_screenPosNorm.xy, 0, 0 ) );
				#ifdef UNITY_REVERSED_Z
				float staticSwitch38_g1418 = ( 1.0 - clampDepth69_g1418 );
				#else
				float staticSwitch38_g1418 = clampDepth69_g1418;
				#endif
				float3 appendResult39_g1418 = (float3(break64_g1418.x , break64_g1418.y , staticSwitch38_g1418));
				float4 appendResult42_g1418 = (float4((appendResult39_g1418*2.0 + -1.0) , 1.0));
				float4 temp_output_43_0_g1418 = mul( unity_CameraInvProjection, appendResult42_g1418 );
				float3 temp_output_46_0_g1418 = ( (temp_output_43_0_g1418).xyz / (temp_output_43_0_g1418).w );
				float3 In72_g1418 = temp_output_46_0_g1418;
				float3 localInvertDepthDir72_g1418 = InvertDepthDir72_g1418( In72_g1418 );
				float4 appendResult49_g1418 = (float4(localInvertDepthDir72_g1418 , 1.0));
				float4 temp_output_1_0_g1408 = mul( unity_CameraToWorld, appendResult49_g1418 );
				float4 WorldFromDepth17_g1408 = temp_output_1_0_g1408;
				float4 normalizeResult447 = normalize( WorldFromDepth17_g1408 );
				
				o.ase_texcoord9 = v.ase_texcoord;
				o.ase_texcoord10 = v.texcoord1.xyzw;
				o.ase_texcoord11 = v.texcoord2.xyzw;
				o.ase_color = v.ase_color;
				#ifdef ASE_ABSOLUTE_VERTEX_POS
					float3 defaultVertexValue = v.vertex.xyz;
				#else
					float3 defaultVertexValue = float3(0, 0, 0);
				#endif
				float3 vertexValue = defaultVertexValue;
				#ifdef ASE_ABSOLUTE_VERTEX_POS
					v.vertex.xyz = vertexValue;
				#else
					v.vertex.xyz += vertexValue;
				#endif
				v.vertex.w = 1;
				v.normal = normalizeResult447.xyz;
				v.tangent = v.tangent;

				o.pos = UnityObjectToClipPos(v.vertex);
				float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
				fixed3 worldNormal = UnityObjectToWorldNormal(v.normal);
				fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);
				fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;
				fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;
				o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);
				o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);
				o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);

				#if UNITY_VERSION >= 201810 && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
					UNITY_TRANSFER_LIGHTING(o, v.texcoord1.xy);
				#elif defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
					#if UNITY_VERSION >= 201710
						UNITY_TRANSFER_SHADOW(o, v.texcoord1.xy);
					#else
						TRANSFER_SHADOW(o);
					#endif
				#endif

				#ifdef ASE_FOG
					UNITY_TRANSFER_FOG(o,o.pos);
				#endif
				#if defined(ASE_NEEDS_FRAG_SCREEN_POSITION)
					o.screenPos = ComputeScreenPos(o.pos);
				#endif
				return o;
			}

			#if defined(ASE_TESSELLATION)
			struct VertexControl
			{
				float4 vertex : INTERNALTESSPOS;
				float4 tangent : TANGENT;
				float3 normal : NORMAL;
				float4 texcoord1 : TEXCOORD1;
				float4 texcoord2 : TEXCOORD2;
				float4 ase_texcoord : TEXCOORD0;
				float4 ase_color : COLOR;

				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

			struct TessellationFactors
			{
				float edge[3] : SV_TessFactor;
				float inside : SV_InsideTessFactor;
			};

			VertexControl vert ( appdata v )
			{
				VertexControl o;
				UNITY_SETUP_INSTANCE_ID(v);
				UNITY_TRANSFER_INSTANCE_ID(v, o);
				o.vertex = v.vertex;
				o.tangent = v.tangent;
				o.normal = v.normal;
				o.texcoord1 = v.texcoord1;
				o.texcoord2 = v.texcoord2;
				o.ase_texcoord = v.ase_texcoord;
				o.ase_color = v.ase_color;
				return o;
			}

			TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
			{
				TessellationFactors o;
				float4 tf = 1;
				float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
				float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
				#if defined(ASE_FIXED_TESSELLATION)
				tf = FixedTess( tessValue );
				#elif defined(ASE_DISTANCE_TESSELLATION)
				tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, UNITY_MATRIX_M, _WorldSpaceCameraPos );
				#elif defined(ASE_LENGTH_TESSELLATION)
				tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams );
				#elif defined(ASE_LENGTH_CULL_TESSELLATION)
				tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
				#endif
				o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
				return o;
			}

			[domain("tri")]
			[partitioning("fractional_odd")]
			[outputtopology("triangle_cw")]
			[patchconstantfunc("TessellationFunction")]
			[outputcontrolpoints(3)]
			VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
			{
			   return patch[id];
			}

			[domain("tri")]
			v2f DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
			{
				appdata o = (appdata) 0;
				o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
				o.tangent = patch[0].tangent * bary.x + patch[1].tangent * bary.y + patch[2].tangent * bary.z;
				o.normal = patch[0].normal * bary.x + patch[1].normal * bary.y + patch[2].normal * bary.z;
				o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z;
				o.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z;
				o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
				o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
				#if defined(ASE_PHONG_TESSELLATION)
				float3 pp[3];
				for (int i = 0; i < 3; ++i)
					pp[i] = o.vertex.xyz - patch[i].normal * (dot(o.vertex.xyz, patch[i].normal) - dot(patch[i].vertex.xyz, patch[i].normal));
				float phongStrength = _TessPhongStrength;
				o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
				#endif
				UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
				return VertexFunction(o);
			}
			#else
			v2f vert ( appdata v )
			{
				return VertexFunction( v );
			}
			#endif

			fixed4 frag ( v2f IN 
				#ifdef _DEPTHOFFSET_ON
				, out float outputDepth : SV_Depth
				#endif
				) : SV_Target
			{
				UNITY_SETUP_INSTANCE_ID(IN);

				#ifdef LOD_FADE_CROSSFADE
					UNITY_APPLY_DITHER_CROSSFADE(IN.pos.xy);
				#endif

				#if defined(_SPECULAR_SETUP)
					SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;
				#else
					SurfaceOutputStandard o = (SurfaceOutputStandard)0;
				#endif
				float3 WorldTangent = float3(IN.tSpace0.x,IN.tSpace1.x,IN.tSpace2.x);
				float3 WorldBiTangent = float3(IN.tSpace0.y,IN.tSpace1.y,IN.tSpace2.y);
				float3 WorldNormal = float3(IN.tSpace0.z,IN.tSpace1.z,IN.tSpace2.z);
				float3 worldPos = float3(IN.tSpace0.w,IN.tSpace1.w,IN.tSpace2.w);
				float3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));
				#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
					UNITY_LIGHT_ATTENUATION(atten, IN, worldPos)
				#else
					half atten = 1;
				#endif
				#if defined(ASE_NEEDS_FRAG_SCREEN_POSITION)
				float4 ScreenPos = IN.screenPos;
				#endif


				float4 ase_screenPosNorm = ScreenPos / ScreenPos.w;
				ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
				float2 UV22_g1419 = ase_screenPosNorm.xy;
				float2 localUnStereo22_g1419 = UnStereo( UV22_g1419 );
				float2 break64_g1418 = localUnStereo22_g1419;
				float clampDepth69_g1418 = SAMPLE_DEPTH_TEXTURE( _CameraDepthTexture, ase_screenPosNorm.xy );
				#ifdef UNITY_REVERSED_Z
				float staticSwitch38_g1418 = ( 1.0 - clampDepth69_g1418 );
				#else
				float staticSwitch38_g1418 = clampDepth69_g1418;
				#endif
				float3 appendResult39_g1418 = (float3(break64_g1418.x , break64_g1418.y , staticSwitch38_g1418));
				float4 appendResult42_g1418 = (float4((appendResult39_g1418*2.0 + -1.0) , 1.0));
				float4 temp_output_43_0_g1418 = mul( unity_CameraInvProjection, appendResult42_g1418 );
				float3 temp_output_46_0_g1418 = ( (temp_output_43_0_g1418).xyz / (temp_output_43_0_g1418).w );
				float3 In72_g1418 = temp_output_46_0_g1418;
				float3 localInvertDepthDir72_g1418 = InvertDepthDir72_g1418( In72_g1418 );
				float4 appendResult49_g1418 = (float4(localInvertDepthDir72_g1418 , 1.0));
				float4 temp_output_1_0_g1408 = mul( unity_CameraToWorld, appendResult49_g1418 );
				float4 temp_output_2_0_g1408 = ddx( temp_output_1_0_g1408 );
				float4 temp_output_3_0_g1408 = ddy( temp_output_1_0_g1408 );
				float3 normalizeResult6_g1408 = ASESafeNormalize( cross( temp_output_2_0_g1408.xyz , temp_output_3_0_g1408.xyz ) );
				float3 WorldNormals8_g1408 = normalizeResult6_g1408;
				float3 break17_g1411 = WorldNormals8_g1408;
				float2 Pan_Speed_Direction77_g1411 = float2( 0,0 );
				float4 WorldFromDepth17_g1408 = temp_output_1_0_g1408;
				float3 worldToObj15_g1408 = mul( unity_WorldToObject, float4( WorldFromDepth17_g1408.xyz, 1 ) ).xyz;
				float3 appendResult12_g1408 = (float3(IN.ase_texcoord9.x , IN.ase_texcoord9.y , IN.ase_texcoord9.z));
				float4 break33_g1409 = (( _UseLocalorWorldPosition )?( (( _ParticleMode )?( ( WorldFromDepth17_g1408 - float4( appendResult12_g1408 , 0.0 ) ) ):( WorldFromDepth17_g1408 )) ):( float4( worldToObj15_g1408 , 0.0 ) ));
				float2 appendResult37_g1409 = (float2(break33_g1409.x , break33_g1409.y));
				float2 UV3104_g1408 = appendResult37_g1409;
				float2 appendResult131_g1408 = (float2(_TextureScaleX , _TextureScaleY));
				float2 UVModifiers200_g1408 = ( ( ( 1.0 - _TextureScaleUniform ) / IN.ase_texcoord9.w ) * appendResult131_g1408 );
				float2 UV_Modifiers73_g1411 = UVModifiers200_g1408;
				float3 break17_g1414 = WorldNormals8_g1408;
				float2 appendResult306_g1408 = (float2(IN.ase_texcoord10.x , IN.ase_texcoord10.y));
				float2 break307_g1408 = (( _Enableifusingparticles )?( appendResult306_g1408 ):( float2( 0,0 ) ));
				float2 appendResult273_g1408 = (float2(( ( _WarpX * _OverallWarpSpeed ) + break307_g1408.x ) , ( ( _WarpY * _OverallWarpSpeed ) + break307_g1408.y )));
				float2 UVWarp472_g1408 = appendResult273_g1408;
				float2 Pan_Speed_Direction77_g1414 = UVWarp472_g1408;
				float2 UV_Modifiers73_g1414 = UVModifiers200_g1408;
				float UV_Warp_Input75_g1414 = 0.0;
				float2 panner66_g1414 = ( 1.0 * _Time.y * Pan_Speed_Direction77_g1414 + ( ( ( UV3104_g1408 * UV_Modifiers73_g1414 ) - float2( -0.5,-0.5 ) ) + UV_Warp_Input75_g1414 ));
				float2 appendResult130_g1414 = (float2(_RotationAnchorX , _RotationAnchorY));
				float2 Rotation_Anchor131_g1414 = appendResult130_g1414;
				float mulTime72_g1414 = _Time.y * _RotationOverTime;
				float Rotation84_g1414 = ( ( (( _ParticleRotationToggle )?( IN.ase_texcoord11.x ):( 0.0 )) + _Rotation ) + mulTime72_g1414 );
				float cos68_g1414 = cos( Rotation84_g1414 );
				float sin68_g1414 = sin( Rotation84_g1414 );
				float2 rotator68_g1414 = mul( panner66_g1414 - Rotation_Anchor131_g1414 , float2x2( cos68_g1414 , -sin68_g1414 , sin68_g1414 , cos68_g1414 )) + Rotation_Anchor131_g1414;
				float2 _Vector0 = float2(0,1);
				float2 lerpResult119_g1414 = lerp( panner66_g1414 , rotator68_g1414 , _Vector0.x);
				float2 appendResult38_g1409 = (float2(break33_g1409.x , break33_g1409.z));
				float2 UV2103_g1408 = appendResult38_g1409;
				float2 panner65_g1414 = ( 1.0 * _Time.y * Pan_Speed_Direction77_g1414 + ( ( ( UV2103_g1408 * UV_Modifiers73_g1414 ) - float2( -0.5,-0.5 ) ) + UV_Warp_Input75_g1414 ));
				float cos79_g1414 = cos( Rotation84_g1414 );
				float sin79_g1414 = sin( Rotation84_g1414 );
				float2 rotator79_g1414 = mul( panner65_g1414 - Rotation_Anchor131_g1414 , float2x2( cos79_g1414 , -sin79_g1414 , sin79_g1414 , cos79_g1414 )) + Rotation_Anchor131_g1414;
				float2 lerpResult120_g1414 = lerp( panner65_g1414 , rotator79_g1414 , _Vector0.x);
				float2 appendResult36_g1409 = (float2(break33_g1409.y , break33_g1409.z));
				float2 UV122_g1408 = appendResult36_g1409;
				float2 panner64_g1414 = ( 1.0 * _Time.y * Pan_Speed_Direction77_g1414 + ( ( ( UV122_g1408 * UV_Modifiers73_g1414 ) - float2( -0.5,-0.5 ) ) + UV_Warp_Input75_g1414 ));
				float cos80_g1414 = cos( Rotation84_g1414 );
				float sin80_g1414 = sin( Rotation84_g1414 );
				float2 rotator80_g1414 = mul( panner64_g1414 - Rotation_Anchor131_g1414 , float2x2( cos80_g1414 , -sin80_g1414 , sin80_g1414 , cos80_g1414 )) + Rotation_Anchor131_g1414;
				float2 lerpResult121_g1414 = lerp( panner64_g1414 , rotator80_g1414 , _Vector0.x);
				float3 normalizeResult4_g1408 = ASESafeNormalize( cross( temp_output_3_0_g1408.xyz , temp_output_2_0_g1408.xyz ) );
				float3 WorldNormalsInv9_g1408 = normalizeResult4_g1408;
				float3 break22_g1414 = WorldNormalsInv9_g1408;
				float2 appendResult34_g1409 = (float2(break33_g1409.x , break33_g1409.y));
				float2 UV6107_g1408 = appendResult34_g1409;
				float2 panner63_g1414 = ( 1.0 * _Time.y * Pan_Speed_Direction77_g1414 + ( ( ( UV6107_g1408 * UV_Modifiers73_g1414 ) - float2( -0.5,-0.5 ) ) + UV_Warp_Input75_g1414 ));
				float cos81_g1414 = cos( Rotation84_g1414 );
				float sin81_g1414 = sin( Rotation84_g1414 );
				float2 rotator81_g1414 = mul( panner63_g1414 - Rotation_Anchor131_g1414 , float2x2( cos81_g1414 , -sin81_g1414 , sin81_g1414 , cos81_g1414 )) + Rotation_Anchor131_g1414;
				float2 lerpResult122_g1414 = lerp( panner63_g1414 , rotator81_g1414 , _Vector0.x);
				float2 appendResult32_g1409 = (float2(break33_g1409.x , break33_g1409.z));
				float2 UV5106_g1408 = appendResult32_g1409;
				float2 panner62_g1414 = ( 1.0 * _Time.y * Pan_Speed_Direction77_g1414 + ( ( ( UV5106_g1408 * UV_Modifiers73_g1414 ) - float2( -0.5,-0.5 ) ) + UV_Warp_Input75_g1414 ));
				float cos82_g1414 = cos( Rotation84_g1414 );
				float sin82_g1414 = sin( Rotation84_g1414 );
				float2 rotator82_g1414 = mul( panner62_g1414 - Rotation_Anchor131_g1414 , float2x2( cos82_g1414 , -sin82_g1414 , sin82_g1414 , cos82_g1414 )) + Rotation_Anchor131_g1414;
				float2 lerpResult123_g1414 = lerp( panner62_g1414 , rotator82_g1414 , _Vector0.x);
				float2 appendResult35_g1409 = (float2(break33_g1409.y , break33_g1409.z));
				float2 UV4105_g1408 = appendResult35_g1409;
				float2 temp_output_5_0_g1414 = UV4105_g1408;
				float2 panner61_g1414 = ( 1.0 * _Time.y * Pan_Speed_Direction77_g1414 + ( ( ( temp_output_5_0_g1414 * UV_Modifiers73_g1414 ) - float2( -0.5,-0.5 ) ) + UV_Warp_Input75_g1414 ));
				float cos83_g1414 = cos( Rotation84_g1414 );
				float sin83_g1414 = sin( Rotation84_g1414 );
				float2 rotator83_g1414 = mul( panner61_g1414 - Rotation_Anchor131_g1414 , float2x2( cos83_g1414 , -sin83_g1414 , sin83_g1414 , cos83_g1414 )) + Rotation_Anchor131_g1414;
				float2 lerpResult124_g1414 = lerp( panner61_g1414 , rotator83_g1414 , _Vector0.x);
				float3 break17_g1413 = WorldNormals8_g1408;
				float2 Pan_Speed_Direction77_g1413 = ( UVWarp472_g1408 * -1.0 );
				float2 UV_Modifiers73_g1413 = UVModifiers200_g1408;
				float UV_Warp_Input75_g1413 = 0.0;
				float2 panner66_g1413 = ( 1.0 * _Time.y * Pan_Speed_Direction77_g1413 + ( ( ( UV3104_g1408 * UV_Modifiers73_g1413 ) - float2( -0.5,-0.5 ) ) + UV_Warp_Input75_g1413 ));
				float2 appendResult130_g1413 = (float2(_RotationAnchorX , _RotationAnchorY));
				float2 Rotation_Anchor131_g1413 = appendResult130_g1413;
				float mulTime72_g1413 = _Time.y * _RotationOverTime;
				float Rotation84_g1413 = ( ( (( _ParticleRotationToggle )?( IN.ase_texcoord11.x ):( 0.0 )) + _Rotation ) + mulTime72_g1413 );
				float cos68_g1413 = cos( Rotation84_g1413 );
				float sin68_g1413 = sin( Rotation84_g1413 );
				float2 rotator68_g1413 = mul( panner66_g1413 - Rotation_Anchor131_g1413 , float2x2( cos68_g1413 , -sin68_g1413 , sin68_g1413 , cos68_g1413 )) + Rotation_Anchor131_g1413;
				float2 lerpResult119_g1413 = lerp( panner66_g1413 , rotator68_g1413 , _Vector0.x);
				float2 panner65_g1413 = ( 1.0 * _Time.y * Pan_Speed_Direction77_g1413 + ( ( ( UV2103_g1408 * UV_Modifiers73_g1413 ) - float2( -0.5,-0.5 ) ) + UV_Warp_Input75_g1413 ));
				float cos79_g1413 = cos( Rotation84_g1413 );
				float sin79_g1413 = sin( Rotation84_g1413 );
				float2 rotator79_g1413 = mul( panner65_g1413 - Rotation_Anchor131_g1413 , float2x2( cos79_g1413 , -sin79_g1413 , sin79_g1413 , cos79_g1413 )) + Rotation_Anchor131_g1413;
				float2 lerpResult120_g1413 = lerp( panner65_g1413 , rotator79_g1413 , _Vector0.x);
				float2 panner64_g1413 = ( 1.0 * _Time.y * Pan_Speed_Direction77_g1413 + ( ( ( UV122_g1408 * UV_Modifiers73_g1413 ) - float2( -0.5,-0.5 ) ) + UV_Warp_Input75_g1413 ));
				float cos80_g1413 = cos( Rotation84_g1413 );
				float sin80_g1413 = sin( Rotation84_g1413 );
				float2 rotator80_g1413 = mul( panner64_g1413 - Rotation_Anchor131_g1413 , float2x2( cos80_g1413 , -sin80_g1413 , sin80_g1413 , cos80_g1413 )) + Rotation_Anchor131_g1413;
				float2 lerpResult121_g1413 = lerp( panner64_g1413 , rotator80_g1413 , _Vector0.x);
				float3 break22_g1413 = WorldNormalsInv9_g1408;
				float2 panner63_g1413 = ( 1.0 * _Time.y * Pan_Speed_Direction77_g1413 + ( ( ( UV6107_g1408 * UV_Modifiers73_g1413 ) - float2( -0.5,-0.5 ) ) + UV_Warp_Input75_g1413 ));
				float cos81_g1413 = cos( Rotation84_g1413 );
				float sin81_g1413 = sin( Rotation84_g1413 );
				float2 rotator81_g1413 = mul( panner63_g1413 - Rotation_Anchor131_g1413 , float2x2( cos81_g1413 , -sin81_g1413 , sin81_g1413 , cos81_g1413 )) + Rotation_Anchor131_g1413;
				float2 lerpResult122_g1413 = lerp( panner63_g1413 , rotator81_g1413 , _Vector0.x);
				float2 panner62_g1413 = ( 1.0 * _Time.y * Pan_Speed_Direction77_g1413 + ( ( ( UV5106_g1408 * UV_Modifiers73_g1413 ) - float2( -0.5,-0.5 ) ) + UV_Warp_Input75_g1413 ));
				float cos82_g1413 = cos( Rotation84_g1413 );
				float sin82_g1413 = sin( Rotation84_g1413 );
				float2 rotator82_g1413 = mul( panner62_g1413 - Rotation_Anchor131_g1413 , float2x2( cos82_g1413 , -sin82_g1413 , sin82_g1413 , cos82_g1413 )) + Rotation_Anchor131_g1413;
				float2 lerpResult123_g1413 = lerp( panner62_g1413 , rotator82_g1413 , _Vector0.x);
				float2 temp_output_5_0_g1413 = UV4105_g1408;
				float2 panner61_g1413 = ( 1.0 * _Time.y * Pan_Speed_Direction77_g1413 + ( ( ( temp_output_5_0_g1413 * UV_Modifiers73_g1413 ) - float2( -0.5,-0.5 ) ) + UV_Warp_Input75_g1413 ));
				float cos83_g1413 = cos( Rotation84_g1413 );
				float sin83_g1413 = sin( Rotation84_g1413 );
				float2 rotator83_g1413 = mul( panner61_g1413 - Rotation_Anchor131_g1413 , float2x2( cos83_g1413 , -sin83_g1413 , sin83_g1413 , cos83_g1413 )) + Rotation_Anchor131_g1413;
				float2 lerpResult124_g1413 = lerp( panner61_g1413 , rotator83_g1413 , _Vector0.x);
				float grayscale242_g1408 = dot(( saturate( ( saturate( ( break17_g1414.z * tex2D( _WarpTexture, lerpResult119_g1414 ) ) ) + saturate( ( break17_g1414.y * tex2D( _WarpTexture, lerpResult120_g1414 ) ) ) + saturate( ( break17_g1414.x * tex2D( _WarpTexture, lerpResult121_g1414 ) ) ) + saturate( ( break22_g1414.z * tex2D( _WarpTexture, lerpResult122_g1414 ) ) ) + saturate( ( break22_g1414.y * tex2D( _WarpTexture, lerpResult123_g1414 ) ) ) + saturate( ( break22_g1414.x * tex2D( _WarpTexture, lerpResult124_g1414 ) ) ) ) ) * saturate( ( saturate( ( break17_g1413.z * tex2D( _WarpTexture, lerpResult119_g1413 ) ) ) + saturate( ( break17_g1413.y * tex2D( _WarpTexture, lerpResult120_g1413 ) ) ) + saturate( ( break17_g1413.x * tex2D( _WarpTexture, lerpResult121_g1413 ) ) ) + saturate( ( break22_g1413.z * tex2D( _WarpTexture, lerpResult122_g1413 ) ) ) + saturate( ( break22_g1413.y * tex2D( _WarpTexture, lerpResult123_g1413 ) ) ) + saturate( ( break22_g1413.x * tex2D( _WarpTexture, lerpResult124_g1413 ) ) ) ) ) * 2.0 ).rgb, float3(0.299,0.587,0.114));
				float Warp241_g1408 = ( grayscale242_g1408 * _OverallWarpIntensity );
				float UV_Warp_Input75_g1411 = ( Warp241_g1408 * _AlbidoWarp );
				float2 panner66_g1411 = ( 1.0 * _Time.y * Pan_Speed_Direction77_g1411 + ( ( ( UV3104_g1408 * UV_Modifiers73_g1411 ) - float2( -0.5,-0.5 ) ) + UV_Warp_Input75_g1411 ));
				float2 appendResult130_g1411 = (float2(_RotationAnchorX , _RotationAnchorY));
				float2 Rotation_Anchor131_g1411 = appendResult130_g1411;
				float mulTime72_g1411 = _Time.y * _RotationOverTime;
				float Rotation84_g1411 = ( ( (( _ParticleRotationToggle )?( IN.ase_texcoord11.x ):( 0.0 )) + _Rotation ) + mulTime72_g1411 );
				float cos68_g1411 = cos( Rotation84_g1411 );
				float sin68_g1411 = sin( Rotation84_g1411 );
				float2 rotator68_g1411 = mul( panner66_g1411 - Rotation_Anchor131_g1411 , float2x2( cos68_g1411 , -sin68_g1411 , sin68_g1411 , cos68_g1411 )) + Rotation_Anchor131_g1411;
				float2 lerpResult119_g1411 = lerp( panner66_g1411 , rotator68_g1411 , _Vector0.y);
				float2 panner65_g1411 = ( 1.0 * _Time.y * Pan_Speed_Direction77_g1411 + ( ( ( UV2103_g1408 * UV_Modifiers73_g1411 ) - float2( -0.5,-0.5 ) ) + UV_Warp_Input75_g1411 ));
				float cos79_g1411 = cos( Rotation84_g1411 );
				float sin79_g1411 = sin( Rotation84_g1411 );
				float2 rotator79_g1411 = mul( panner65_g1411 - Rotation_Anchor131_g1411 , float2x2( cos79_g1411 , -sin79_g1411 , sin79_g1411 , cos79_g1411 )) + Rotation_Anchor131_g1411;
				float2 lerpResult120_g1411 = lerp( panner65_g1411 , rotator79_g1411 , _Vector0.y);
				float2 panner64_g1411 = ( 1.0 * _Time.y * Pan_Speed_Direction77_g1411 + ( ( ( UV122_g1408 * UV_Modifiers73_g1411 ) - float2( -0.5,-0.5 ) ) + UV_Warp_Input75_g1411 ));
				float cos80_g1411 = cos( Rotation84_g1411 );
				float sin80_g1411 = sin( Rotation84_g1411 );
				float2 rotator80_g1411 = mul( panner64_g1411 - Rotation_Anchor131_g1411 , float2x2( cos80_g1411 , -sin80_g1411 , sin80_g1411 , cos80_g1411 )) + Rotation_Anchor131_g1411;
				float2 lerpResult121_g1411 = lerp( panner64_g1411 , rotator80_g1411 , _Vector0.y);
				float3 break22_g1411 = WorldNormalsInv9_g1408;
				float2 panner63_g1411 = ( 1.0 * _Time.y * Pan_Speed_Direction77_g1411 + ( ( ( UV6107_g1408 * UV_Modifiers73_g1411 ) - float2( -0.5,-0.5 ) ) + UV_Warp_Input75_g1411 ));
				float cos81_g1411 = cos( Rotation84_g1411 );
				float sin81_g1411 = sin( Rotation84_g1411 );
				float2 rotator81_g1411 = mul( panner63_g1411 - Rotation_Anchor131_g1411 , float2x2( cos81_g1411 , -sin81_g1411 , sin81_g1411 , cos81_g1411 )) + Rotation_Anchor131_g1411;
				float2 lerpResult122_g1411 = lerp( panner63_g1411 , rotator81_g1411 , _Vector0.y);
				float2 panner62_g1411 = ( 1.0 * _Time.y * Pan_Speed_Direction77_g1411 + ( ( ( UV5106_g1408 * UV_Modifiers73_g1411 ) - float2( -0.5,-0.5 ) ) + UV_Warp_Input75_g1411 ));
				float cos82_g1411 = cos( Rotation84_g1411 );
				float sin82_g1411 = sin( Rotation84_g1411 );
				float2 rotator82_g1411 = mul( panner62_g1411 - Rotation_Anchor131_g1411 , float2x2( cos82_g1411 , -sin82_g1411 , sin82_g1411 , cos82_g1411 )) + Rotation_Anchor131_g1411;
				float2 lerpResult123_g1411 = lerp( panner62_g1411 , rotator82_g1411 , _Vector0.y);
				float2 temp_output_5_0_g1411 = UV4105_g1408;
				float2 panner61_g1411 = ( 1.0 * _Time.y * Pan_Speed_Direction77_g1411 + ( ( ( temp_output_5_0_g1411 * UV_Modifiers73_g1411 ) - float2( -0.5,-0.5 ) ) + UV_Warp_Input75_g1411 ));
				float cos83_g1411 = cos( Rotation84_g1411 );
				float sin83_g1411 = sin( Rotation84_g1411 );
				float2 rotator83_g1411 = mul( panner61_g1411 - Rotation_Anchor131_g1411 , float2x2( cos83_g1411 , -sin83_g1411 , sin83_g1411 , cos83_g1411 )) + Rotation_Anchor131_g1411;
				float2 lerpResult124_g1411 = lerp( panner61_g1411 , rotator83_g1411 , _Vector0.y);
				float4 lerpResult417_g1408 = lerp( _AlbidoColorL , _AlbidoColorH , saturate( saturate( ( saturate( ( break17_g1411.z * tex2D( _Albedo, lerpResult119_g1411 ) ) ) + saturate( ( break17_g1411.y * tex2D( _Albedo, lerpResult120_g1411 ) ) ) + saturate( ( break17_g1411.x * tex2D( _Albedo, lerpResult121_g1411 ) ) ) + saturate( ( break22_g1411.z * tex2D( _Albedo, lerpResult122_g1411 ) ) ) + saturate( ( break22_g1411.y * tex2D( _Albedo, lerpResult123_g1411 ) ) ) + saturate( ( break22_g1411.x * tex2D( _Albedo, lerpResult124_g1411 ) ) ) ) ) ));
				
				float3 break17_g1417 = WorldNormals8_g1408;
				float2 Pan_Speed_Direction77_g1417 = float2( 0,0 );
				float2 UV_Modifiers73_g1417 = UVModifiers200_g1408;
				float UV_Warp_Input75_g1417 = ( Warp241_g1408 * _NormalWarp );
				float2 panner66_g1417 = ( 1.0 * _Time.y * Pan_Speed_Direction77_g1417 + ( ( ( UV3104_g1408 * UV_Modifiers73_g1417 ) - float2( -0.5,-0.5 ) ) + UV_Warp_Input75_g1417 ));
				float2 appendResult130_g1417 = (float2(_RotationAnchorX , _RotationAnchorY));
				float2 Rotation_Anchor131_g1417 = appendResult130_g1417;
				float mulTime72_g1417 = _Time.y * _RotationOverTime;
				float Rotation84_g1417 = ( ( (( _ParticleRotationToggle )?( IN.ase_texcoord11.x ):( 0.0 )) + _Rotation ) + mulTime72_g1417 );
				float cos68_g1417 = cos( Rotation84_g1417 );
				float sin68_g1417 = sin( Rotation84_g1417 );
				float2 rotator68_g1417 = mul( panner66_g1417 - Rotation_Anchor131_g1417 , float2x2( cos68_g1417 , -sin68_g1417 , sin68_g1417 , cos68_g1417 )) + Rotation_Anchor131_g1417;
				float2 lerpResult119_g1417 = lerp( panner66_g1417 , rotator68_g1417 , _Vector0.y);
				float2 panner65_g1417 = ( 1.0 * _Time.y * Pan_Speed_Direction77_g1417 + ( ( ( UV2103_g1408 * UV_Modifiers73_g1417 ) - float2( -0.5,-0.5 ) ) + UV_Warp_Input75_g1417 ));
				float cos79_g1417 = cos( Rotation84_g1417 );
				float sin79_g1417 = sin( Rotation84_g1417 );
				float2 rotator79_g1417 = mul( panner65_g1417 - Rotation_Anchor131_g1417 , float2x2( cos79_g1417 , -sin79_g1417 , sin79_g1417 , cos79_g1417 )) + Rotation_Anchor131_g1417;
				float2 lerpResult120_g1417 = lerp( panner65_g1417 , rotator79_g1417 , _Vector0.y);
				float2 panner64_g1417 = ( 1.0 * _Time.y * Pan_Speed_Direction77_g1417 + ( ( ( UV122_g1408 * UV_Modifiers73_g1417 ) - float2( -0.5,-0.5 ) ) + UV_Warp_Input75_g1417 ));
				float cos80_g1417 = cos( Rotation84_g1417 );
				float sin80_g1417 = sin( Rotation84_g1417 );
				float2 rotator80_g1417 = mul( panner64_g1417 - Rotation_Anchor131_g1417 , float2x2( cos80_g1417 , -sin80_g1417 , sin80_g1417 , cos80_g1417 )) + Rotation_Anchor131_g1417;
				float2 lerpResult121_g1417 = lerp( panner64_g1417 , rotator80_g1417 , _Vector0.y);
				float3 break22_g1417 = WorldNormalsInv9_g1408;
				float2 panner63_g1417 = ( 1.0 * _Time.y * Pan_Speed_Direction77_g1417 + ( ( ( UV6107_g1408 * UV_Modifiers73_g1417 ) - float2( -0.5,-0.5 ) ) + UV_Warp_Input75_g1417 ));
				float cos81_g1417 = cos( Rotation84_g1417 );
				float sin81_g1417 = sin( Rotation84_g1417 );
				float2 rotator81_g1417 = mul( panner63_g1417 - Rotation_Anchor131_g1417 , float2x2( cos81_g1417 , -sin81_g1417 , sin81_g1417 , cos81_g1417 )) + Rotation_Anchor131_g1417;
				float2 lerpResult122_g1417 = lerp( panner63_g1417 , rotator81_g1417 , _Vector0.y);
				float2 panner62_g1417 = ( 1.0 * _Time.y * Pan_Speed_Direction77_g1417 + ( ( ( UV5106_g1408 * UV_Modifiers73_g1417 ) - float2( -0.5,-0.5 ) ) + UV_Warp_Input75_g1417 ));
				float cos82_g1417 = cos( Rotation84_g1417 );
				float sin82_g1417 = sin( Rotation84_g1417 );
				float2 rotator82_g1417 = mul( panner62_g1417 - Rotation_Anchor131_g1417 , float2x2( cos82_g1417 , -sin82_g1417 , sin82_g1417 , cos82_g1417 )) + Rotation_Anchor131_g1417;
				float2 lerpResult123_g1417 = lerp( panner62_g1417 , rotator82_g1417 , _Vector0.y);
				float2 temp_output_5_0_g1417 = UV4105_g1408;
				float2 panner61_g1417 = ( 1.0 * _Time.y * Pan_Speed_Direction77_g1417 + ( ( ( temp_output_5_0_g1417 * UV_Modifiers73_g1417 ) - float2( -0.5,-0.5 ) ) + UV_Warp_Input75_g1417 ));
				float cos83_g1417 = cos( Rotation84_g1417 );
				float sin83_g1417 = sin( Rotation84_g1417 );
				float2 rotator83_g1417 = mul( panner61_g1417 - Rotation_Anchor131_g1417 , float2x2( cos83_g1417 , -sin83_g1417 , sin83_g1417 , cos83_g1417 )) + Rotation_Anchor131_g1417;
				float2 lerpResult124_g1417 = lerp( panner61_g1417 , rotator83_g1417 , _Vector0.y);
				
				float3 break17_g1415 = WorldNormals8_g1408;
				float2 Pan_Speed_Direction77_g1415 = float2( 0,0 );
				float2 UV_Modifiers73_g1415 = UVModifiers200_g1408;
				float UV_Warp_Input75_g1415 = ( Warp241_g1408 * _EmissionWarp );
				float2 panner66_g1415 = ( 1.0 * _Time.y * Pan_Speed_Direction77_g1415 + ( ( ( UV3104_g1408 * UV_Modifiers73_g1415 ) - float2( -0.5,-0.5 ) ) + UV_Warp_Input75_g1415 ));
				float2 appendResult130_g1415 = (float2(_RotationAnchorX , _RotationAnchorY));
				float2 Rotation_Anchor131_g1415 = appendResult130_g1415;
				float mulTime72_g1415 = _Time.y * _RotationOverTime;
				float Rotation84_g1415 = ( ( (( _ParticleRotationToggle )?( IN.ase_texcoord11.x ):( 0.0 )) + _Rotation ) + mulTime72_g1415 );
				float cos68_g1415 = cos( Rotation84_g1415 );
				float sin68_g1415 = sin( Rotation84_g1415 );
				float2 rotator68_g1415 = mul( panner66_g1415 - Rotation_Anchor131_g1415 , float2x2( cos68_g1415 , -sin68_g1415 , sin68_g1415 , cos68_g1415 )) + Rotation_Anchor131_g1415;
				float2 lerpResult119_g1415 = lerp( panner66_g1415 , rotator68_g1415 , _Vector0.y);
				float2 panner65_g1415 = ( 1.0 * _Time.y * Pan_Speed_Direction77_g1415 + ( ( ( UV2103_g1408 * UV_Modifiers73_g1415 ) - float2( -0.5,-0.5 ) ) + UV_Warp_Input75_g1415 ));
				float cos79_g1415 = cos( Rotation84_g1415 );
				float sin79_g1415 = sin( Rotation84_g1415 );
				float2 rotator79_g1415 = mul( panner65_g1415 - Rotation_Anchor131_g1415 , float2x2( cos79_g1415 , -sin79_g1415 , sin79_g1415 , cos79_g1415 )) + Rotation_Anchor131_g1415;
				float2 lerpResult120_g1415 = lerp( panner65_g1415 , rotator79_g1415 , _Vector0.y);
				float2 panner64_g1415 = ( 1.0 * _Time.y * Pan_Speed_Direction77_g1415 + ( ( ( UV122_g1408 * UV_Modifiers73_g1415 ) - float2( -0.5,-0.5 ) ) + UV_Warp_Input75_g1415 ));
				float cos80_g1415 = cos( Rotation84_g1415 );
				float sin80_g1415 = sin( Rotation84_g1415 );
				float2 rotator80_g1415 = mul( panner64_g1415 - Rotation_Anchor131_g1415 , float2x2( cos80_g1415 , -sin80_g1415 , sin80_g1415 , cos80_g1415 )) + Rotation_Anchor131_g1415;
				float2 lerpResult121_g1415 = lerp( panner64_g1415 , rotator80_g1415 , _Vector0.y);
				float3 break22_g1415 = WorldNormalsInv9_g1408;
				float2 panner63_g1415 = ( 1.0 * _Time.y * Pan_Speed_Direction77_g1415 + ( ( ( UV6107_g1408 * UV_Modifiers73_g1415 ) - float2( -0.5,-0.5 ) ) + UV_Warp_Input75_g1415 ));
				float cos81_g1415 = cos( Rotation84_g1415 );
				float sin81_g1415 = sin( Rotation84_g1415 );
				float2 rotator81_g1415 = mul( panner63_g1415 - Rotation_Anchor131_g1415 , float2x2( cos81_g1415 , -sin81_g1415 , sin81_g1415 , cos81_g1415 )) + Rotation_Anchor131_g1415;
				float2 lerpResult122_g1415 = lerp( panner63_g1415 , rotator81_g1415 , _Vector0.y);
				float2 panner62_g1415 = ( 1.0 * _Time.y * Pan_Speed_Direction77_g1415 + ( ( ( UV5106_g1408 * UV_Modifiers73_g1415 ) - float2( -0.5,-0.5 ) ) + UV_Warp_Input75_g1415 ));
				float cos82_g1415 = cos( Rotation84_g1415 );
				float sin82_g1415 = sin( Rotation84_g1415 );
				float2 rotator82_g1415 = mul( panner62_g1415 - Rotation_Anchor131_g1415 , float2x2( cos82_g1415 , -sin82_g1415 , sin82_g1415 , cos82_g1415 )) + Rotation_Anchor131_g1415;
				float2 lerpResult123_g1415 = lerp( panner62_g1415 , rotator82_g1415 , _Vector0.y);
				float2 temp_output_5_0_g1415 = UV4105_g1408;
				float2 panner61_g1415 = ( 1.0 * _Time.y * Pan_Speed_Direction77_g1415 + ( ( ( temp_output_5_0_g1415 * UV_Modifiers73_g1415 ) - float2( -0.5,-0.5 ) ) + UV_Warp_Input75_g1415 ));
				float cos83_g1415 = cos( Rotation84_g1415 );
				float sin83_g1415 = sin( Rotation84_g1415 );
				float2 rotator83_g1415 = mul( panner61_g1415 - Rotation_Anchor131_g1415 , float2x2( cos83_g1415 , -sin83_g1415 , sin83_g1415 , cos83_g1415 )) + Rotation_Anchor131_g1415;
				float2 lerpResult124_g1415 = lerp( panner61_g1415 , rotator83_g1415 , _Vector0.y);
				float4 temp_cast_11 = (_EmmSubtraction).xxxx;
				float4 temp_output_421_0_g1408 = saturate( ( saturate( ( saturate( ( break17_g1415.z * tex2D( _Emission, lerpResult119_g1415 ) ) ) + saturate( ( break17_g1415.y * tex2D( _Emission, lerpResult120_g1415 ) ) ) + saturate( ( break17_g1415.x * tex2D( _Emission, lerpResult121_g1415 ) ) ) + saturate( ( break22_g1415.z * tex2D( _Emission, lerpResult122_g1415 ) ) ) + saturate( ( break22_g1415.y * tex2D( _Emission, lerpResult123_g1415 ) ) ) + saturate( ( break22_g1415.x * tex2D( _Emission, lerpResult124_g1415 ) ) ) ) ) - temp_cast_11 ) );
				float Glow_Noise431_g1408 = grayscale242_g1408;
				float4 lerpResult301_g1408 = lerp( _EmissionColorL , _EmissionColorH , saturate( ( (( _EmissionGlowNoise )?( ( temp_output_421_0_g1408 * saturate( ( Glow_Noise431_g1408 + ( _EmissionBGAdd / 100.0 ) ) ) * 10.0 ) ):( temp_output_421_0_g1408 )) * IN.ase_texcoord10.w ) ));
				
				float3 worldToObj45_g1408 = mul( unity_WorldToObject, float4( (( _ParticleMode )?( ( WorldFromDepth17_g1408 - float4( appendResult12_g1408 , 0.0 ) ) ):( WorldFromDepth17_g1408 )).xyz, 1 ) ).xyz;
				float3 PositionForFalloff21_g1408 = worldToObj45_g1408;
				float smoothstepResult36_g1408 = smoothstep( 0.0 , (5.0 + (_FalloffContrast - 0.0) * (0.0 - 5.0) / (5.0 - 0.0)) , ( 1.0 - ( length( ( PositionForFalloff21_g1408 * 2 ) ) - ( _FallofFRadius - ( 1.0 - IN.ase_texcoord9.w ) ) ) ));
				float RadialFalloff40_g1408 = saturate( smoothstepResult36_g1408 );
				float3 break17_g1412 = WorldNormals8_g1408;
				float2 Pan_Speed_Direction77_g1412 = float2( 0,0 );
				float2 UV_Modifiers73_g1412 = UVModifiers200_g1408;
				float UV_Warp_Input75_g1412 = ( Warp241_g1408 * _AlphaWarp );
				float2 panner66_g1412 = ( 1.0 * _Time.y * Pan_Speed_Direction77_g1412 + ( ( ( UV3104_g1408 * UV_Modifiers73_g1412 ) - float2( -0.5,-0.5 ) ) + UV_Warp_Input75_g1412 ));
				float2 appendResult130_g1412 = (float2(_RotationAnchorX , _RotationAnchorY));
				float2 Rotation_Anchor131_g1412 = appendResult130_g1412;
				float mulTime72_g1412 = _Time.y * _RotationOverTime;
				float Rotation84_g1412 = ( ( (( _ParticleRotationToggle )?( IN.ase_texcoord11.x ):( 0.0 )) + _Rotation ) + mulTime72_g1412 );
				float cos68_g1412 = cos( Rotation84_g1412 );
				float sin68_g1412 = sin( Rotation84_g1412 );
				float2 rotator68_g1412 = mul( panner66_g1412 - Rotation_Anchor131_g1412 , float2x2( cos68_g1412 , -sin68_g1412 , sin68_g1412 , cos68_g1412 )) + Rotation_Anchor131_g1412;
				float2 lerpResult119_g1412 = lerp( panner66_g1412 , rotator68_g1412 , _Vector0.y);
				float2 panner65_g1412 = ( 1.0 * _Time.y * Pan_Speed_Direction77_g1412 + ( ( ( UV2103_g1408 * UV_Modifiers73_g1412 ) - float2( -0.5,-0.5 ) ) + UV_Warp_Input75_g1412 ));
				float cos79_g1412 = cos( Rotation84_g1412 );
				float sin79_g1412 = sin( Rotation84_g1412 );
				float2 rotator79_g1412 = mul( panner65_g1412 - Rotation_Anchor131_g1412 , float2x2( cos79_g1412 , -sin79_g1412 , sin79_g1412 , cos79_g1412 )) + Rotation_Anchor131_g1412;
				float2 lerpResult120_g1412 = lerp( panner65_g1412 , rotator79_g1412 , _Vector0.y);
				float2 panner64_g1412 = ( 1.0 * _Time.y * Pan_Speed_Direction77_g1412 + ( ( ( UV122_g1408 * UV_Modifiers73_g1412 ) - float2( -0.5,-0.5 ) ) + UV_Warp_Input75_g1412 ));
				float cos80_g1412 = cos( Rotation84_g1412 );
				float sin80_g1412 = sin( Rotation84_g1412 );
				float2 rotator80_g1412 = mul( panner64_g1412 - Rotation_Anchor131_g1412 , float2x2( cos80_g1412 , -sin80_g1412 , sin80_g1412 , cos80_g1412 )) + Rotation_Anchor131_g1412;
				float2 lerpResult121_g1412 = lerp( panner64_g1412 , rotator80_g1412 , _Vector0.y);
				float3 break22_g1412 = WorldNormalsInv9_g1408;
				float2 panner63_g1412 = ( 1.0 * _Time.y * Pan_Speed_Direction77_g1412 + ( ( ( UV6107_g1408 * UV_Modifiers73_g1412 ) - float2( -0.5,-0.5 ) ) + UV_Warp_Input75_g1412 ));
				float cos81_g1412 = cos( Rotation84_g1412 );
				float sin81_g1412 = sin( Rotation84_g1412 );
				float2 rotator81_g1412 = mul( panner63_g1412 - Rotation_Anchor131_g1412 , float2x2( cos81_g1412 , -sin81_g1412 , sin81_g1412 , cos81_g1412 )) + Rotation_Anchor131_g1412;
				float2 lerpResult122_g1412 = lerp( panner63_g1412 , rotator81_g1412 , _Vector0.y);
				float2 panner62_g1412 = ( 1.0 * _Time.y * Pan_Speed_Direction77_g1412 + ( ( ( UV5106_g1408 * UV_Modifiers73_g1412 ) - float2( -0.5,-0.5 ) ) + UV_Warp_Input75_g1412 ));
				float cos82_g1412 = cos( Rotation84_g1412 );
				float sin82_g1412 = sin( Rotation84_g1412 );
				float2 rotator82_g1412 = mul( panner62_g1412 - Rotation_Anchor131_g1412 , float2x2( cos82_g1412 , -sin82_g1412 , sin82_g1412 , cos82_g1412 )) + Rotation_Anchor131_g1412;
				float2 lerpResult123_g1412 = lerp( panner62_g1412 , rotator82_g1412 , _Vector0.y);
				float2 temp_output_5_0_g1412 = UV4105_g1408;
				float2 panner61_g1412 = ( 1.0 * _Time.y * Pan_Speed_Direction77_g1412 + ( ( ( temp_output_5_0_g1412 * UV_Modifiers73_g1412 ) - float2( -0.5,-0.5 ) ) + UV_Warp_Input75_g1412 ));
				float cos83_g1412 = cos( Rotation84_g1412 );
				float sin83_g1412 = sin( Rotation84_g1412 );
				float2 rotator83_g1412 = mul( panner61_g1412 - Rotation_Anchor131_g1412 , float2x2( cos83_g1412 , -sin83_g1412 , sin83_g1412 , cos83_g1412 )) + Rotation_Anchor131_g1412;
				float2 lerpResult124_g1412 = lerp( panner61_g1412 , rotator83_g1412 , _Vector0.y);
				float3 break17_g1410 = WorldNormals8_g1408;
				float2 Pan_Speed_Direction77_g1410 = float2( 0,0 );
				float2 UV_Modifiers73_g1410 = UVModifiers200_g1408;
				float UV_Warp_Input75_g1410 = ( Warp241_g1408 * _SDFWarp );
				float2 panner66_g1410 = ( 1.0 * _Time.y * Pan_Speed_Direction77_g1410 + ( ( ( UV3104_g1408 * UV_Modifiers73_g1410 ) - float2( -0.5,-0.5 ) ) + UV_Warp_Input75_g1410 ));
				float2 appendResult130_g1410 = (float2(_RotationAnchorX , _RotationAnchorY));
				float2 Rotation_Anchor131_g1410 = appendResult130_g1410;
				float mulTime72_g1410 = _Time.y * _RotationOverTime;
				float Rotation84_g1410 = ( ( (( _ParticleRotationToggle )?( IN.ase_texcoord11.x ):( 0.0 )) + _Rotation ) + mulTime72_g1410 );
				float cos68_g1410 = cos( Rotation84_g1410 );
				float sin68_g1410 = sin( Rotation84_g1410 );
				float2 rotator68_g1410 = mul( panner66_g1410 - Rotation_Anchor131_g1410 , float2x2( cos68_g1410 , -sin68_g1410 , sin68_g1410 , cos68_g1410 )) + Rotation_Anchor131_g1410;
				float2 lerpResult119_g1410 = lerp( panner66_g1410 , rotator68_g1410 , _Vector0.y);
				float2 panner65_g1410 = ( 1.0 * _Time.y * Pan_Speed_Direction77_g1410 + ( ( ( UV2103_g1408 * UV_Modifiers73_g1410 ) - float2( -0.5,-0.5 ) ) + UV_Warp_Input75_g1410 ));
				float cos79_g1410 = cos( Rotation84_g1410 );
				float sin79_g1410 = sin( Rotation84_g1410 );
				float2 rotator79_g1410 = mul( panner65_g1410 - Rotation_Anchor131_g1410 , float2x2( cos79_g1410 , -sin79_g1410 , sin79_g1410 , cos79_g1410 )) + Rotation_Anchor131_g1410;
				float2 lerpResult120_g1410 = lerp( panner65_g1410 , rotator79_g1410 , _Vector0.y);
				float2 panner64_g1410 = ( 1.0 * _Time.y * Pan_Speed_Direction77_g1410 + ( ( ( UV122_g1408 * UV_Modifiers73_g1410 ) - float2( -0.5,-0.5 ) ) + UV_Warp_Input75_g1410 ));
				float cos80_g1410 = cos( Rotation84_g1410 );
				float sin80_g1410 = sin( Rotation84_g1410 );
				float2 rotator80_g1410 = mul( panner64_g1410 - Rotation_Anchor131_g1410 , float2x2( cos80_g1410 , -sin80_g1410 , sin80_g1410 , cos80_g1410 )) + Rotation_Anchor131_g1410;
				float2 lerpResult121_g1410 = lerp( panner64_g1410 , rotator80_g1410 , _Vector0.y);
				float3 break22_g1410 = WorldNormalsInv9_g1408;
				float2 panner63_g1410 = ( 1.0 * _Time.y * Pan_Speed_Direction77_g1410 + ( ( ( UV6107_g1408 * UV_Modifiers73_g1410 ) - float2( -0.5,-0.5 ) ) + UV_Warp_Input75_g1410 ));
				float cos81_g1410 = cos( Rotation84_g1410 );
				float sin81_g1410 = sin( Rotation84_g1410 );
				float2 rotator81_g1410 = mul( panner63_g1410 - Rotation_Anchor131_g1410 , float2x2( cos81_g1410 , -sin81_g1410 , sin81_g1410 , cos81_g1410 )) + Rotation_Anchor131_g1410;
				float2 lerpResult122_g1410 = lerp( panner63_g1410 , rotator81_g1410 , _Vector0.y);
				float2 panner62_g1410 = ( 1.0 * _Time.y * Pan_Speed_Direction77_g1410 + ( ( ( UV5106_g1408 * UV_Modifiers73_g1410 ) - float2( -0.5,-0.5 ) ) + UV_Warp_Input75_g1410 ));
				float cos82_g1410 = cos( Rotation84_g1410 );
				float sin82_g1410 = sin( Rotation84_g1410 );
				float2 rotator82_g1410 = mul( panner62_g1410 - Rotation_Anchor131_g1410 , float2x2( cos82_g1410 , -sin82_g1410 , sin82_g1410 , cos82_g1410 )) + Rotation_Anchor131_g1410;
				float2 lerpResult123_g1410 = lerp( panner62_g1410 , rotator82_g1410 , _Vector0.y);
				float2 temp_output_5_0_g1410 = UV4105_g1408;
				float2 panner61_g1410 = ( 1.0 * _Time.y * Pan_Speed_Direction77_g1410 + ( ( ( temp_output_5_0_g1410 * UV_Modifiers73_g1410 ) - float2( -0.5,-0.5 ) ) + UV_Warp_Input75_g1410 ));
				float cos83_g1410 = cos( Rotation84_g1410 );
				float sin83_g1410 = sin( Rotation84_g1410 );
				float2 rotator83_g1410 = mul( panner61_g1410 - Rotation_Anchor131_g1410 , float2x2( cos83_g1410 , -sin83_g1410 , sin83_g1410 , cos83_g1410 )) + Rotation_Anchor131_g1410;
				float2 lerpResult124_g1410 = lerp( panner61_g1410 , rotator83_g1410 , _Vector0.y);
				float4 temp_cast_15 = (IN.ase_texcoord10.z).xxxx;
				float grayscale378_g1408 = dot(saturate( ( CalculateContrast(5.0,saturate( ( saturate( ( break17_g1410.z * tex2D( _SDF, lerpResult119_g1410 ) ) ) + saturate( ( break17_g1410.y * tex2D( _SDF, lerpResult120_g1410 ) ) ) + saturate( ( break17_g1410.x * tex2D( _SDF, lerpResult121_g1410 ) ) ) + saturate( ( break22_g1410.z * tex2D( _SDF, lerpResult122_g1410 ) ) ) + saturate( ( break22_g1410.y * tex2D( _SDF, lerpResult123_g1410 ) ) ) + saturate( ( break22_g1410.x * tex2D( _SDF, lerpResult124_g1410 ) ) ) ) )) - temp_cast_15 ) ).rgb, float3(0.299,0.587,0.114));
				float SDF380_g1408 = ( RadialFalloff40_g1408 * grayscale378_g1408 );
				float3 break540_g1408 = WorldNormals8_g1408;
				float3 break572_g1408 = WorldNormalsInv9_g1408;
				float lerpResult730_g1408 = lerp( 1.0 , IN.ase_texcoord11.y , _VertexTexAlphaToggle);
				
				o.Albedo = ( lerpResult417_g1408 * IN.ase_color ).rgb;
				o.Normal = UnpackScaleNormal( saturate( ( saturate( ( break17_g1417.z * tex2D( _Normal, lerpResult119_g1417 ) ) ) + saturate( ( break17_g1417.y * tex2D( _Normal, lerpResult120_g1417 ) ) ) + saturate( ( break17_g1417.x * tex2D( _Normal, lerpResult121_g1417 ) ) ) + saturate( ( break22_g1417.z * tex2D( _Normal, lerpResult122_g1417 ) ) ) + saturate( ( break22_g1417.y * tex2D( _Normal, lerpResult123_g1417 ) ) ) + saturate( ( break22_g1417.x * tex2D( _Normal, lerpResult124_g1417 ) ) ) ) ), _NormalDepthScale );
				o.Emission = ( lerpResult301_g1408 * IN.ase_color ).rgb;
				#if defined(_SPECULAR_SETUP)
					o.Specular = fixed3( 0, 0, 0 );
				#else
					o.Metallic = 0;
				#endif
				o.Smoothness = 0;
				o.Occlusion = 1;
				o.Alpha = saturate( ( ( RadialFalloff40_g1408 * saturate( saturate( ( saturate( ( break17_g1412.z * tex2D( _Alpha, lerpResult119_g1412 ) ) ) + saturate( ( break17_g1412.y * tex2D( _Alpha, lerpResult120_g1412 ) ) ) + saturate( ( break17_g1412.x * tex2D( _Alpha, lerpResult121_g1412 ) ) ) + saturate( ( break22_g1412.z * tex2D( _Alpha, lerpResult122_g1412 ) ) ) + saturate( ( break22_g1412.y * tex2D( _Alpha, lerpResult123_g1412 ) ) ) + saturate( ( break22_g1412.x * tex2D( _Alpha, lerpResult124_g1412 ) ) ) ) ) ).b * SDF380_g1408 * ( saturate( ( ( _Mask_X * break540_g1408.x ) + ( _Mask_Y * break540_g1408.y ) + ( _Mask_Z * break540_g1408.z ) ) ) + saturate( ( ( _MaskX * break572_g1408.x ) + ( _MaskY * break572_g1408.y ) + ( _MaskZ * break572_g1408.z ) ) ) ) * lerpResult730_g1408 ) - 0.05 ) );
				float AlphaClipThreshold = 0.5;
				float3 Transmission = 1;
				float3 Translucency = 1;

				#ifdef _ALPHATEST_ON
					clip( o.Alpha - AlphaClipThreshold );
				#endif

				#ifdef _DEPTHOFFSET_ON
					outputDepth = IN.pos.z;
				#endif

				#ifndef USING_DIRECTIONAL_LIGHT
					fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));
				#else
					fixed3 lightDir = _WorldSpaceLightPos0.xyz;
				#endif

				fixed4 c = 0;
				float3 worldN;
				worldN.x = dot(IN.tSpace0.xyz, o.Normal);
				worldN.y = dot(IN.tSpace1.xyz, o.Normal);
				worldN.z = dot(IN.tSpace2.xyz, o.Normal);
				worldN = normalize(worldN);
				o.Normal = worldN;

				UnityGI gi;
				UNITY_INITIALIZE_OUTPUT(UnityGI, gi);
				gi.indirect.diffuse = 0;
				gi.indirect.specular = 0;
				gi.light.color = _LightColor0.rgb;
				gi.light.dir = lightDir;
				gi.light.color *= atten;

				#if defined(_SPECULAR_SETUP)
					c += LightingStandardSpecular( o, worldViewDir, gi );
				#else
					c += LightingStandard( o, worldViewDir, gi );
				#endif

				#ifdef ASE_TRANSMISSION
				{
					float shadow = _TransmissionShadow;
					#ifdef DIRECTIONAL
						float3 lightAtten = lerp( _LightColor0.rgb, gi.light.color, shadow );
					#else
						float3 lightAtten = gi.light.color;
					#endif
					half3 transmission = max(0 , -dot(o.Normal, gi.light.dir)) * lightAtten * Transmission;
					c.rgb += o.Albedo * transmission;
				}
				#endif

				#ifdef ASE_TRANSLUCENCY
				{
					float shadow = _TransShadow;
					float normal = _TransNormal;
					float scattering = _TransScattering;
					float direct = _TransDirect;
					float ambient = _TransAmbient;
					float strength = _TransStrength;

					#ifdef DIRECTIONAL
						float3 lightAtten = lerp( _LightColor0.rgb, gi.light.color, shadow );
					#else
						float3 lightAtten = gi.light.color;
					#endif
					half3 lightDir = gi.light.dir + o.Normal * normal;
					half transVdotL = pow( saturate( dot( worldViewDir, -lightDir ) ), scattering );
					half3 translucency = lightAtten * (transVdotL * direct + gi.indirect.diffuse * ambient) * Translucency;
					c.rgb += o.Albedo * translucency * strength;
				}
				#endif

				//#ifdef ASE_REFRACTION
				//	float4 projScreenPos = ScreenPos / ScreenPos.w;
				//	float3 refractionOffset = ( RefractionIndex - 1.0 ) * mul( UNITY_MATRIX_V, WorldNormal ).xyz * ( 1.0 - dot( WorldNormal, WorldViewDirection ) );
				//	projScreenPos.xy += refractionOffset.xy;
				//	float3 refraction = UNITY_SAMPLE_SCREENSPACE_TEXTURE( _GrabTexture, projScreenPos ) * RefractionColor;
				//	color.rgb = lerp( refraction, color.rgb, color.a );
				//	color.a = 1;
				//#endif

				#ifdef ASE_FOG
					UNITY_APPLY_FOG(IN.fogCoord, c);
				#endif
				return c;
			}
			ENDCG
		}

		
		Pass
		{
			
			Name "Meta"
			Tags { "LightMode"="Meta" }
			Cull Off

			CGPROGRAM
			#pragma multi_compile_instancing
			#pragma multi_compile __ LOD_FADE_CROSSFADE
			#define _ALPHABLEND_ON 1
			#pragma multi_compile_fog
			#define ASE_FOG 1

			#pragma vertex vert
			#pragma fragment frag
			#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
			#pragma shader_feature EDITOR_VISUALIZATION
			#ifndef UNITY_PASS_META
				#define UNITY_PASS_META
			#endif
			#include "HLSLSupport.cginc"
			#if !defined( UNITY_INSTANCED_LOD_FADE )
				#define UNITY_INSTANCED_LOD_FADE
			#endif
			#if !defined( UNITY_INSTANCED_SH )
				#define UNITY_INSTANCED_SH
			#endif
			#if !defined( UNITY_INSTANCED_LIGHTMAPSTS )
				#define UNITY_INSTANCED_LIGHTMAPSTS
			#endif
			#include "UnityShaderVariables.cginc"
			#include "UnityCG.cginc"
			#include "Lighting.cginc"
			#include "UnityPBSLighting.cginc"
			#include "UnityMetaPass.cginc"

			#define ASE_NEEDS_FRAG_COLOR

			struct appdata {
				float4 vertex : POSITION;
				float4 tangent : TANGENT;
				float3 normal : NORMAL;
				float4 texcoord1 : TEXCOORD1;
				float4 texcoord2 : TEXCOORD2;
				float4 ase_texcoord : TEXCOORD0;
				float4 ase_color : COLOR;
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};
			struct v2f {
				#if UNITY_VERSION >= 201810
					UNITY_POSITION(pos);
				#else
					float4 pos : SV_POSITION;
				#endif
				#ifdef EDITOR_VISUALIZATION
					float2 vizUV : TEXCOORD1;
					float4 lightCoord : TEXCOORD2;
				#endif
				float4 ase_texcoord3 : TEXCOORD3;
				float4 ase_texcoord4 : TEXCOORD4;
				float4 ase_texcoord5 : TEXCOORD5;
				float4 ase_texcoord6 : TEXCOORD6;
				float4 ase_color : COLOR;
				UNITY_VERTEX_INPUT_INSTANCE_ID
				UNITY_VERTEX_OUTPUT_STEREO
			};

			#ifdef ASE_TESSELLATION
				float _TessPhongStrength;
				float _TessValue;
				float _TessMin;
				float _TessMax;
				float _TessEdgeLength;
				float _TessMaxDisp;
			#endif
			UNITY_DECLARE_DEPTH_TEXTURE( _CameraDepthTexture );
			uniform float4 _CameraDepthTexture_TexelSize;
			uniform float4 _AlbidoColorL;
			uniform float4 _AlbidoColorH;
			uniform sampler2D _Albedo;
			uniform float _UseLocalorWorldPosition;
			uniform float _ParticleMode;
			uniform float _TextureScaleUniform;
			uniform float _TextureScaleX;
			uniform float _TextureScaleY;
			uniform sampler2D _WarpTexture;
			uniform float _WarpX;
			uniform float _OverallWarpSpeed;
			uniform float _Enableifusingparticles;
			uniform float _WarpY;
			uniform float _RotationAnchorX;
			uniform float _RotationAnchorY;
			uniform float _ParticleRotationToggle;
			uniform float _Rotation;
			uniform float _RotationOverTime;
			uniform float _OverallWarpIntensity;
			uniform float _AlbidoWarp;
			uniform float4 _EmissionColorL;
			uniform float4 _EmissionColorH;
			uniform float _EmissionGlowNoise;
			uniform sampler2D _Emission;
			uniform float _EmissionWarp;
			uniform float _EmmSubtraction;
			uniform float _EmissionBGAdd;
			uniform float _FalloffContrast;
			uniform float _FallofFRadius;
			uniform sampler2D _Alpha;
			uniform float _AlphaWarp;
			uniform sampler2D _SDF;
			uniform float _SDFWarp;
			uniform float _Mask_X;
			uniform float _Mask_Y;
			uniform float _Mask_Z;
			uniform float _MaskX;
			uniform float _MaskY;
			uniform float _MaskZ;
			uniform float _VertexTexAlphaToggle;


			float2 UnStereo( float2 UV )
			{
				#if UNITY_SINGLE_PASS_STEREO
				float4 scaleOffset = unity_StereoScaleOffset[ unity_StereoEyeIndex ];
				UV.xy = (UV.xy - scaleOffset.zw) / scaleOffset.xy;
				#endif
				return UV;
			}
			
			float3 InvertDepthDir72_g1418( float3 In )
			{
				float3 result = In;
				#if !defined(ASE_SRP_VERSION) || ASE_SRP_VERSION <= 70301
				result *= float3(1,1,-1);
				#endif
				return result;
			}
			
			float3 ASESafeNormalize(float3 inVec)
			{
				float dp3 = max(1.175494351e-38, dot(inVec, inVec));
				return inVec* rsqrt(dp3);
			}
			
			float4 CalculateContrast( float contrastValue, float4 colorTarget )
			{
				float t = 0.5 * ( 1.0 - contrastValue );
				return mul( float4x4( contrastValue,0,0,t, 0,contrastValue,0,t, 0,0,contrastValue,t, 0,0,0,1 ), colorTarget );
			}

			v2f VertexFunction (appdata v  ) {
				UNITY_SETUP_INSTANCE_ID(v);
				v2f o;
				UNITY_INITIALIZE_OUTPUT(v2f,o);
				UNITY_TRANSFER_INSTANCE_ID(v,o);
				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);

				float4 ase_clipPos = UnityObjectToClipPos(v.vertex);
				float4 screenPos = ComputeScreenPos(ase_clipPos);
				float4 ase_screenPosNorm = screenPos / screenPos.w;
				ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
				float2 UV22_g1419 = ase_screenPosNorm.xy;
				float2 localUnStereo22_g1419 = UnStereo( UV22_g1419 );
				float2 break64_g1418 = localUnStereo22_g1419;
				float clampDepth69_g1418 = SAMPLE_DEPTH_TEXTURE_LOD( _CameraDepthTexture, float4( ase_screenPosNorm.xy, 0, 0 ) );
				#ifdef UNITY_REVERSED_Z
				float staticSwitch38_g1418 = ( 1.0 - clampDepth69_g1418 );
				#else
				float staticSwitch38_g1418 = clampDepth69_g1418;
				#endif
				float3 appendResult39_g1418 = (float3(break64_g1418.x , break64_g1418.y , staticSwitch38_g1418));
				float4 appendResult42_g1418 = (float4((appendResult39_g1418*2.0 + -1.0) , 1.0));
				float4 temp_output_43_0_g1418 = mul( unity_CameraInvProjection, appendResult42_g1418 );
				float3 temp_output_46_0_g1418 = ( (temp_output_43_0_g1418).xyz / (temp_output_43_0_g1418).w );
				float3 In72_g1418 = temp_output_46_0_g1418;
				float3 localInvertDepthDir72_g1418 = InvertDepthDir72_g1418( In72_g1418 );
				float4 appendResult49_g1418 = (float4(localInvertDepthDir72_g1418 , 1.0));
				float4 temp_output_1_0_g1408 = mul( unity_CameraToWorld, appendResult49_g1418 );
				float4 WorldFromDepth17_g1408 = temp_output_1_0_g1408;
				float4 normalizeResult447 = normalize( WorldFromDepth17_g1408 );
				
				o.ase_texcoord3 = screenPos;
				
				o.ase_texcoord4 = v.ase_texcoord;
				o.ase_texcoord5 = v.texcoord1.xyzw;
				o.ase_texcoord6 = v.texcoord2.xyzw;
				o.ase_color = v.ase_color;
				#ifdef ASE_ABSOLUTE_VERTEX_POS
					float3 defaultVertexValue = v.vertex.xyz;
				#else
					float3 defaultVertexValue = float3(0, 0, 0);
				#endif
				float3 vertexValue = defaultVertexValue;
				#ifdef ASE_ABSOLUTE_VERTEX_POS
					v.vertex.xyz = vertexValue;
				#else
					v.vertex.xyz += vertexValue;
				#endif
				v.vertex.w = 1;
				v.normal = normalizeResult447.xyz;
				v.tangent = v.tangent;

				#ifdef EDITOR_VISUALIZATION
					o.vizUV = 0;
					o.lightCoord = 0;
					if (unity_VisualizationMode == EDITORVIZ_TEXTURE)
						o.vizUV = UnityMetaVizUV(unity_EditorViz_UVIndex, v.texcoord.xy, v.texcoord1.xy, v.texcoord2.xy, unity_EditorViz_Texture_ST);
					else if (unity_VisualizationMode == EDITORVIZ_SHOWLIGHTMASK)
					{
						o.vizUV = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
						o.lightCoord = mul(unity_EditorViz_WorldToLight, mul(unity_ObjectToWorld, float4(v.vertex.xyz, 1)));
					}
				#endif

				o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST);

				return o;
			}

			#if defined(ASE_TESSELLATION)
			struct VertexControl
			{
				float4 vertex : INTERNALTESSPOS;
				float4 tangent : TANGENT;
				float3 normal : NORMAL;
				float4 texcoord1 : TEXCOORD1;
				float4 texcoord2 : TEXCOORD2;
				float4 ase_texcoord : TEXCOORD0;
				float4 ase_color : COLOR;

				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

			struct TessellationFactors
			{
				float edge[3] : SV_TessFactor;
				float inside : SV_InsideTessFactor;
			};

			VertexControl vert ( appdata v )
			{
				VertexControl o;
				UNITY_SETUP_INSTANCE_ID(v);
				UNITY_TRANSFER_INSTANCE_ID(v, o);
				o.vertex = v.vertex;
				o.tangent = v.tangent;
				o.normal = v.normal;
				o.texcoord1 = v.texcoord1;
				o.texcoord2 = v.texcoord2;
				o.ase_texcoord = v.ase_texcoord;
				o.ase_color = v.ase_color;
				return o;
			}

			TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
			{
				TessellationFactors o;
				float4 tf = 1;
				float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
				float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
				#if defined(ASE_FIXED_TESSELLATION)
				tf = FixedTess( tessValue );
				#elif defined(ASE_DISTANCE_TESSELLATION)
				tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, UNITY_MATRIX_M, _WorldSpaceCameraPos );
				#elif defined(ASE_LENGTH_TESSELLATION)
				tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams );
				#elif defined(ASE_LENGTH_CULL_TESSELLATION)
				tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
				#endif
				o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
				return o;
			}

			[domain("tri")]
			[partitioning("fractional_odd")]
			[outputtopology("triangle_cw")]
			[patchconstantfunc("TessellationFunction")]
			[outputcontrolpoints(3)]
			VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
			{
			   return patch[id];
			}

			[domain("tri")]
			v2f DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
			{
				appdata o = (appdata) 0;
				o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
				o.tangent = patch[0].tangent * bary.x + patch[1].tangent * bary.y + patch[2].tangent * bary.z;
				o.normal = patch[0].normal * bary.x + patch[1].normal * bary.y + patch[2].normal * bary.z;
				o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z;
				o.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z;
				o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
				o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
				#if defined(ASE_PHONG_TESSELLATION)
				float3 pp[3];
				for (int i = 0; i < 3; ++i)
					pp[i] = o.vertex.xyz - patch[i].normal * (dot(o.vertex.xyz, patch[i].normal) - dot(patch[i].vertex.xyz, patch[i].normal));
				float phongStrength = _TessPhongStrength;
				o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
				#endif
				UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
				return VertexFunction(o);
			}
			#else
			v2f vert ( appdata v )
			{
				return VertexFunction( v );
			}
			#endif

			fixed4 frag (v2f IN 
				#ifdef _DEPTHOFFSET_ON
				, out float outputDepth : SV_Depth
				#endif
				) : SV_Target
			{
				UNITY_SETUP_INSTANCE_ID(IN);

				#ifdef LOD_FADE_CROSSFADE
					UNITY_APPLY_DITHER_CROSSFADE(IN.pos.xy);
				#endif

				#if defined(_SPECULAR_SETUP)
					SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;
				#else
					SurfaceOutputStandard o = (SurfaceOutputStandard)0;
				#endif

				float4 screenPos = IN.ase_texcoord3;
				float4 ase_screenPosNorm = screenPos / screenPos.w;
				ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
				float2 UV22_g1419 = ase_screenPosNorm.xy;
				float2 localUnStereo22_g1419 = UnStereo( UV22_g1419 );
				float2 break64_g1418 = localUnStereo22_g1419;
				float clampDepth69_g1418 = SAMPLE_DEPTH_TEXTURE( _CameraDepthTexture, ase_screenPosNorm.xy );
				#ifdef UNITY_REVERSED_Z
				float staticSwitch38_g1418 = ( 1.0 - clampDepth69_g1418 );
				#else
				float staticSwitch38_g1418 = clampDepth69_g1418;
				#endif
				float3 appendResult39_g1418 = (float3(break64_g1418.x , break64_g1418.y , staticSwitch38_g1418));
				float4 appendResult42_g1418 = (float4((appendResult39_g1418*2.0 + -1.0) , 1.0));
				float4 temp_output_43_0_g1418 = mul( unity_CameraInvProjection, appendResult42_g1418 );
				float3 temp_output_46_0_g1418 = ( (temp_output_43_0_g1418).xyz / (temp_output_43_0_g1418).w );
				float3 In72_g1418 = temp_output_46_0_g1418;
				float3 localInvertDepthDir72_g1418 = InvertDepthDir72_g1418( In72_g1418 );
				float4 appendResult49_g1418 = (float4(localInvertDepthDir72_g1418 , 1.0));
				float4 temp_output_1_0_g1408 = mul( unity_CameraToWorld, appendResult49_g1418 );
				float4 temp_output_2_0_g1408 = ddx( temp_output_1_0_g1408 );
				float4 temp_output_3_0_g1408 = ddy( temp_output_1_0_g1408 );
				float3 normalizeResult6_g1408 = ASESafeNormalize( cross( temp_output_2_0_g1408.xyz , temp_output_3_0_g1408.xyz ) );
				float3 WorldNormals8_g1408 = normalizeResult6_g1408;
				float3 break17_g1411 = WorldNormals8_g1408;
				float2 Pan_Speed_Direction77_g1411 = float2( 0,0 );
				float4 WorldFromDepth17_g1408 = temp_output_1_0_g1408;
				float3 worldToObj15_g1408 = mul( unity_WorldToObject, float4( WorldFromDepth17_g1408.xyz, 1 ) ).xyz;
				float3 appendResult12_g1408 = (float3(IN.ase_texcoord4.x , IN.ase_texcoord4.y , IN.ase_texcoord4.z));
				float4 break33_g1409 = (( _UseLocalorWorldPosition )?( (( _ParticleMode )?( ( WorldFromDepth17_g1408 - float4( appendResult12_g1408 , 0.0 ) ) ):( WorldFromDepth17_g1408 )) ):( float4( worldToObj15_g1408 , 0.0 ) ));
				float2 appendResult37_g1409 = (float2(break33_g1409.x , break33_g1409.y));
				float2 UV3104_g1408 = appendResult37_g1409;
				float2 appendResult131_g1408 = (float2(_TextureScaleX , _TextureScaleY));
				float2 UVModifiers200_g1408 = ( ( ( 1.0 - _TextureScaleUniform ) / IN.ase_texcoord4.w ) * appendResult131_g1408 );
				float2 UV_Modifiers73_g1411 = UVModifiers200_g1408;
				float3 break17_g1414 = WorldNormals8_g1408;
				float2 appendResult306_g1408 = (float2(IN.ase_texcoord5.x , IN.ase_texcoord5.y));
				float2 break307_g1408 = (( _Enableifusingparticles )?( appendResult306_g1408 ):( float2( 0,0 ) ));
				float2 appendResult273_g1408 = (float2(( ( _WarpX * _OverallWarpSpeed ) + break307_g1408.x ) , ( ( _WarpY * _OverallWarpSpeed ) + break307_g1408.y )));
				float2 UVWarp472_g1408 = appendResult273_g1408;
				float2 Pan_Speed_Direction77_g1414 = UVWarp472_g1408;
				float2 UV_Modifiers73_g1414 = UVModifiers200_g1408;
				float UV_Warp_Input75_g1414 = 0.0;
				float2 panner66_g1414 = ( 1.0 * _Time.y * Pan_Speed_Direction77_g1414 + ( ( ( UV3104_g1408 * UV_Modifiers73_g1414 ) - float2( -0.5,-0.5 ) ) + UV_Warp_Input75_g1414 ));
				float2 appendResult130_g1414 = (float2(_RotationAnchorX , _RotationAnchorY));
				float2 Rotation_Anchor131_g1414 = appendResult130_g1414;
				float mulTime72_g1414 = _Time.y * _RotationOverTime;
				float Rotation84_g1414 = ( ( (( _ParticleRotationToggle )?( IN.ase_texcoord6.x ):( 0.0 )) + _Rotation ) + mulTime72_g1414 );
				float cos68_g1414 = cos( Rotation84_g1414 );
				float sin68_g1414 = sin( Rotation84_g1414 );
				float2 rotator68_g1414 = mul( panner66_g1414 - Rotation_Anchor131_g1414 , float2x2( cos68_g1414 , -sin68_g1414 , sin68_g1414 , cos68_g1414 )) + Rotation_Anchor131_g1414;
				float2 _Vector0 = float2(0,1);
				float2 lerpResult119_g1414 = lerp( panner66_g1414 , rotator68_g1414 , _Vector0.x);
				float2 appendResult38_g1409 = (float2(break33_g1409.x , break33_g1409.z));
				float2 UV2103_g1408 = appendResult38_g1409;
				float2 panner65_g1414 = ( 1.0 * _Time.y * Pan_Speed_Direction77_g1414 + ( ( ( UV2103_g1408 * UV_Modifiers73_g1414 ) - float2( -0.5,-0.5 ) ) + UV_Warp_Input75_g1414 ));
				float cos79_g1414 = cos( Rotation84_g1414 );
				float sin79_g1414 = sin( Rotation84_g1414 );
				float2 rotator79_g1414 = mul( panner65_g1414 - Rotation_Anchor131_g1414 , float2x2( cos79_g1414 , -sin79_g1414 , sin79_g1414 , cos79_g1414 )) + Rotation_Anchor131_g1414;
				float2 lerpResult120_g1414 = lerp( panner65_g1414 , rotator79_g1414 , _Vector0.x);
				float2 appendResult36_g1409 = (float2(break33_g1409.y , break33_g1409.z));
				float2 UV122_g1408 = appendResult36_g1409;
				float2 panner64_g1414 = ( 1.0 * _Time.y * Pan_Speed_Direction77_g1414 + ( ( ( UV122_g1408 * UV_Modifiers73_g1414 ) - float2( -0.5,-0.5 ) ) + UV_Warp_Input75_g1414 ));
				float cos80_g1414 = cos( Rotation84_g1414 );
				float sin80_g1414 = sin( Rotation84_g1414 );
				float2 rotator80_g1414 = mul( panner64_g1414 - Rotation_Anchor131_g1414 , float2x2( cos80_g1414 , -sin80_g1414 , sin80_g1414 , cos80_g1414 )) + Rotation_Anchor131_g1414;
				float2 lerpResult121_g1414 = lerp( panner64_g1414 , rotator80_g1414 , _Vector0.x);
				float3 normalizeResult4_g1408 = ASESafeNormalize( cross( temp_output_3_0_g1408.xyz , temp_output_2_0_g1408.xyz ) );
				float3 WorldNormalsInv9_g1408 = normalizeResult4_g1408;
				float3 break22_g1414 = WorldNormalsInv9_g1408;
				float2 appendResult34_g1409 = (float2(break33_g1409.x , break33_g1409.y));
				float2 UV6107_g1408 = appendResult34_g1409;
				float2 panner63_g1414 = ( 1.0 * _Time.y * Pan_Speed_Direction77_g1414 + ( ( ( UV6107_g1408 * UV_Modifiers73_g1414 ) - float2( -0.5,-0.5 ) ) + UV_Warp_Input75_g1414 ));
				float cos81_g1414 = cos( Rotation84_g1414 );
				float sin81_g1414 = sin( Rotation84_g1414 );
				float2 rotator81_g1414 = mul( panner63_g1414 - Rotation_Anchor131_g1414 , float2x2( cos81_g1414 , -sin81_g1414 , sin81_g1414 , cos81_g1414 )) + Rotation_Anchor131_g1414;
				float2 lerpResult122_g1414 = lerp( panner63_g1414 , rotator81_g1414 , _Vector0.x);
				float2 appendResult32_g1409 = (float2(break33_g1409.x , break33_g1409.z));
				float2 UV5106_g1408 = appendResult32_g1409;
				float2 panner62_g1414 = ( 1.0 * _Time.y * Pan_Speed_Direction77_g1414 + ( ( ( UV5106_g1408 * UV_Modifiers73_g1414 ) - float2( -0.5,-0.5 ) ) + UV_Warp_Input75_g1414 ));
				float cos82_g1414 = cos( Rotation84_g1414 );
				float sin82_g1414 = sin( Rotation84_g1414 );
				float2 rotator82_g1414 = mul( panner62_g1414 - Rotation_Anchor131_g1414 , float2x2( cos82_g1414 , -sin82_g1414 , sin82_g1414 , cos82_g1414 )) + Rotation_Anchor131_g1414;
				float2 lerpResult123_g1414 = lerp( panner62_g1414 , rotator82_g1414 , _Vector0.x);
				float2 appendResult35_g1409 = (float2(break33_g1409.y , break33_g1409.z));
				float2 UV4105_g1408 = appendResult35_g1409;
				float2 temp_output_5_0_g1414 = UV4105_g1408;
				float2 panner61_g1414 = ( 1.0 * _Time.y * Pan_Speed_Direction77_g1414 + ( ( ( temp_output_5_0_g1414 * UV_Modifiers73_g1414 ) - float2( -0.5,-0.5 ) ) + UV_Warp_Input75_g1414 ));
				float cos83_g1414 = cos( Rotation84_g1414 );
				float sin83_g1414 = sin( Rotation84_g1414 );
				float2 rotator83_g1414 = mul( panner61_g1414 - Rotation_Anchor131_g1414 , float2x2( cos83_g1414 , -sin83_g1414 , sin83_g1414 , cos83_g1414 )) + Rotation_Anchor131_g1414;
				float2 lerpResult124_g1414 = lerp( panner61_g1414 , rotator83_g1414 , _Vector0.x);
				float3 break17_g1413 = WorldNormals8_g1408;
				float2 Pan_Speed_Direction77_g1413 = ( UVWarp472_g1408 * -1.0 );
				float2 UV_Modifiers73_g1413 = UVModifiers200_g1408;
				float UV_Warp_Input75_g1413 = 0.0;
				float2 panner66_g1413 = ( 1.0 * _Time.y * Pan_Speed_Direction77_g1413 + ( ( ( UV3104_g1408 * UV_Modifiers73_g1413 ) - float2( -0.5,-0.5 ) ) + UV_Warp_Input75_g1413 ));
				float2 appendResult130_g1413 = (float2(_RotationAnchorX , _RotationAnchorY));
				float2 Rotation_Anchor131_g1413 = appendResult130_g1413;
				float mulTime72_g1413 = _Time.y * _RotationOverTime;
				float Rotation84_g1413 = ( ( (( _ParticleRotationToggle )?( IN.ase_texcoord6.x ):( 0.0 )) + _Rotation ) + mulTime72_g1413 );
				float cos68_g1413 = cos( Rotation84_g1413 );
				float sin68_g1413 = sin( Rotation84_g1413 );
				float2 rotator68_g1413 = mul( panner66_g1413 - Rotation_Anchor131_g1413 , float2x2( cos68_g1413 , -sin68_g1413 , sin68_g1413 , cos68_g1413 )) + Rotation_Anchor131_g1413;
				float2 lerpResult119_g1413 = lerp( panner66_g1413 , rotator68_g1413 , _Vector0.x);
				float2 panner65_g1413 = ( 1.0 * _Time.y * Pan_Speed_Direction77_g1413 + ( ( ( UV2103_g1408 * UV_Modifiers73_g1413 ) - float2( -0.5,-0.5 ) ) + UV_Warp_Input75_g1413 ));
				float cos79_g1413 = cos( Rotation84_g1413 );
				float sin79_g1413 = sin( Rotation84_g1413 );
				float2 rotator79_g1413 = mul( panner65_g1413 - Rotation_Anchor131_g1413 , float2x2( cos79_g1413 , -sin79_g1413 , sin79_g1413 , cos79_g1413 )) + Rotation_Anchor131_g1413;
				float2 lerpResult120_g1413 = lerp( panner65_g1413 , rotator79_g1413 , _Vector0.x);
				float2 panner64_g1413 = ( 1.0 * _Time.y * Pan_Speed_Direction77_g1413 + ( ( ( UV122_g1408 * UV_Modifiers73_g1413 ) - float2( -0.5,-0.5 ) ) + UV_Warp_Input75_g1413 ));
				float cos80_g1413 = cos( Rotation84_g1413 );
				float sin80_g1413 = sin( Rotation84_g1413 );
				float2 rotator80_g1413 = mul( panner64_g1413 - Rotation_Anchor131_g1413 , float2x2( cos80_g1413 , -sin80_g1413 , sin80_g1413 , cos80_g1413 )) + Rotation_Anchor131_g1413;
				float2 lerpResult121_g1413 = lerp( panner64_g1413 , rotator80_g1413 , _Vector0.x);
				float3 break22_g1413 = WorldNormalsInv9_g1408;
				float2 panner63_g1413 = ( 1.0 * _Time.y * Pan_Speed_Direction77_g1413 + ( ( ( UV6107_g1408 * UV_Modifiers73_g1413 ) - float2( -0.5,-0.5 ) ) + UV_Warp_Input75_g1413 ));
				float cos81_g1413 = cos( Rotation84_g1413 );
				float sin81_g1413 = sin( Rotation84_g1413 );
				float2 rotator81_g1413 = mul( panner63_g1413 - Rotation_Anchor131_g1413 , float2x2( cos81_g1413 , -sin81_g1413 , sin81_g1413 , cos81_g1413 )) + Rotation_Anchor131_g1413;
				float2 lerpResult122_g1413 = lerp( panner63_g1413 , rotator81_g1413 , _Vector0.x);
				float2 panner62_g1413 = ( 1.0 * _Time.y * Pan_Speed_Direction77_g1413 + ( ( ( UV5106_g1408 * UV_Modifiers73_g1413 ) - float2( -0.5,-0.5 ) ) + UV_Warp_Input75_g1413 ));
				float cos82_g1413 = cos( Rotation84_g1413 );
				float sin82_g1413 = sin( Rotation84_g1413 );
				float2 rotator82_g1413 = mul( panner62_g1413 - Rotation_Anchor131_g1413 , float2x2( cos82_g1413 , -sin82_g1413 , sin82_g1413 , cos82_g1413 )) + Rotation_Anchor131_g1413;
				float2 lerpResult123_g1413 = lerp( panner62_g1413 , rotator82_g1413 , _Vector0.x);
				float2 temp_output_5_0_g1413 = UV4105_g1408;
				float2 panner61_g1413 = ( 1.0 * _Time.y * Pan_Speed_Direction77_g1413 + ( ( ( temp_output_5_0_g1413 * UV_Modifiers73_g1413 ) - float2( -0.5,-0.5 ) ) + UV_Warp_Input75_g1413 ));
				float cos83_g1413 = cos( Rotation84_g1413 );
				float sin83_g1413 = sin( Rotation84_g1413 );
				float2 rotator83_g1413 = mul( panner61_g1413 - Rotation_Anchor131_g1413 , float2x2( cos83_g1413 , -sin83_g1413 , sin83_g1413 , cos83_g1413 )) + Rotation_Anchor131_g1413;
				float2 lerpResult124_g1413 = lerp( panner61_g1413 , rotator83_g1413 , _Vector0.x);
				float grayscale242_g1408 = dot(( saturate( ( saturate( ( break17_g1414.z * tex2D( _WarpTexture, lerpResult119_g1414 ) ) ) + saturate( ( break17_g1414.y * tex2D( _WarpTexture, lerpResult120_g1414 ) ) ) + saturate( ( break17_g1414.x * tex2D( _WarpTexture, lerpResult121_g1414 ) ) ) + saturate( ( break22_g1414.z * tex2D( _WarpTexture, lerpResult122_g1414 ) ) ) + saturate( ( break22_g1414.y * tex2D( _WarpTexture, lerpResult123_g1414 ) ) ) + saturate( ( break22_g1414.x * tex2D( _WarpTexture, lerpResult124_g1414 ) ) ) ) ) * saturate( ( saturate( ( break17_g1413.z * tex2D( _WarpTexture, lerpResult119_g1413 ) ) ) + saturate( ( break17_g1413.y * tex2D( _WarpTexture, lerpResult120_g1413 ) ) ) + saturate( ( break17_g1413.x * tex2D( _WarpTexture, lerpResult121_g1413 ) ) ) + saturate( ( break22_g1413.z * tex2D( _WarpTexture, lerpResult122_g1413 ) ) ) + saturate( ( break22_g1413.y * tex2D( _WarpTexture, lerpResult123_g1413 ) ) ) + saturate( ( break22_g1413.x * tex2D( _WarpTexture, lerpResult124_g1413 ) ) ) ) ) * 2.0 ).rgb, float3(0.299,0.587,0.114));
				float Warp241_g1408 = ( grayscale242_g1408 * _OverallWarpIntensity );
				float UV_Warp_Input75_g1411 = ( Warp241_g1408 * _AlbidoWarp );
				float2 panner66_g1411 = ( 1.0 * _Time.y * Pan_Speed_Direction77_g1411 + ( ( ( UV3104_g1408 * UV_Modifiers73_g1411 ) - float2( -0.5,-0.5 ) ) + UV_Warp_Input75_g1411 ));
				float2 appendResult130_g1411 = (float2(_RotationAnchorX , _RotationAnchorY));
				float2 Rotation_Anchor131_g1411 = appendResult130_g1411;
				float mulTime72_g1411 = _Time.y * _RotationOverTime;
				float Rotation84_g1411 = ( ( (( _ParticleRotationToggle )?( IN.ase_texcoord6.x ):( 0.0 )) + _Rotation ) + mulTime72_g1411 );
				float cos68_g1411 = cos( Rotation84_g1411 );
				float sin68_g1411 = sin( Rotation84_g1411 );
				float2 rotator68_g1411 = mul( panner66_g1411 - Rotation_Anchor131_g1411 , float2x2( cos68_g1411 , -sin68_g1411 , sin68_g1411 , cos68_g1411 )) + Rotation_Anchor131_g1411;
				float2 lerpResult119_g1411 = lerp( panner66_g1411 , rotator68_g1411 , _Vector0.y);
				float2 panner65_g1411 = ( 1.0 * _Time.y * Pan_Speed_Direction77_g1411 + ( ( ( UV2103_g1408 * UV_Modifiers73_g1411 ) - float2( -0.5,-0.5 ) ) + UV_Warp_Input75_g1411 ));
				float cos79_g1411 = cos( Rotation84_g1411 );
				float sin79_g1411 = sin( Rotation84_g1411 );
				float2 rotator79_g1411 = mul( panner65_g1411 - Rotation_Anchor131_g1411 , float2x2( cos79_g1411 , -sin79_g1411 , sin79_g1411 , cos79_g1411 )) + Rotation_Anchor131_g1411;
				float2 lerpResult120_g1411 = lerp( panner65_g1411 , rotator79_g1411 , _Vector0.y);
				float2 panner64_g1411 = ( 1.0 * _Time.y * Pan_Speed_Direction77_g1411 + ( ( ( UV122_g1408 * UV_Modifiers73_g1411 ) - float2( -0.5,-0.5 ) ) + UV_Warp_Input75_g1411 ));
				float cos80_g1411 = cos( Rotation84_g1411 );
				float sin80_g1411 = sin( Rotation84_g1411 );
				float2 rotator80_g1411 = mul( panner64_g1411 - Rotation_Anchor131_g1411 , float2x2( cos80_g1411 , -sin80_g1411 , sin80_g1411 , cos80_g1411 )) + Rotation_Anchor131_g1411;
				float2 lerpResult121_g1411 = lerp( panner64_g1411 , rotator80_g1411 , _Vector0.y);
				float3 break22_g1411 = WorldNormalsInv9_g1408;
				float2 panner63_g1411 = ( 1.0 * _Time.y * Pan_Speed_Direction77_g1411 + ( ( ( UV6107_g1408 * UV_Modifiers73_g1411 ) - float2( -0.5,-0.5 ) ) + UV_Warp_Input75_g1411 ));
				float cos81_g1411 = cos( Rotation84_g1411 );
				float sin81_g1411 = sin( Rotation84_g1411 );
				float2 rotator81_g1411 = mul( panner63_g1411 - Rotation_Anchor131_g1411 , float2x2( cos81_g1411 , -sin81_g1411 , sin81_g1411 , cos81_g1411 )) + Rotation_Anchor131_g1411;
				float2 lerpResult122_g1411 = lerp( panner63_g1411 , rotator81_g1411 , _Vector0.y);
				float2 panner62_g1411 = ( 1.0 * _Time.y * Pan_Speed_Direction77_g1411 + ( ( ( UV5106_g1408 * UV_Modifiers73_g1411 ) - float2( -0.5,-0.5 ) ) + UV_Warp_Input75_g1411 ));
				float cos82_g1411 = cos( Rotation84_g1411 );
				float sin82_g1411 = sin( Rotation84_g1411 );
				float2 rotator82_g1411 = mul( panner62_g1411 - Rotation_Anchor131_g1411 , float2x2( cos82_g1411 , -sin82_g1411 , sin82_g1411 , cos82_g1411 )) + Rotation_Anchor131_g1411;
				float2 lerpResult123_g1411 = lerp( panner62_g1411 , rotator82_g1411 , _Vector0.y);
				float2 temp_output_5_0_g1411 = UV4105_g1408;
				float2 panner61_g1411 = ( 1.0 * _Time.y * Pan_Speed_Direction77_g1411 + ( ( ( temp_output_5_0_g1411 * UV_Modifiers73_g1411 ) - float2( -0.5,-0.5 ) ) + UV_Warp_Input75_g1411 ));
				float cos83_g1411 = cos( Rotation84_g1411 );
				float sin83_g1411 = sin( Rotation84_g1411 );
				float2 rotator83_g1411 = mul( panner61_g1411 - Rotation_Anchor131_g1411 , float2x2( cos83_g1411 , -sin83_g1411 , sin83_g1411 , cos83_g1411 )) + Rotation_Anchor131_g1411;
				float2 lerpResult124_g1411 = lerp( panner61_g1411 , rotator83_g1411 , _Vector0.y);
				float4 lerpResult417_g1408 = lerp( _AlbidoColorL , _AlbidoColorH , saturate( saturate( ( saturate( ( break17_g1411.z * tex2D( _Albedo, lerpResult119_g1411 ) ) ) + saturate( ( break17_g1411.y * tex2D( _Albedo, lerpResult120_g1411 ) ) ) + saturate( ( break17_g1411.x * tex2D( _Albedo, lerpResult121_g1411 ) ) ) + saturate( ( break22_g1411.z * tex2D( _Albedo, lerpResult122_g1411 ) ) ) + saturate( ( break22_g1411.y * tex2D( _Albedo, lerpResult123_g1411 ) ) ) + saturate( ( break22_g1411.x * tex2D( _Albedo, lerpResult124_g1411 ) ) ) ) ) ));
				
				float3 break17_g1415 = WorldNormals8_g1408;
				float2 Pan_Speed_Direction77_g1415 = float2( 0,0 );
				float2 UV_Modifiers73_g1415 = UVModifiers200_g1408;
				float UV_Warp_Input75_g1415 = ( Warp241_g1408 * _EmissionWarp );
				float2 panner66_g1415 = ( 1.0 * _Time.y * Pan_Speed_Direction77_g1415 + ( ( ( UV3104_g1408 * UV_Modifiers73_g1415 ) - float2( -0.5,-0.5 ) ) + UV_Warp_Input75_g1415 ));
				float2 appendResult130_g1415 = (float2(_RotationAnchorX , _RotationAnchorY));
				float2 Rotation_Anchor131_g1415 = appendResult130_g1415;
				float mulTime72_g1415 = _Time.y * _RotationOverTime;
				float Rotation84_g1415 = ( ( (( _ParticleRotationToggle )?( IN.ase_texcoord6.x ):( 0.0 )) + _Rotation ) + mulTime72_g1415 );
				float cos68_g1415 = cos( Rotation84_g1415 );
				float sin68_g1415 = sin( Rotation84_g1415 );
				float2 rotator68_g1415 = mul( panner66_g1415 - Rotation_Anchor131_g1415 , float2x2( cos68_g1415 , -sin68_g1415 , sin68_g1415 , cos68_g1415 )) + Rotation_Anchor131_g1415;
				float2 lerpResult119_g1415 = lerp( panner66_g1415 , rotator68_g1415 , _Vector0.y);
				float2 panner65_g1415 = ( 1.0 * _Time.y * Pan_Speed_Direction77_g1415 + ( ( ( UV2103_g1408 * UV_Modifiers73_g1415 ) - float2( -0.5,-0.5 ) ) + UV_Warp_Input75_g1415 ));
				float cos79_g1415 = cos( Rotation84_g1415 );
				float sin79_g1415 = sin( Rotation84_g1415 );
				float2 rotator79_g1415 = mul( panner65_g1415 - Rotation_Anchor131_g1415 , float2x2( cos79_g1415 , -sin79_g1415 , sin79_g1415 , cos79_g1415 )) + Rotation_Anchor131_g1415;
				float2 lerpResult120_g1415 = lerp( panner65_g1415 , rotator79_g1415 , _Vector0.y);
				float2 panner64_g1415 = ( 1.0 * _Time.y * Pan_Speed_Direction77_g1415 + ( ( ( UV122_g1408 * UV_Modifiers73_g1415 ) - float2( -0.5,-0.5 ) ) + UV_Warp_Input75_g1415 ));
				float cos80_g1415 = cos( Rotation84_g1415 );
				float sin80_g1415 = sin( Rotation84_g1415 );
				float2 rotator80_g1415 = mul( panner64_g1415 - Rotation_Anchor131_g1415 , float2x2( cos80_g1415 , -sin80_g1415 , sin80_g1415 , cos80_g1415 )) + Rotation_Anchor131_g1415;
				float2 lerpResult121_g1415 = lerp( panner64_g1415 , rotator80_g1415 , _Vector0.y);
				float3 break22_g1415 = WorldNormalsInv9_g1408;
				float2 panner63_g1415 = ( 1.0 * _Time.y * Pan_Speed_Direction77_g1415 + ( ( ( UV6107_g1408 * UV_Modifiers73_g1415 ) - float2( -0.5,-0.5 ) ) + UV_Warp_Input75_g1415 ));
				float cos81_g1415 = cos( Rotation84_g1415 );
				float sin81_g1415 = sin( Rotation84_g1415 );
				float2 rotator81_g1415 = mul( panner63_g1415 - Rotation_Anchor131_g1415 , float2x2( cos81_g1415 , -sin81_g1415 , sin81_g1415 , cos81_g1415 )) + Rotation_Anchor131_g1415;
				float2 lerpResult122_g1415 = lerp( panner63_g1415 , rotator81_g1415 , _Vector0.y);
				float2 panner62_g1415 = ( 1.0 * _Time.y * Pan_Speed_Direction77_g1415 + ( ( ( UV5106_g1408 * UV_Modifiers73_g1415 ) - float2( -0.5,-0.5 ) ) + UV_Warp_Input75_g1415 ));
				float cos82_g1415 = cos( Rotation84_g1415 );
				float sin82_g1415 = sin( Rotation84_g1415 );
				float2 rotator82_g1415 = mul( panner62_g1415 - Rotation_Anchor131_g1415 , float2x2( cos82_g1415 , -sin82_g1415 , sin82_g1415 , cos82_g1415 )) + Rotation_Anchor131_g1415;
				float2 lerpResult123_g1415 = lerp( panner62_g1415 , rotator82_g1415 , _Vector0.y);
				float2 temp_output_5_0_g1415 = UV4105_g1408;
				float2 panner61_g1415 = ( 1.0 * _Time.y * Pan_Speed_Direction77_g1415 + ( ( ( temp_output_5_0_g1415 * UV_Modifiers73_g1415 ) - float2( -0.5,-0.5 ) ) + UV_Warp_Input75_g1415 ));
				float cos83_g1415 = cos( Rotation84_g1415 );
				float sin83_g1415 = sin( Rotation84_g1415 );
				float2 rotator83_g1415 = mul( panner61_g1415 - Rotation_Anchor131_g1415 , float2x2( cos83_g1415 , -sin83_g1415 , sin83_g1415 , cos83_g1415 )) + Rotation_Anchor131_g1415;
				float2 lerpResult124_g1415 = lerp( panner61_g1415 , rotator83_g1415 , _Vector0.y);
				float4 temp_cast_10 = (_EmmSubtraction).xxxx;
				float4 temp_output_421_0_g1408 = saturate( ( saturate( ( saturate( ( break17_g1415.z * tex2D( _Emission, lerpResult119_g1415 ) ) ) + saturate( ( break17_g1415.y * tex2D( _Emission, lerpResult120_g1415 ) ) ) + saturate( ( break17_g1415.x * tex2D( _Emission, lerpResult121_g1415 ) ) ) + saturate( ( break22_g1415.z * tex2D( _Emission, lerpResult122_g1415 ) ) ) + saturate( ( break22_g1415.y * tex2D( _Emission, lerpResult123_g1415 ) ) ) + saturate( ( break22_g1415.x * tex2D( _Emission, lerpResult124_g1415 ) ) ) ) ) - temp_cast_10 ) );
				float Glow_Noise431_g1408 = grayscale242_g1408;
				float4 lerpResult301_g1408 = lerp( _EmissionColorL , _EmissionColorH , saturate( ( (( _EmissionGlowNoise )?( ( temp_output_421_0_g1408 * saturate( ( Glow_Noise431_g1408 + ( _EmissionBGAdd / 100.0 ) ) ) * 10.0 ) ):( temp_output_421_0_g1408 )) * IN.ase_texcoord5.w ) ));
				
				float3 worldToObj45_g1408 = mul( unity_WorldToObject, float4( (( _ParticleMode )?( ( WorldFromDepth17_g1408 - float4( appendResult12_g1408 , 0.0 ) ) ):( WorldFromDepth17_g1408 )).xyz, 1 ) ).xyz;
				float3 PositionForFalloff21_g1408 = worldToObj45_g1408;
				float smoothstepResult36_g1408 = smoothstep( 0.0 , (5.0 + (_FalloffContrast - 0.0) * (0.0 - 5.0) / (5.0 - 0.0)) , ( 1.0 - ( length( ( PositionForFalloff21_g1408 * 2 ) ) - ( _FallofFRadius - ( 1.0 - IN.ase_texcoord4.w ) ) ) ));
				float RadialFalloff40_g1408 = saturate( smoothstepResult36_g1408 );
				float3 break17_g1412 = WorldNormals8_g1408;
				float2 Pan_Speed_Direction77_g1412 = float2( 0,0 );
				float2 UV_Modifiers73_g1412 = UVModifiers200_g1408;
				float UV_Warp_Input75_g1412 = ( Warp241_g1408 * _AlphaWarp );
				float2 panner66_g1412 = ( 1.0 * _Time.y * Pan_Speed_Direction77_g1412 + ( ( ( UV3104_g1408 * UV_Modifiers73_g1412 ) - float2( -0.5,-0.5 ) ) + UV_Warp_Input75_g1412 ));
				float2 appendResult130_g1412 = (float2(_RotationAnchorX , _RotationAnchorY));
				float2 Rotation_Anchor131_g1412 = appendResult130_g1412;
				float mulTime72_g1412 = _Time.y * _RotationOverTime;
				float Rotation84_g1412 = ( ( (( _ParticleRotationToggle )?( IN.ase_texcoord6.x ):( 0.0 )) + _Rotation ) + mulTime72_g1412 );
				float cos68_g1412 = cos( Rotation84_g1412 );
				float sin68_g1412 = sin( Rotation84_g1412 );
				float2 rotator68_g1412 = mul( panner66_g1412 - Rotation_Anchor131_g1412 , float2x2( cos68_g1412 , -sin68_g1412 , sin68_g1412 , cos68_g1412 )) + Rotation_Anchor131_g1412;
				float2 lerpResult119_g1412 = lerp( panner66_g1412 , rotator68_g1412 , _Vector0.y);
				float2 panner65_g1412 = ( 1.0 * _Time.y * Pan_Speed_Direction77_g1412 + ( ( ( UV2103_g1408 * UV_Modifiers73_g1412 ) - float2( -0.5,-0.5 ) ) + UV_Warp_Input75_g1412 ));
				float cos79_g1412 = cos( Rotation84_g1412 );
				float sin79_g1412 = sin( Rotation84_g1412 );
				float2 rotator79_g1412 = mul( panner65_g1412 - Rotation_Anchor131_g1412 , float2x2( cos79_g1412 , -sin79_g1412 , sin79_g1412 , cos79_g1412 )) + Rotation_Anchor131_g1412;
				float2 lerpResult120_g1412 = lerp( panner65_g1412 , rotator79_g1412 , _Vector0.y);
				float2 panner64_g1412 = ( 1.0 * _Time.y * Pan_Speed_Direction77_g1412 + ( ( ( UV122_g1408 * UV_Modifiers73_g1412 ) - float2( -0.5,-0.5 ) ) + UV_Warp_Input75_g1412 ));
				float cos80_g1412 = cos( Rotation84_g1412 );
				float sin80_g1412 = sin( Rotation84_g1412 );
				float2 rotator80_g1412 = mul( panner64_g1412 - Rotation_Anchor131_g1412 , float2x2( cos80_g1412 , -sin80_g1412 , sin80_g1412 , cos80_g1412 )) + Rotation_Anchor131_g1412;
				float2 lerpResult121_g1412 = lerp( panner64_g1412 , rotator80_g1412 , _Vector0.y);
				float3 break22_g1412 = WorldNormalsInv9_g1408;
				float2 panner63_g1412 = ( 1.0 * _Time.y * Pan_Speed_Direction77_g1412 + ( ( ( UV6107_g1408 * UV_Modifiers73_g1412 ) - float2( -0.5,-0.5 ) ) + UV_Warp_Input75_g1412 ));
				float cos81_g1412 = cos( Rotation84_g1412 );
				float sin81_g1412 = sin( Rotation84_g1412 );
				float2 rotator81_g1412 = mul( panner63_g1412 - Rotation_Anchor131_g1412 , float2x2( cos81_g1412 , -sin81_g1412 , sin81_g1412 , cos81_g1412 )) + Rotation_Anchor131_g1412;
				float2 lerpResult122_g1412 = lerp( panner63_g1412 , rotator81_g1412 , _Vector0.y);
				float2 panner62_g1412 = ( 1.0 * _Time.y * Pan_Speed_Direction77_g1412 + ( ( ( UV5106_g1408 * UV_Modifiers73_g1412 ) - float2( -0.5,-0.5 ) ) + UV_Warp_Input75_g1412 ));
				float cos82_g1412 = cos( Rotation84_g1412 );
				float sin82_g1412 = sin( Rotation84_g1412 );
				float2 rotator82_g1412 = mul( panner62_g1412 - Rotation_Anchor131_g1412 , float2x2( cos82_g1412 , -sin82_g1412 , sin82_g1412 , cos82_g1412 )) + Rotation_Anchor131_g1412;
				float2 lerpResult123_g1412 = lerp( panner62_g1412 , rotator82_g1412 , _Vector0.y);
				float2 temp_output_5_0_g1412 = UV4105_g1408;
				float2 panner61_g1412 = ( 1.0 * _Time.y * Pan_Speed_Direction77_g1412 + ( ( ( temp_output_5_0_g1412 * UV_Modifiers73_g1412 ) - float2( -0.5,-0.5 ) ) + UV_Warp_Input75_g1412 ));
				float cos83_g1412 = cos( Rotation84_g1412 );
				float sin83_g1412 = sin( Rotation84_g1412 );
				float2 rotator83_g1412 = mul( panner61_g1412 - Rotation_Anchor131_g1412 , float2x2( cos83_g1412 , -sin83_g1412 , sin83_g1412 , cos83_g1412 )) + Rotation_Anchor131_g1412;
				float2 lerpResult124_g1412 = lerp( panner61_g1412 , rotator83_g1412 , _Vector0.y);
				float3 break17_g1410 = WorldNormals8_g1408;
				float2 Pan_Speed_Direction77_g1410 = float2( 0,0 );
				float2 UV_Modifiers73_g1410 = UVModifiers200_g1408;
				float UV_Warp_Input75_g1410 = ( Warp241_g1408 * _SDFWarp );
				float2 panner66_g1410 = ( 1.0 * _Time.y * Pan_Speed_Direction77_g1410 + ( ( ( UV3104_g1408 * UV_Modifiers73_g1410 ) - float2( -0.5,-0.5 ) ) + UV_Warp_Input75_g1410 ));
				float2 appendResult130_g1410 = (float2(_RotationAnchorX , _RotationAnchorY));
				float2 Rotation_Anchor131_g1410 = appendResult130_g1410;
				float mulTime72_g1410 = _Time.y * _RotationOverTime;
				float Rotation84_g1410 = ( ( (( _ParticleRotationToggle )?( IN.ase_texcoord6.x ):( 0.0 )) + _Rotation ) + mulTime72_g1410 );
				float cos68_g1410 = cos( Rotation84_g1410 );
				float sin68_g1410 = sin( Rotation84_g1410 );
				float2 rotator68_g1410 = mul( panner66_g1410 - Rotation_Anchor131_g1410 , float2x2( cos68_g1410 , -sin68_g1410 , sin68_g1410 , cos68_g1410 )) + Rotation_Anchor131_g1410;
				float2 lerpResult119_g1410 = lerp( panner66_g1410 , rotator68_g1410 , _Vector0.y);
				float2 panner65_g1410 = ( 1.0 * _Time.y * Pan_Speed_Direction77_g1410 + ( ( ( UV2103_g1408 * UV_Modifiers73_g1410 ) - float2( -0.5,-0.5 ) ) + UV_Warp_Input75_g1410 ));
				float cos79_g1410 = cos( Rotation84_g1410 );
				float sin79_g1410 = sin( Rotation84_g1410 );
				float2 rotator79_g1410 = mul( panner65_g1410 - Rotation_Anchor131_g1410 , float2x2( cos79_g1410 , -sin79_g1410 , sin79_g1410 , cos79_g1410 )) + Rotation_Anchor131_g1410;
				float2 lerpResult120_g1410 = lerp( panner65_g1410 , rotator79_g1410 , _Vector0.y);
				float2 panner64_g1410 = ( 1.0 * _Time.y * Pan_Speed_Direction77_g1410 + ( ( ( UV122_g1408 * UV_Modifiers73_g1410 ) - float2( -0.5,-0.5 ) ) + UV_Warp_Input75_g1410 ));
				float cos80_g1410 = cos( Rotation84_g1410 );
				float sin80_g1410 = sin( Rotation84_g1410 );
				float2 rotator80_g1410 = mul( panner64_g1410 - Rotation_Anchor131_g1410 , float2x2( cos80_g1410 , -sin80_g1410 , sin80_g1410 , cos80_g1410 )) + Rotation_Anchor131_g1410;
				float2 lerpResult121_g1410 = lerp( panner64_g1410 , rotator80_g1410 , _Vector0.y);
				float3 break22_g1410 = WorldNormalsInv9_g1408;
				float2 panner63_g1410 = ( 1.0 * _Time.y * Pan_Speed_Direction77_g1410 + ( ( ( UV6107_g1408 * UV_Modifiers73_g1410 ) - float2( -0.5,-0.5 ) ) + UV_Warp_Input75_g1410 ));
				float cos81_g1410 = cos( Rotation84_g1410 );
				float sin81_g1410 = sin( Rotation84_g1410 );
				float2 rotator81_g1410 = mul( panner63_g1410 - Rotation_Anchor131_g1410 , float2x2( cos81_g1410 , -sin81_g1410 , sin81_g1410 , cos81_g1410 )) + Rotation_Anchor131_g1410;
				float2 lerpResult122_g1410 = lerp( panner63_g1410 , rotator81_g1410 , _Vector0.y);
				float2 panner62_g1410 = ( 1.0 * _Time.y * Pan_Speed_Direction77_g1410 + ( ( ( UV5106_g1408 * UV_Modifiers73_g1410 ) - float2( -0.5,-0.5 ) ) + UV_Warp_Input75_g1410 ));
				float cos82_g1410 = cos( Rotation84_g1410 );
				float sin82_g1410 = sin( Rotation84_g1410 );
				float2 rotator82_g1410 = mul( panner62_g1410 - Rotation_Anchor131_g1410 , float2x2( cos82_g1410 , -sin82_g1410 , sin82_g1410 , cos82_g1410 )) + Rotation_Anchor131_g1410;
				float2 lerpResult123_g1410 = lerp( panner62_g1410 , rotator82_g1410 , _Vector0.y);
				float2 temp_output_5_0_g1410 = UV4105_g1408;
				float2 panner61_g1410 = ( 1.0 * _Time.y * Pan_Speed_Direction77_g1410 + ( ( ( temp_output_5_0_g1410 * UV_Modifiers73_g1410 ) - float2( -0.5,-0.5 ) ) + UV_Warp_Input75_g1410 ));
				float cos83_g1410 = cos( Rotation84_g1410 );
				float sin83_g1410 = sin( Rotation84_g1410 );
				float2 rotator83_g1410 = mul( panner61_g1410 - Rotation_Anchor131_g1410 , float2x2( cos83_g1410 , -sin83_g1410 , sin83_g1410 , cos83_g1410 )) + Rotation_Anchor131_g1410;
				float2 lerpResult124_g1410 = lerp( panner61_g1410 , rotator83_g1410 , _Vector0.y);
				float4 temp_cast_14 = (IN.ase_texcoord5.z).xxxx;
				float grayscale378_g1408 = dot(saturate( ( CalculateContrast(5.0,saturate( ( saturate( ( break17_g1410.z * tex2D( _SDF, lerpResult119_g1410 ) ) ) + saturate( ( break17_g1410.y * tex2D( _SDF, lerpResult120_g1410 ) ) ) + saturate( ( break17_g1410.x * tex2D( _SDF, lerpResult121_g1410 ) ) ) + saturate( ( break22_g1410.z * tex2D( _SDF, lerpResult122_g1410 ) ) ) + saturate( ( break22_g1410.y * tex2D( _SDF, lerpResult123_g1410 ) ) ) + saturate( ( break22_g1410.x * tex2D( _SDF, lerpResult124_g1410 ) ) ) ) )) - temp_cast_14 ) ).rgb, float3(0.299,0.587,0.114));
				float SDF380_g1408 = ( RadialFalloff40_g1408 * grayscale378_g1408 );
				float3 break540_g1408 = WorldNormals8_g1408;
				float3 break572_g1408 = WorldNormalsInv9_g1408;
				float lerpResult730_g1408 = lerp( 1.0 , IN.ase_texcoord6.y , _VertexTexAlphaToggle);
				
				o.Albedo = ( lerpResult417_g1408 * IN.ase_color ).rgb;
				o.Normal = fixed3( 0, 0, 1 );
				o.Emission = ( lerpResult301_g1408 * IN.ase_color ).rgb;
				o.Alpha = saturate( ( ( RadialFalloff40_g1408 * saturate( saturate( ( saturate( ( break17_g1412.z * tex2D( _Alpha, lerpResult119_g1412 ) ) ) + saturate( ( break17_g1412.y * tex2D( _Alpha, lerpResult120_g1412 ) ) ) + saturate( ( break17_g1412.x * tex2D( _Alpha, lerpResult121_g1412 ) ) ) + saturate( ( break22_g1412.z * tex2D( _Alpha, lerpResult122_g1412 ) ) ) + saturate( ( break22_g1412.y * tex2D( _Alpha, lerpResult123_g1412 ) ) ) + saturate( ( break22_g1412.x * tex2D( _Alpha, lerpResult124_g1412 ) ) ) ) ) ).b * SDF380_g1408 * ( saturate( ( ( _Mask_X * break540_g1408.x ) + ( _Mask_Y * break540_g1408.y ) + ( _Mask_Z * break540_g1408.z ) ) ) + saturate( ( ( _MaskX * break572_g1408.x ) + ( _MaskY * break572_g1408.y ) + ( _MaskZ * break572_g1408.z ) ) ) ) * lerpResult730_g1408 ) - 0.05 ) );
				float AlphaClipThreshold = 0.5;

				#ifdef _ALPHATEST_ON
					clip( o.Alpha - AlphaClipThreshold );
				#endif

				#ifdef _DEPTHOFFSET_ON
					outputDepth = IN.pos.z;
				#endif

				UnityMetaInput metaIN;
				UNITY_INITIALIZE_OUTPUT(UnityMetaInput, metaIN);
				metaIN.Albedo = o.Albedo;
				metaIN.Emission = o.Emission;
				#ifdef EDITOR_VISUALIZATION
					metaIN.VizUV = IN.vizUV;
					metaIN.LightCoord = IN.lightCoord;
				#endif
				return UnityMetaFragment(metaIN);
			}
			ENDCG
		}

	
	}
	CustomEditor "ASEMaterialInspector"
	
	Fallback Off
}
/*ASEBEGIN
Version=19202
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