Shader "Hidden/Locked/.poiyomi/Poiyomi Pro Outline Early/243498196a4866c4bbe823046b2ce005"
{
	Properties
	{
		[HideInInspector] shader_master_label ("<color=#E75898ff>Poiyomi 9.1.6</color>", Float) = 0
		[HideInInspector] shader_is_using_thry_editor ("", Float) = 0
		[HideInInspector] shader_locale ("0db0b86376c3dca4b9a6828ef8615fe0", Float) = 0
		[HideInInspector] footer_youtube ("{texture:{name:icon-youtube,height:16},action:{type:URL,data:https://www.youtube.com/poiyomi},hover:YOUTUBE}", Float) = 0
		[HideInInspector] footer_twitter ("{texture:{name:icon-twitter,height:16},action:{type:URL,data:https://twitter.com/poiyomi},hover:TWITTER}", Float) = 0
		[HideInInspector] footer_patreon ("{texture:{name:icon-patreon,height:16},action:{type:URL,data:https://www.patreon.com/poiyomi},hover:PATREON}", Float) = 0
		[HideInInspector] footer_discord ("{texture:{name:icon-discord,height:16},action:{type:URL,data:https://discord.gg/Ays52PY},hover:DISCORD}", Float) = 0
		[HideInInspector] footer_github ("{texture:{name:icon-github,height:16},action:{type:URL,data:https://github.com/poiyomi/PoiyomiToonShader},hover:GITHUB}", Float) = 0
		[Header(POIYOMI SHADER UI FAILED TO LOAD)]
		[Header(.    This is caused by scripts failing to compile. It can be fixed.)]
		[Header(.          The inspector will look broken and will not work properly until fixed.)]
		[Header(.    Please check your console for script errors.)]
		[Header(.          You can filter by errors in the console window.)]
		[Header(.          Often the topmost error points to the erroring script.)]
		[Space(30)][Header(Common Error Causes)]
		[Header(.    Installing multiple Poiyomi Shader packages)]
		[Header(.          Make sure to delete the Poiyomi shader folder before you update Poiyomi.)]
		[Header(.          If a package came with Poiyomi this is bad practice and can cause issues.)]
		[Header(.          Delete the package and import it without any Poiyomi components.)]
		[Header(.    Bad VRCSDK installation (e.g. Both VCC and Standalone))]
		[Header(.          Delete the VRCSDK Folder in Assets if you are using the VCC.)]
		[Header(.          Avoid using third party SDKs. They can cause incompatibility.)]
		[Header(.    Script Errors in other scripts)]
		[Header(.          Outdated tools or prefabs can cause this.)]
		[Header(.          Update things that are throwing errors or move them outside the project.)]
		[Space(30)][Header(Visit Our Discord to Ask For Help)]
		[Space(5)]_ShaderUIWarning0 (" → discord.gg/poiyomi ←    We can help you get it fixed!                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                         --{condition_showS:(0==1)}", Int) = -0
		[Space(1400)][Header(POIYOMI SHADER UI FAILED TO LOAD)]
		_ShaderUIWarning1 ("Please scroll up for more information!                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                     --{condition_showS:(0==1)}", Int) = -0
		[HideInInspector] _ForgotToLockMaterial (";;YOU_FORGOT_TO_LOCK_THIS_MATERIAL;", Int) = 1
		[ThryShaderOptimizerLockButton] _ShaderOptimizerEnabled ("", Int) = 1
		[HideInInspector] GeometryShader_Enabled("GEOMETRY SHADER ENABLED", Float) = 1
		[HideInInspector] Tessellation_Enabled("TESSELLATION ENABLED", Float) = 1
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		{value:2,actions:[{type:SET_PROPERTY,data:render_queue=3000},{type:SET_PROPERTY,data:_AlphaForceOpaque=0}, {type:SET_PROPERTY,data:render_type=Transparent},       {type:SET_PROPERTY,data:_BlendOp=0}, {type:SET_PROPERTY,data:_BlendOpAlpha=4}, {type:SET_PROPERTY,data:_Cutoff=0.002},  {type:SET_PROPERTY,data:_SrcBlend=5}, {type:SET_PROPERTY,data:_DstBlend=10}, {type:SET_PROPERTY,data:_SrcBlendAlpha=1}, {type:SET_PROPERTY,data:_DstBlendAlpha=1},  {type:SET_PROPERTY,data:_AddSrcBlend=5}, {type:SET_PROPERTY,data:_AddDstBlend=1}, {type:SET_PROPERTY,data:_AddSrcBlendAlpha=0}, {type:SET_PROPERTY,data:_AddDstBlendAlpha=1}, {type:SET_PROPERTY,data:_AlphaToCoverage=0},  {type:SET_PROPERTY,data:_ZWrite=0}, {type:SET_PROPERTY,data:_ZTest=4},   {type:SET_PROPERTY,data:_AlphaPremultiply=0}, {type:SET_PROPERTY,data:_OutlineSrcBlend=5}, {type:SET_PROPERTY,data:_OutlineDstBlend=10}, {type:SET_PROPERTY,data:_OutlineSrcBlendAlpha=1}, {type:SET_PROPERTY,data:_OutlineDstBlendAlpha=1}, {type:SET_PROPERTY,data:_OutlineBlendOp=0}, {type:SET_PROPERTY,data:_OutlineBlendOpAlpha=4}]},
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		}]}]}", Int) = 0
		[HideInInspector] m_mainCategory ("Color & Normals--{button_help:{text:Tutorial,action:{type:URL,data:https://www.poiyomi.com/color-and-normals/main},hover:Documentation}}", Float) = 0
		_Color ("Color & Alpha--{reference_property:_ColorThemeIndex}", Color) = (1, 1, 1, 1)
		[HideInInspector][ThryWideEnum(Off, 0, Theme Color 0, 1, Theme Color 1, 2, Theme Color 2, 3, Theme Color 3, 4, ColorChord 0, 5, ColorChord 1, 6, ColorChord 2, 7, ColorChord 3, 8, AL Theme 0, 9, AL Theme 1, 10, AL Theme 2, 11, AL Theme 3, 12)] _ColorThemeIndex ("", Int) = 0
		[sRGBWarning(true)]_MainTex ("Texture--{reference_properties:[_MainTexPan, _MainTexUV, _MainPixelMode, _MainTexStochastic]}", 2D) = "white" { }
		[HideInInspector][ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos, 5, Local Pos, 8, Polar UV, 6, Distorted UV, 7)] _MainTexUV ("UV", Int) = 0
		[HideInInspector][Vector2]_MainTexPan ("Panning", Vector) = (0, 0, 0, 0)
		[HideInInspector][ToggleUI]_MainPixelMode ("Pixel Mode", Float) = 0
		[HideInInspector][ToggleUI]_MainTexStochastic ("Stochastic Sampling", Float) = 0
		[Normal]_BumpMap ("Normal Map--{reference_properties:[_BumpMapPan, _BumpMapUV, _BumpScale, _BumpMapStochastic]}", 2D) = "bump" { }
		[HideInInspector][Vector2]_BumpMapPan ("Panning", Vector) = (0, 0, 0, 0)
		[HideInInspector][ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos, 5, Local Pos, 8, Polar UV, 6, Distorted UV, 7)] _BumpMapUV ("UV", Int) = 0
		[HideInInspector]_BumpScale ("Intensity", Range(0, 10)) = 1
		[HideInInspector][ToggleUI]_BumpMapStochastic ("Stochastic Sampling", Float) = 0
		[sRGBWarning]_AlphaMask ("Alpha Map--{reference_properties:[_AlphaMaskPan, _AlphaMaskUV, _AlphaMaskInvert, _MainAlphaMaskMode, _AlphaMaskScale, _AlphaMaskValue], alts:[_AlphaMap]}", 2D) = "white" { }
		[HideInInspector][Vector2]_AlphaMaskPan ("Panning", Vector) = (0, 0, 0, 0)
		[HideInInspector][ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos, 5, Local Pos, 8, Polar UV, 6, Distorted UV, 7)] _AlphaMaskUV ("UV", Int) = 0
		[HideInInspector][ThryWideEnum(Off, 0, Replace, 1, Multiply, 2, Add, 3, Subtract, 4)]_MainAlphaMaskMode ("Blend Mode", Int) = 2
		[HideInInspector]_AlphaMaskScale ("Blend Strength", Float) = 1
		[HideInInspector]_AlphaMaskValue ("Blend Offset", Float) = 0
		[HideInInspector][ToggleUI]_AlphaMaskInvert ("Invert", Float) = 0
		_Cutoff ("Alpha Cutoff", Range(0, 1.001)) = 0.5
		[HideInInspector] m_start_ColorAdjust ("Color Adjust--{reference_property:_MainColorAdjustToggle,button_help:{text:Tutorial,action:{type:URL,data:https://www.poiyomi.com/color-and-normals/color-adjust},hover:Documentation}}", Float) = 0
		[HideInInspector][ThryToggle(COLOR_GRADING_HDR)] _MainColorAdjustToggle ("Adjust Colors", Float) = 0
		[sRGBWarning][ThryRGBAPacker(R Hue Mask, G Brightness Mask, B Saturation Mask, , linear, false)]_MainColorAdjustTexture ("Mask (Expand)--{reference_properties:[_MainColorAdjustTexturePan, _MainColorAdjustTextureUV]}", 2D) = "white" { }
		[HideInInspector][Vector2]_MainColorAdjustTexturePan ("Panning", Vector) = (0, 0, 0, 0)
		[HideInInspector][ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos, 5, Local Pos, 8, Polar UV, 6, Distorted UV, 7)] _MainColorAdjustTextureUV ("UV", Int) = 0
		_Saturation ("Saturation", Range(-1, 10)) = 0
		_MainBrightness ("Brightness", Range(-1, 1)) = 0
		[HideInInspector] s_start_MainHueShift ("Hue Shift--{reference_property:_MainHueShiftToggle,persistent_expand:true,default_expand:true}", Float) = 1
		[HideInInspector][ThryToggleUI(true)] _MainHueShiftToggle ("<size=13><b>  Hue Shift</b></size>", Float) = 0
		[ToggleUI]_MainHueShiftReplace ("Hue Replace?", Float) = 1
		_MainHueShift ("Hue Shift", Range(0, 1)) = 0
		_MainHueShiftSpeed ("Hue Shift Speed", Float) = 0
		[HideInInspector] s_start_MainHueShiftAL ("Hue Shift Audio Link--{reference_property:_MainHueALCTEnabled,persistent_expand:true,default_expand:false, condition_showS:(_EnableAudioLink==1)}", Float) = 0
		[HideInInspector][ThryToggleUI(true)]_MainHueALCTEnabled ("Hue Shift Audio Link", Float) = 0
		[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3, Volume, 4)]_MainALHueShiftBand ("Band", Int) = 0
		[ThryWideEnum(Motion increases as intensity of band increases, 0, Above but Smooth, 1, Motion moves back and forth as a function of intensity, 2, Above but Smoooth, 3, Fixed speed increase when the band is dark Stationary when light, 4, Above but Smooooth, 5, Fixed speed increase when the band is dark Fixed speed decrease when light, 6, Above but Smoooooth, 7)]_MainALHueShiftCTIndex ("Motion Type", Int) = 0
		_MainHueALMotionSpeed ("Motion Speed", Float) = 1
		[HideInInspector] s_end_MainHueShiftAL ("Audio Link", Float) = 0
		[HideInInspector] s_end_MainHueShift ("Name Motion", Float) = 0
		[HideInInspector] s_start_ColorAdjustColorGrading ("Color Grading--{reference_property:_ColorGradingToggle, persistent_expand:true}", Float) = 0
		[HideInInspector][ToggleUI] _ColorGradingToggle ("Color Grading", Float) = 0
		[NoScaleOffset] _MainGradationTex ("Gradation Map", 2D) = "white" { }
		_MainGradationStrength ("Gradation Strength", Range(0, 1)) = 0
		[HideInInspector] s_end_ColorAdjustColorGrading ("Color Grading", Float) = 0
		[HideInInspector] s_start_MainHueShiftGlobalMask ("Global Mask--{persistent_expand:true}", Float) = 0
		[ThryWideEnum(Off, 0, 1R, 1, 1G, 2, 1B, 3, 1A, 4, 2R, 5, 2G, 6, 2B, 7, 2A, 8, 3R, 9, 3G, 10, 3B, 11, 3A, 12, 4R, 13, 4G, 14, 4B, 15, 4A, 16)] _MainHueGlobalMask ("Hue--{reference_property:_MainHueGlobalMaskBlendType}", Int) = 0
		[HideInInspector][ThryWideEnum(Add, 7, Subtract, 1, Multiply, 2, Divide, 3, Min, 4, Max, 5, Average, 6, Replace, 0)] _MainHueGlobalMaskBlendType ("Blending", Int) = 2
		[ThryWideEnum(Off, 0, 1R, 1, 1G, 2, 1B, 3, 1A, 4, 2R, 5, 2G, 6, 2B, 7, 2A, 8, 3R, 9, 3G, 10, 3B, 11, 3A, 12, 4R, 13, 4G, 14, 4B, 15, 4A, 16)] _MainSaturationGlobalMask ("Saturation--{reference_property:_MainSaturationGlobalMaskBlendType}", Int) = 0
		[HideInInspector][ThryWideEnum(Add, 7, Subtract, 1, Multiply, 2, Divide, 3, Min, 4, Max, 5, Average, 6, Replace, 0)] _MainSaturationGlobalMaskBlendType ("Blending", Int) = 2
		[ThryWideEnum(Off, 0, 1R, 1, 1G, 2, 1B, 3, 1A, 4, 2R, 5, 2G, 6, 2B, 7, 2A, 8, 3R, 9, 3G, 10, 3B, 11, 3A, 12, 4R, 13, 4G, 14, 4B, 15, 4A, 16)] _MainBrightnessGlobalMask ("Brightness--{reference_property:_MainBrightnessGlobalMaskBlendType}", Int) = 0
		[HideInInspector][ThryWideEnum(Add, 7, Subtract, 1, Multiply, 2, Divide, 3, Min, 4, Max, 5, Average, 6, Replace, 0)] _MainBrightnessGlobalMaskBlendType ("Blending", Int) = 2
		[HideInInspector] s_end_MainHueShiftGlobalMask ("Global Mask", Float) = 0
		[HideInInspector] m_end_ColorAdjust ("Color Adjust", Float) = 0
		[HideInInspector] m_start_Alpha ("Alpha Options--{button_help:{text:Tutorial,action:{type:URL,data:https://www.poiyomi.com/color-and-normals/alpha-options},hover:Documentation}}", Float) = 0
		[ToggleUI]_AlphaForceOpaque ("Force Opaque", Float) = 1
		_AlphaMod ("Alpha Mod", Range(-1, 1)) = 0.0
		[ThryWideEnum(Off, 0, 1R, 1, 1G, 2, 1B, 3, 1A, 4, 2R, 5, 2G, 6, 2B, 7, 2A, 8, 3R, 9, 3G, 10, 3B, 11, 3A, 12, 4R, 13, 4G, 14, 4B, 15, 4A, 16)] _AlphaGlobalMask ("Global Mask--{reference_property:_AlphaGlobalMaskBlendType}", Int) = 0
		[HideInInspector][ThryWideEnum(Add, 7, Subtract, 1, Multiply, 2, Divide, 3, Min, 4, Max, 5, Average, 6, Replace, 0)] _AlphaGlobalMaskBlendType ("Blending", Int) = 2
		[HideInInspector] m_end_Alpha ("Alpha Options", Float) = 0
		[HideInInspector] m_start_tps_penetrator("Penetrator--{reference_property:_TPSPenetratorEnabled,tooltip:Enable TPS Penetrator: Requires the TPS Setup Wizard to be run (under Poi/TPS)}", Float) = 0
		[HideInInspector] m_start_pen_autoConfig("Configured By Tool", Float) = 0
		_TPS_PenetratorLength("Length of Penetrator Model--{tooltip:The length from the root of the P to the very tip}", Float) = 1
		[Vector3]_TPS_PenetratorScale("Scale of Penetrator Model", Vector) = (1,1,1,1)
		[Vector3]_TPS_PenetratorRight("Right Vector", Vector) = (1,0,0,0)
		[Vector3]_TPS_PenetratorUp("Up Vector", Vector) = (0,1,0,0)
		[Vector3]_TPS_PenetratorForward("Forward Vector", Vector) = (0,0,1,0)
		[Toggle(TPS_IsSkinnedMesh)]_TPS_IsSkinnedMeshRenderer("Baked Vertex Colors", Float) = 0
		_TPS_BakedMesh("Baked Mesh / Mask", 2D) = "white" {}
		[HideInInspector] m_end_pen_autoConfig("TPS", Float) = 0
		[Helpbox(1)]_TPSHelpbox("Penetrator allows your mesh to bend in the direction of an orifice. It is fully compatible with DPS. Requires the TPS Setup Wizard to be run afterwards. Click here to open the setup window.--{onClick:Thry.TPS.TPS_Setup}", Float) = 0
		[HideInInspector][ThryToggle(TPS_Penetrator)]_TPSPenetratorEnabled("Enabled", Float) = 0
		[Space(10)]
		[Toggle]_TPS_AnimatedToggle("Animatable Toggle--{tooltip:This is a toggle that can be animated}", Float) = 1
		[ThryIntRange]_TPS_Channel("Channel--{tooltip:Channel of the penetrator. Channel -1 is DPS Channel 1}", Range(-1,17)) = 0
		[Helpbox(2)]_TPS_ChannelWarning("DPS Channel -1 may be deprecated in the future. It does not support animator features. Use channels 0-8 instead.--{condition_show:_TPS_Channel==-1}", Float) = 0
		[HideInInspector]g_start_tps_bezier("Bezier (Bending)--{draw_border:true,margin_top:10,tooltip: Changes how the penetrator bends}", Float) = 0
		_TPS_BezierStart("Bezier Start--{tooltip:Start later down the penetrator}", Range(0,5)) = 0.0
		_TPS_BezierSmoothness("Bezier Smoothness--{tooltip:Smoothness of bending}", Range(0.49,0.01)) = 0.4
		_TPS_SmoothStart("Smooth Start--{tooltip:When penetrator starts moving towards orifice}", Range(0.01,1)) = 1
		[HideInInspector]g_end_tps_bezier("", Float) = 0
		[HideInInspector]g_start_tps_squeeze("Squeeze--{draw_border:true,margin_top:10,tooltip:Penetrator contracts when entering an orifice}", Float) = 0
		_TPS_Squeeze("Squeeze Strength--{tooltip:Percentage penetrator squeezes}", Range(0,1)) = 0.3
		_TPS_SqueezeDistance("Squeeze Distance--{tooltip:Width of the squeezing}", Range(0.01,1)) = 0.2
		[Space(5)]
		[VectorToSliders(Hole Multiplier,0,1,Ring Multiplier,0,1)]_TPS_SqueezeTypeMultiplier("--{tooltip:Multiplies the squeeze depending on the orifice type}", Vector) = (1,1,1,1)
		[HideInInspector]g_end_tps_squeeze("", Float) = 0
		[HideInInspector]g_start_tps_buldge("Buldge--{draw_border:true,margin_top:10,tooltip:Penetrator expands in front of the orifice}", Float) = 0
		_TPS_Buldge("Buldge--{tooltip:Amount in percentage}", Range(0,3)) = 0.3
		_TPS_BuldgeDistance("Buldge Distance--{tooltip:Width of the buldging}", Range(0.01,1)) = 0.2
		_TPS_BuldgeFalloffDistance("Buldge Falloff--{tooltip:Width of bulding in front of orifice}", Range(0.01,0.5)) = 0.05
		[Space(5)]
		[VectorToSliders(Hole Multiplier,0,1,Ring Multiplier,0,1)]_TPS_BuldgeTypeMultiplier("--{tooltip:Multiplies the buldge depending on the orifice type}", Vector) = (1,1,1,1)
		[HideInInspector]g_end_tps_buldge("", Float) = 0
		[HideInInspector]g_start_tps_pulsing("Pulsing--{draw_border:true,margin_top:10,tooltip: Penetrator expands in pulses while entering orifice}", Float) = 0
		_TPS_PumpingStrength("Pumping Strength--{tooltip:Amount in percentage}", Range(0,1)) = 0
		_TPS_PumpingSpeed("Pumping Speed--{tooltip:Frequenzy of pulsing}", Range(0,10)) = 1
		_TPS_PumpingWidth("Pumping Width--{tooltip:Width of pulsing}", Range(0.01,1)) = 0.2
		[HideInInspector]g_end_tps_pulsing("", Float) = 0
		[HideInInspector]g_start_tps_idle("Idle--{draw_border:true,margin_top:10,tooltip: Changes how the penetrator bends while no orifice is near}", Float) = 0
		[Helpbox(0)]_TPS_IdleGravity("Tip: For idle gravity & movement use physbones gravity & other functions", Float) = 0
		_TPS_IdleSkrinkWidth("Idle Shrink Width--{tooltip:P shrinks while not penetrating}", Range(0,1)) = 1
		_TPS_IdleSkrinkLength("Idle Shrink Length--{tooltip:P shrinks while not penetrating}", Range(0,1)) = 1
		[HideInInspector]g_end_tps_idle("", Float) = 0
		[HideInInspector]_TPS_BufferedDepth   ("_TPS2_BufferedDepth NL", Float) = 0
		[HideInInspector]_TPS_BufferedStrength("_TPS2_BufferedStrength NL", Float) = 0
		[HideInInspector] m_end_tps_penetrator("", Float) = 0
		[HideInInspector] m_lightingCategory ("Shading", Float) = 0
		[HideInInspector] m_start_PoiLightData ("Light Data--{button_help:{text:Tutorial,action:{type:URL,data:https://www.poiyomi.com/shading/light-data},hover:Documentation}}", Float) = 0
		[sRGBWarning][ThryRGBAPacker(R, G, B, A, Linear, false)]_LightingAOMaps ("AO Maps (expand)--{reference_properties:[_LightingAOMapsPan, _LightingAOMapsUV,_LightDataAOStrengthR,_LightDataAOStrengthG,_LightDataAOStrengthB,_LightDataAOStrengthA, _LightDataAOGlobalMaskR]}", 2D) = "white" { }
		[HideInInspector][Vector2]_LightingAOMapsPan ("Panning", Vector) = (0, 0, 0, 0)
		[HideInInspector][ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos, 5, Local Pos, 8, Polar UV, 6, Distorted UV, 7)] _LightingAOMapsUV ("UV", Int) = 0
		[HideInInspector]_LightDataAOStrengthR ("R Strength", Range(0, 1)) = 1
		[HideInInspector]_LightDataAOStrengthG ("G Strength", Range(0, 1)) = 0
		[HideInInspector]_LightDataAOStrengthB ("B Strength", Range(0, 1)) = 0
		[HideInInspector]_LightDataAOStrengthA ("A Strength", Range(0, 1)) = 0
		[HideInInspector][ThryWideEnum(Off, 0, 1R, 1, 1G, 2, 1B, 3, 1A, 4, 2R, 5, 2G, 6, 2B, 7, 2A, 8, 3R, 9, 3G, 10, 3B, 11, 3A, 12, 4R, 13, 4G, 14, 4B, 15, 4A, 16)] _LightDataAOGlobalMaskR ("Global Mask--{reference_property:_LightDataAOGlobalMaskBlendTypeR}", Int) = 0
		[HideInInspector][ThryWideEnum(Add, 7, Subtract, 1, Multiply, 2, Divide, 3, Min, 4, Max, 5, Average, 6, Replace, 0)] _LightDataAOGlobalMaskBlendTypeR ("Blending", Range(0, 1)) = 2
		[sRGBWarning][ThryRGBAPacker(R, G, B, A, Linear, false)]_LightingDetailShadowMaps ("Shadow Map (expand)--{reference_properties:[_LightingDetailShadowMapsPan, _LightingDetailShadowMapsUV,_LightingDetailShadowStrengthR,_LightingDetailShadowStrengthG,_LightingDetailShadowStrengthB,_LightingDetailShadowStrengthA,_LightingAddDetailShadowStrengthR,_LightingAddDetailShadowStrengthG,_LightingAddDetailShadowStrengthB,_LightingAddDetailShadowStrengthA, _LightDataDetailShadowGlobalMaskR]}", 2D) = "white" { }
		[HideInInspector][Vector2]_LightingDetailShadowMapsPan ("Panning", Vector) = (0, 0, 0, 0)
		[HideInInspector][ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos, 5, Local Pos, 8, Polar UV, 6, Distorted UV, 7)] _LightingDetailShadowMapsUV ("UV", Int) = 0
		[HideInInspector]_LightingDetailShadowStrengthR ("R Strength", Range(0, 1)) = 1
		[HideInInspector]_LightingDetailShadowStrengthG ("G Strength", Range(0, 1)) = 0
		[HideInInspector]_LightingDetailShadowStrengthB ("B Strength", Range(0, 1)) = 0
		[HideInInspector]_LightingDetailShadowStrengthA ("A Strength", Range(0, 1)) = 0
		[HideInInspector]_LightingAddDetailShadowStrengthR ("Additive R Strength", Range(0, 1)) = 1
		[HideInInspector]_LightingAddDetailShadowStrengthG ("Additive G Strength", Range(0, 1)) = 0
		[HideInInspector]_LightingAddDetailShadowStrengthB ("Additive B Strength", Range(0, 1)) = 0
		[HideInInspector]_LightingAddDetailShadowStrengthA ("Additive A Strength", Range(0, 1)) = 0
		[HideInInspector][ThryWideEnum(Off, 0, 1R, 1, 1G, 2, 1B, 3, 1A, 4, 2R, 5, 2G, 6, 2B, 7, 2A, 8, 3R, 9, 3G, 10, 3B, 11, 3A, 12, 4R, 13, 4G, 14, 4B, 15, 4A, 16)] _LightDataDetailShadowGlobalMaskR ("Global Mask--{reference_property:_LightDataDetailShadowGlobalMaskBlendTypeR}", Int) = 0
		[HideInInspector][ThryWideEnum(Add, 7, Subtract, 1, Multiply, 2, Divide, 3, Min, 4, Max, 5, Average, 6, Replace, 0)] _LightDataDetailShadowGlobalMaskBlendTypeR ("Blending", Range(0, 1)) = 2
		[sRGBWarning][ThryRGBAPacker(R, G, B, A, Linear, false)]_LightingShadowMasks ("Shadow Masks (expand)--{reference_properties:[_LightingShadowMasksPan, _LightingShadowMasksUV,_LightingShadowMaskStrengthR,_LightingShadowMaskStrengthG,_LightingShadowMaskStrengthB,_LightingShadowMaskStrengthA, _LightDataShadowMaskGlobalMaskR]}", 2D) = "white" { }
		[HideInInspector][Vector2]_LightingShadowMasksPan ("Panning", Vector) = (0, 0, 0, 0)
		[HideInInspector][ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos, 5, Local Pos, 8, Polar UV, 6, Distorted UV, 7)] _LightingShadowMasksUV ("UV", Int) = 0
		[HideInInspector]_LightingShadowMaskStrengthR ("R Strength", Range(0, 1)) = 1
		[HideInInspector]_LightingShadowMaskStrengthG ("G Strength", Range(0, 1)) = 0
		[HideInInspector]_LightingShadowMaskStrengthB ("B Strength", Range(0, 1)) = 0
		[HideInInspector]_LightingShadowMaskStrengthA ("A Strength", Range(0, 1)) = 0
		[HideInInspector][ThryWideEnum(Off, 0, 1R, 1, 1G, 2, 1B, 3, 1A, 4, 2R, 5, 2G, 6, 2B, 7, 2A, 8, 3R, 9, 3G, 10, 3B, 11, 3A, 12, 4R, 13, 4G, 14, 4B, 15, 4A, 16)] _LightDataShadowMaskGlobalMaskR ("Global Mask--{reference_property:_LightDataShadowMaskGlobalMaskBlendTypeR}", Int) = 0
		[HideInInspector][ThryWideEnum(Add, 7, Subtract, 1, Multiply, 2, Divide, 3, Min, 4, Max, 5, Average, 6, Replace, 0)] _LightDataShadowMaskGlobalMaskBlendTypeR ("Blending", Range(0, 1)) = 2
		[HideInInspector] s_start_LightDataBasePass ("Base Pass (Directional & Baked Lights)--{persistent_expand:true,default_expand:true}", Float) = 1
		[Enum(Poi Custom, 0, Standard, 1, UTS2, 2, OpenLit(lil toon), 3)] _LightingColorMode ("Light Color Mode", Int) = 0
		[Enum(Poi Custom, 0, Normalized NDotL, 1, Saturated NDotL, 2, Casted Shadows Only, 3)] _LightingMapMode ("Light Map Mode", Int) = 0
		[Enum(Poi Custom, 0, Forced Local Direction, 1, Forced World Direction, 2, UTS2, 3, OpenLit(lil toon), 4, View Direction, 5)] _LightingDirectionMode ("Light Direction Mode", Int) = 0
		[Vector3]_LightngForcedDirection ("Forced Direction--{condition_showS:(_LightingDirectionMode==1 || _LightingDirectionMode==2)}", Vector) = (0, 0, 0)
		_LightingViewDirOffsetPitch ("View Dir Offset Pitch--{condition_showS:_LightingDirectionMode==5}", Range(-90, 90)) = 0
		_LightingViewDirOffsetYaw ("View Dir Offset Yaw--{condition_showS:_LightingDirectionMode==5}", Range(-90, 90)) = 0
		[ToggleUI]_LightingForceColorEnabled ("Force Light Color", Float) = 0
		_LightingForcedColor ("Forced Color--{condition_showS:(_LightingForceColorEnabled==1), reference_property:_LightingForcedColorThemeIndex}", Color) = (1, 1, 1)
		[HideInInspector][ThryWideEnum(Off, 0, Theme Color 0, 1, Theme Color 1, 2, Theme Color 2, 3, Theme Color 3, 4, ColorChord 0, 5, ColorChord 1, 6, ColorChord 2, 7, ColorChord 3, 8, AL Theme 0, 9, AL Theme 1, 10, AL Theme 2, 11, AL Theme 3, 12)] _LightingForcedColorThemeIndex ("", Int) = 0
		_Unlit_Intensity ("Unlit_Intensity--{condition_showS:(_LightingColorMode==2)}", Range(0.001, 4)) = 1
		[ToggleUI]_LightingCapEnabled ("Limit Brightness", Float) = 1
		_LightingCap ("Max Brightness--{condition_showS:(_LightingCapEnabled==1)}", Range(0, 10)) = 1
		_LightingMinLightBrightness ("Min Brightness", Range(0, 1)) = 0
		_LightingIndirectUsesNormals ("Indirect Uses Normals--{condition_showS:(_LightingColorMode==0)}", Range(0, 1)) = 0
		_LightingCastedShadows ("Receive Casted Shadows", Range(0, 1)) = 0
		_LightingMonochromatic ("Grayscale Lighting", Range(0, 1)) = 0
		[ToggleUI]_LightingVertexLightingEnabled ("Vertex lights (Non-Important)", Float) = 1
		[ToggleUI]_LightingMirrorVertexLightingEnabled ("Mirror Vertex lights (Non-Important)", Float) = 1
		[HideInInspector] s_end_LightDataBasePass ("Base Pass", Float) = 1
		[HideInInspector] s_start_LightDataAddPass ("Add Pass (Point & Spot lights)--{persistent_expand:true,default_expand:true}", Float) = 1
		[ToggleUI]_LightingAdditiveEnable ("Pixel lights (Important)", Float) = 1
		[ToggleUI]_DisableDirectionalInAdd ("Ignore Directional--{condition_showS:(_LightingAdditiveEnable==1)}", Float) = 1
		[ToggleUI]_LightingAdditiveLimited ("Limit Brightness", Float) = 1
		_LightingAdditiveLimit ("Max Brightness--{condition_showS:(_LightingAdditiveLimited==1)}", Range(0, 10)) = 1
		_LightingAdditiveCastedShadows ("Receive Casted Shadows", Range(0, 1)) = 1
		_LightingAdditiveMonochromatic ("Grayscale Lighting", Range(0, 1)) = 0
		_LightingAdditivePassthrough ("Point Light Passthrough--{condition_showS:(_LightingAdditiveEnable==1)}", Range(0, 1)) = .5
		[HideInInspector] s_end_LightDataAddPass ("Add Pass", Float) = 1
		[HideInInspector] s_start_LightDataDebug ("Debug / Data Visualizations--{reference_property:_LightDataDebugEnabled,persistent_expand:true}", Float) = 0
		[HideInInspector][NoAnimate][ThryToggleUI(false)]_LightDataDebugEnabled ("Debug", Float) = 0
		[ThryWideEnum(Direct Color, 0, Indirect Color, 1, Light Map, 2, Attenuation, 3, N Dot L, 4, Half Dir, 5, Direction, 6, Add Color, 7, Add Attenuation, 8, Add Shadow, 9, Add N Dot L, 10)] _LightingDebugVisualize ("Visualize", Int) = 0
		[HideInInspector] s_end_LightDataDebug ("Debug", Float) = 0
		[HideInInspector] m_end_PoiLightData ("Light Data", Float) = 0
		[HideInInspector] m_start_PoiShading (" Shading--{reference_property:_ShadingEnabled,button_help:{text:Tutorial,action:{type:URL,data:https://www.poiyomi.com/shading/main},hover:Documentation}}", Float) = 0
		[HideInInspector][ThryToggle(VIGNETTE_MASKED)]_ShadingEnabled ("Enable Shading", Float) = 1
		[KeywordEnum(TextureRamp, Multilayer Math, Wrapped, Skin, ShadeMap, Flat, Realistic, Cloth, SDF)] _LightingMode ("Lighting Type", Float) = 5
		_LightingShadowColor ("Shadow Tint--{condition_showS:(_LightingMode!=4 && _LightingMode!=1 && _LightingMode!=5)}", Color) = (1, 1, 1)
		[ToggleUI]_ForceFlatRampedLightmap ("Force Ramped Lightmap--{condition_showS:(_LightingMode==5)}", Range(0, 1)) = 1
		_ShadowStrength ("Shadow Strength--{condition_showS:(_LightingMode<=4 || _LightingMode==8)}", Range(0, 1)) = 1
		_LightingIgnoreAmbientColor ("Ignore Indirect Shadow Color--{condition_showS:(_LightingMode<=3 || _LightingMode==8)}", Range(0, 1)) = 1
		[Space(15)]
		[HideInInspector] s_start_ShadingAddPass ("Add Pass (Point & Spot Lights)--{persistent_expand:true,default_expand:false}", Float) = 0
		[Enum(Realistic, 0, Toon, 1, Same as Base Pass, 3)] _LightingAdditiveType ("Lighting Type", Int) = 3
		_LightingAdditiveGradientStart ("Gradient Start--{condition_showS:(_LightingAdditiveType==1)}", Range(0, 1)) = 0
		_LightingAdditiveGradientEnd ("Gradient End--{condition_showS:(_LightingAdditiveType==1)}", Range(0, 1)) = .5
		[HideInInspector] s_end_ShadingAddPass ("Add Pass", Float) = 0
		[HideInInspector] s_start_ShadingGlobalMask ("Global Masks--{persistent_expand:true,default_expand:false}", Float) = 0
		[ThryWideEnum(Off, 0, 1R, 1, 1G, 2, 1B, 3, 1A, 4, 2R, 5, 2G, 6, 2B, 7, 2A, 8, 3R, 9, 3G, 10, 3B, 11, 3A, 12, 4R, 13, 4G, 14, 4B, 15, 4A, 16)] _ShadingRampedLightMapApplyGlobalMaskIndex ("LightMap to Global Mask--{reference_property:_ShadingRampedLightMapApplyGlobalMaskBlendType}", Int) = 0
		[HideInInspector][ThryWideEnum(Add, 7, Subtract, 1, Multiply, 2, Divide, 3, Min, 4, Max, 5, Average, 6, Replace, 0)] _ShadingRampedLightMapApplyGlobalMaskBlendType ("Blending", Int) = 2
		[ThryWideEnum(Off, 0, 1R, 1, 1G, 2, 1B, 3, 1A, 4, 2R, 5, 2G, 6, 2B, 7, 2A, 8, 3R, 9, 3G, 10, 3B, 11, 3A, 12, 4R, 13, 4G, 14, 4B, 15, 4A, 16)] _ShadingRampedLightMapInverseApplyGlobalMaskIndex ("Inversed LightMap to Global Mask--{reference_property:_ShadingRampedLightMapInverseApplyGlobalMaskBlendType}", Int) = 0
		[HideInInspector][ThryWideEnum(Add, 7, Subtract, 1, Multiply, 2, Divide, 3, Min, 4, Max, 5, Average, 6, Replace, 0)] _ShadingRampedLightMapInverseApplyGlobalMaskBlendType ("Blending", Int) = 2
		[HideInInspector] s_end_ShadingGlobalMask ("Global Masks", Float) = 0
		[HideInInspector] m_end_PoiShading ("Shading", Float) = 0
		[HideInInspector] m_start_CubeMap ("CubeMap--{reference_property:_CubeMapEnabled,button_help:{text:Tutorial,action:{type:URL,data:https://www.poiyomi.com/shading/cubemap},hover:Documentation}}", Float) = 0
		[HideInInspector][ThryToggle(_CUBEMAP)]_CubeMapEnabled ("Enable CubeMap", Float) = 0
		[ThryWideEnum(Skybox, 0, Reflection, 1, World Normal Direction, 2, Local Normal Direction, 3)] _CubeMapUVMode ("UV Mode", Int) = 1
		_CubeMapWorldNormalsStrength ("Normals Strength--{condition_showS:(_CubeMapUVMode==2)}", Range(0, 1)) = 1
		_CubeMapColor ("Color--{reference_property:_CubeMapColorThemeIndex}", Color) = (1, 1, 1, 1)
		[HideInInspector][ThryWideEnum(Off, 0, Theme Color 0, 1, Theme Color 1, 2, Theme Color 2, 3, Theme Color 3, 4, ColorChord 0, 5, ColorChord 1, 6, ColorChord 2, 7, ColorChord 3, 8, AL Theme 0, 9, AL Theme 1, 10, AL Theme 2, 11, AL Theme 3, 12)] _CubeMapColorThemeIndex ("", Int) = 0
		[NoScaleOffset]_CubeMap ("CubeMap--{reference_properties:[_CubeMapRotation, _CubeMapRotationPan]}", Cube) = "" { }
		[HideInInspector][Vector3]_CubeMapRotation ("Rotation in Degrees", Vector) = (0, 0, 0, 0)
		[HideInInspector][Vector3]_CubeMapRotationPan ("Panning in Degrees", Vector) = (0, 0, 0, 0)
		[ThryWideEnum(Replace, 0, Multiply, 1, Add, 2)]_CubemapBlendType ("Blending", Float) = 0
		_CubeMapBlendAmount ("Blend Alpha", Range(0, 1)) = 1
		_CubeMapIntensity ("Brightness", Range(0, 5)) = 1
		_CubeMapEmissionStrength ("Emission Strength", Range(0, 20)) = 0
		_CubeMapSmoothness ("Smoothness", Range(0, 1)) = 1
		[Enum(Vertex, 0, Pixel, 1)] _CubeMapNormal ("Normal to use", Int) = 1
		[HideInInspector] s_start_CubeMapMasking ("Masking--{persistent_expand:true,default_expand:true}", Float) = 1
		[sRGBWarning]_CubeMapMask ("Mask--{reference_properties:[_CubeMapMaskPan, _CubeMapMaskUV, _CubeMapMaskChannel, _CubeMapMaskInvert]}", 2D) = "white" { }
		[HideInInspector][Vector2]_CubeMapMaskPan ("Panning", Vector) = (0, 0, 0, 0)
		[HideInInspector][ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos, 5, Local Pos, 8, Polar UV, 6, Distorted UV, 7)] _CubeMapMaskUV ("UV", Int) = 0
		[HideInInspector][Enum(R, 0, G, 1, B, 2, A, 3)]_CubeMapMaskChannel ("Channel", Float) = 0
		[HideInInspector][ToggleUI]_CubeMapMaskInvert ("Invert", Float) = 0
		_CubeMapLightMask ("Hide in Shadow", Range(0, 1)) = 0
		[ThryWideEnum(Off, 0, 1R, 1, 1G, 2, 1B, 3, 1A, 4, 2R, 5, 2G, 6, 2B, 7, 2A, 8, 3R, 9, 3G, 10, 3B, 11, 3A, 12, 4R, 13, 4G, 14, 4B, 15, 4A, 16)] _CubeMapMaskGlobalMask ("Global Mask--{reference_property:_CubeMapMaskGlobalMaskBlendType}", Int) = 0
		[HideInInspector][ThryWideEnum(Add, 7, Subtract, 1, Multiply, 2, Divide, 3, Min, 4, Max, 5, Average, 6, Replace, 0)]_CubeMapMaskGlobalMaskBlendType ("Blending", Range(0, 1)) = 2
		[HideInInspector] s_end_CubeMapMasking ("Masking", Float) = 0
		[HideInInspector] s_start_CubeMapColorAdjust ("Color Adjust--{reference_property:_CubeMapHueShiftEnabled,persistent_expand:true,default_expand:false}", Float) = 0
		[HideInInspector][ToggleUI]_CubeMapHueShiftEnabled ("Enabled", Float) = 0
		_CubeMapHueShiftSpeed ("Hue Shift Speed", Float) = 0
		_CubeMapHueShift ("Hue Shift", Range(0, 1)) = 0
		_CubeMapBrightness ("Brightness", Range(-1, 1)) = 0
		_CubeMapContrast ("Contrast", Range(-1, 10)) = 1
		_CubeMapSaturation ("Saturation", Range(-1, 10)) = 1
		[HideInInspector] s_end_CubeMapColorAdjust ("", Float) = 0
		[HideInInspector] m_end_CubeMap ("CubeMap", Float) = 0
		[HideInInspector] m_start_rimLight1Options ("Rim Lighting 0--{reference_property:_EnableRimLighting,button_help:{text:Tutorial,action:{type:URL,data:https://www.poiyomi.com/shading/rim-lighting},hover:Documentation}}", Float) = 0
		[HideInInspector][ThryToggle(_GLOSSYREFLECTIONS_OFF)]_EnableRimLighting ("Enable Rim Lighting", Float) = 0
		[KeywordEnum(Poiyomi, UTS2, LilToon)] _RimStyle ("Style", Float) = 0
		[sRGBWarning]_Set_RimLightMask ("Set_RimLightMask--{reference_properties:[_Set_RimLightMaskPan, _Set_RimLightMaskUV, _Set_RimLightMaskChannel], condition_showS:_RimStyle==1}", 2D) = "white" { }
		[HideInInspector][Vector2]_Set_RimLightMaskPan ("Panning", Vector) = (0, 0, 0, 0)
		[HideInInspector][ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos, 5, Local Pos, 8, Polar UV, 6, Distorted UV, 7)] _Set_RimLightMaskUV ("UV", Int) = 0
		[HideInInspector][Enum(R, 0, G, 1, B, 2, A, 3)]_Set_RimLightMaskChannel ("Channel", Float) = 1
		[sRGBWarning][ThryRGBAPacker(Mask, Bias, linear, false)]_RimMask ("Mask & Bias--{reference_properties:[_RimMaskPan, _RimMaskUV, _RimMaskChannel, _RimMaskInvert, _RimBiasIntensity], condition_showS:_RimStyle==0}", 2D) = "white" { }
		[HideInInspector][Vector2]_RimMaskPan ("Panning", Vector) = (0, 0, 0, 0)
		[HideInInspector][ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos, 5, Local Pos, 8, Polar UV, 6, Distorted UV, 7)] _RimMaskUV ("UV", Int) = 0
		[HideInInspector][ToggleUI]_RimMaskInvert ("Invert Mask", Float) = 0
		[HideInInspector]_RimBiasIntensity ("Bias Intensity", Range(0, 1)) = 0
		[HideInInspector][Enum(R, 0, G, 1, B, 2, A, 3)]_RimMaskChannel ("Channel", Float) = 0
		[HideInInspector] s_start_RimLight0Color ("Color & Blending--{persistent_expand:true,default_expand:true, condition_showS:_RimStyle==0||_RimStyle==1}", Float) = 1
		[sRGBWarning(true)]_RimTex ("Rim Texture--{reference_properties:[_RimTexPan, _RimTexUV], condition_showS:_RimStyle==0}", 2D) = "white" { }
		[HideInInspector][Vector2]_RimTexPan ("Panning", Vector) = (0, 0, 0, 0)
		[HideInInspector][ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos, 5, Local Pos, 8, Polar UV, 6, Distorted UV, 7)] _RimTexUV ("UV", Int) = 0
		_RimLightColor (" Color--{condition_showS:_RimStyle==0||_RimStyle==1,reference_property:_RimLightColorThemeIndex}", Color) = (1, 1, 1, 1)
		[HideInInspector][ThryWideEnum(Off, 0, Theme Color 0, 1, Theme Color 1, 2, Theme Color 2, 3, Theme Color 3, 4, ColorChord 0, 5, ColorChord 1, 6, ColorChord 2, 7, ColorChord 3, 8, AL Theme 0, 9, AL Theme 1, 10, AL Theme 2, 11, AL Theme 3, 12)] _RimLightColorThemeIndex ("", Int) = 0
		[ThryWideEnum(Add, 0, Replace, 1, Multiply, 2, Mixed, 3, Screen, 4)] _RimPoiBlendMode ("Blend Mode--{ condition_showS:_RimStyle==0}", Int) = 0
		_RimBlendStrength ("Blend Alpha--{ condition_showS:_RimStyle==0}", Range(0, 1)) = 1
		_RimBaseColorMix ("Mix Base Color--{ condition_showS:_RimStyle==0}", Range(0, 1)) = 0
		_RimBrightness ("Brightness--{ condition_showS:_RimStyle==0}", Range(0, 10)) = 1
		_RimStrength ("Emission--{ condition_showS:_RimStyle==0}", Range(0, 20)) = 0
		_Tweak_RimLightMaskLevel ("Tweak_RimLightMaskLevel--{ condition_showS:_RimStyle==1}", Range(-1, 1)) = 0
		_Is_LightColor_RimLight ("Mix Light Color--{ condition_showS:_RimStyle==1}", Range(0, 1)) = 1
		[HideInInspector] s_end_RimLight0Color ("Color & Brightness", Float) = 0
		[HideInInspector] s_start_RimLight0ShapeControls ("Shape Controls--{persistent_expand:true,default_expand:true, condition_showS:_RimStyle==0||_RimStyle==1}", Float) = 1
		_RimWidth ("Width--{ condition_showS:_RimStyle==0}", Range(0, 1)) = 0.8
		_RimSharpness ("Sharpness--{ condition_showS:_RimStyle==0}", Range(0, 1)) = .25
		_RimPower ("Rim Power--{ condition_showS:_RimStyle==0}", Range(0, 10)) = 1
		_Is_NormalMapToRimLight ("Normal Strength", Range(0, 1)) = 1
		[ToggleUI]_RimLightingInvert ("Invert Rim--{ condition_showS:_RimStyle==0}", Float) = 0
		_RimLight_Power ("Rim Power--{ condition_showS:_RimStyle==1}", Range(0, 1)) = 0.1
		_RimLight_InsideMask ("Inside Mask--{ condition_showS:_RimStyle==1}", Range(0.0001, 1)) = 0.0001
		[Toggle(_)] _RimLight_FeatherOff ("Feather Off--{ condition_showS:_RimStyle==1}", Float) = 0
		[HideInInspector] s_end_RimLight0ShapeControls ("Shape Controls", Float) = 0
		[HideInInspector] s_start_RimLight0LightDirMask ("Light Direction Mask--{reference_property:_RimShadowToggle,persistent_expand:true,default_expand:false, condition_showS:_RimStyle==0}", Float) = 0
		[HideInInspector][ToggleUI] _RimShadowToggle ("Light Direction Mask}", Float) = 0
		[Enum(Shadow Map, 0, Custom, 1)]_RimShadowMaskRampType ("Light Falloff Type", Int) = 0
		[ToggleUI]_RimShadowMaskInvert ("Invert Shadow Mask", Float) = 0
		_RimShadowMaskStrength ("Shadow Mask Strength", Range(0, 1)) = 1
		[MultiSlider]_RimShadowAlpha ("Hide In Shadow--{ condition_showS:_RimShadowMaskRampType==1}", Vector) = (0.0, 0.0, 0, 1)
		_RimShadowWidth ("Shrink In Shadow", Range(0, 1)) = 0
		[HideInInspector] s_end_RimLight0LightDirMask ("Light Direction Mask", Float) = 0
		[HideInInspector] s_start_RimLightDirectionMask ("Light Direction Mask--{persistent_expand:true,default_expand:false, condition_showS:_RimStyle==1}", Float) = 0
		[ToggleUI] _LightDirection_MaskOn ("Light Direction Mask--{ condition_showS:_RimStyle==1}", Float) = 0
		_Tweak_LightDirection_MaskLevel ("Light Dir Mask Level--{ condition_showS:_RimStyle==1}", Range(0, 0.5)) = 0
		[ThryToggleUI(true)] _Add_Antipodean_RimLight ("<size=13><b>  Antipodean(Ap) Rim</b></size>--{ condition_showS:_RimStyle==1}", Float) = 0
		_Is_LightColor_Ap_RimLight ("Ap Light Color Mix--{ condition_showS:_Add_Antipodean_RimLight==1&&_RimStyle==1}", Range(0, 1)) = 1
		_Ap_RimLightColor ("Ap Color--{reference_property:_RimApColorThemeIndex, condition_showS:_Add_Antipodean_RimLight==1&&_RimStyle==1}", Color) = (1, 1, 1, 1)
		[HideInInspector][ThryWideEnum(Off, 0, Theme Color 0, 1, Theme Color 1, 2, Theme Color 2, 3, Theme Color 3, 4, ColorChord 0, 5, ColorChord 1, 6, ColorChord 2, 7, ColorChord 3, 8, AL Theme 0, 9, AL Theme 1, 10, AL Theme 2, 11, AL Theme 3, 12)] _RimApColorThemeIndex ("", Int) = 0
		_Ap_RimLight_Power ("Ap Power--{ condition_showS:_Add_Antipodean_RimLight==1&&_RimStyle==1}", Range(0, 1)) = 0.1
		[Toggle(_)] _Ap_RimLight_FeatherOff ("Ap Feather Off--{ condition_showS:_Add_Antipodean_RimLight==1&&_RimStyle==1}", Float) = 0
		[HideInInspector] s_end_RimLightDirectionMask ("Light Direction Mask", Float) = 0
		[HDR][Gamma]_RimColor ("Rim Color--{condition_showS:_RimStyle==2,reference_property:_RimLightColorThemeIndex}", Color) = (0.66, 0.5, 0.48, 1)
		[sRGBWarning(true)] _RimColorTex ("Color / Mask--{condition_showS:_RimStyle==2,reference_properties:[_RimColorTexPan, _RimColorTexUV]}", 2D) = "white" { }
		[HideInInspector][Vector2] _RimColorTexPan ("Panning", Vector) = (0, 0, 0, 0)
		[HideInInspector][ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos, 5, Local Pos, 8, Polar UV, 6, Distorted UV, 7)] _RimColorTexUV ("UV", Int) = 0
		_RimMainStrength ("Main Color Blend--{condition_showS:_RimStyle==2}", Range(0, 1)) = 0
		_RimNormalStrength ("Normal Strength--{condition_showS:_RimStyle==2}", Range(0, 1)) = 1.0
		_RimBorder ("Border--{condition_showS:_RimStyle==2}", Range(0, 1)) = 0.5
		_RimBlur ("Blur--{condition_showS:_RimStyle==2}", Range(0, 1)) = 0.65
		[PowerSlider(3.0)]_RimFresnelPower ("Fresnel Power--{condition_showS:_RimStyle==2}", Range(0.01, 50)) = 3.5
		_RimEnableLighting ("Enable Lighting--{condition_showS:_RimStyle==2}", Range(0, 1)) = 1
		_RimShadowMask ("Shadow Mask--{condition_showS:_RimStyle==2}", Range(0, 1)) = 0.5
		[ToggleUI]_RimBackfaceMask ("Backface Mask--{condition_showS:_RimStyle==2}", Int) = 1
		_RimVRParallaxStrength ("VR Parallax Strength--{condition_showS:_RimStyle==2}", Range(0, 1)) = 1
		[ThryWideEnum(Replace, 0, Add, 1, Screen, 2, Multiply, 3)]_RimBlendMode ("Blend Mode--{condition_showS:_RimStyle==2}", Int) = 1
		[HideInInspector] s_start_liltoon_rim_lightdir ("Light Direction--{persistent_expand:true,default_expand:false, condition_showS:_RimStyle==2}", Float) = 0
		_RimDirStrength ("Light direction strength", Range(0, 1)) = 0
		_RimDirRange ("Direction Light Width", Range(-1, 1)) = 0
		_RimIndirRange ("Indirection Light Width", Range(-1, 1)) = 0
		[HDR][Gamma]_RimIndirColor ("Indirection Color", Color) = (1, 1, 1, 1)
		_RimIndirBorder ("Indirection Border", Range(0, 1)) = 0.5
		_RimIndirBlur ("Indirection Blur", Range(0, 1)) = 0.1
		[HideInInspector] s_end_liltoon_rim_lightdir ("", Float) = 0
		[HideInInspector] s_start_RimLight0HueShift ("Hue Shift--{reference_property:_RimHueShiftEnabled,persistent_expand:true,default_expand:false}", Float) = 0
		[HideInInspector][ToggleUI] _RimHueShiftEnabled ("Hue Shift", Float) = 0
		_RimHueShiftSpeed ("Shift Speed", Float) = 0
		_RimHueShift ("Hue Shift", Range(0, 1)) = 0
		[HideInInspector] s_end_RimLight0HueShift ("Hue Shift", Float) = 0
		[HideInInspector] s_start_RimLight0GlobalMasking ("Alpha & Global Masking--{persistent_expand:true,default_expand:false}", Float) = 0
		[ThryWideEnum(Off, 0, Add, 1, Multiply, 2)]_RimApplyAlpha ("Apply to Alpha--{ condition_showS:_Rim2Style==0}", Int) = 0
		_RimApplyAlphaBlend ("Apply to Alpha Blend--{ condition_showS:_Rim2Style==0}", Range(0, 1)) = 1.0
		[ThryWideEnum(Off, 0, 1R, 1, 1G, 2, 1B, 3, 1A, 4, 2R, 5, 2G, 6, 2B, 7, 2A, 8, 3R, 9, 3G, 10, 3B, 11, 3A, 12, 4R, 13, 4G, 14, 4B, 15, 4A, 16)] _RimGlobalMask (" Global Mask--{reference_property:_RimGlobalMaskBlendType}", Int) = 0
		[HideInInspector][ThryWideEnum(Add, 7, Subtract, 1, Multiply, 2, Divide, 3, Min, 4, Max, 5, Average, 6, Replace, 0)] _RimGlobalMaskBlendType ("Blending", Int) = 2
		[ThryWideEnum(Off, 0, 1R, 1, 1G, 2, 1B, 3, 1A, 4, 2R, 5, 2G, 6, 2B, 7, 2A, 8, 3R, 9, 3G, 10, 3B, 11, 3A, 12, 4R, 13, 4G, 14, 4B, 15, 4A, 16)] _RimApplyGlobalMaskIndex (" Apply to Global Mask--{reference_property:_RimApplyGlobalMaskBlendType,condition_showS:_RimStyle==0}", Int) = 0
		[HideInInspector][ThryWideEnum(Add, 7, Subtract, 1, Multiply, 2, Divide, 3, Min, 4, Max, 5, Average, 6, Replace, 0)] _RimApplyGlobalMaskBlendType ("Blending", Int) = 2
		[HideInInspector] s_end_RimLight0GlobalMasking ("Alpha & Global Masking", Float) = 0
		[HideInInspector] m_start_RimAudioLink ("Audio Link ♫--{ condition_showS:_EnableAudioLink==1&&_RimStyle==0}", Float) = 0
		[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3, Volume, 4)] _AudioLinkRimWidthBand ("Width Add Band", Int) = 0
		[VectorLabel(Min, Max)] _AudioLinkRimWidthAdd ("Width Add", Vector) = (0, 0, 0, 0)
		[Space(7)]
		[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3, Volume, 4)] _AudioLinkRimEmissionBand ("Emission Add Band", Int) = 0
		[VectorLabel(Min, Max)] _AudioLinkRimEmissionAdd ("Emission Add", Vector) = (0, 0, 0, 0)
		[Space(7)]
		[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3, Volume, 4)] _AudioLinkRimBrightnessBand ("Brightness Band", Int) = 0
		[VectorLabel(Min, Max)] _AudioLinkRimBrightnessAdd ("Brightness Add", Vector) = (0, 0, 0, 0)
		[HideInInspector] m_end_RimAudioLink ("Audio Link", Float) = 0
		[HideInInspector] m_end_rim1LightOptions ("Rim Lighting", Float) = 0
		[HideInInspector] m_start_rim2LightOptions ("Rim Lighting 1--{reference_property:_EnableRim2Lighting,button_help:{text:Tutorial,action:{type:URL,data:https://www.poiyomi.com/shading/rim-lighting},hover:Documentation}}", Float) = 0
		[HideInInspector][ThryToggle(POI_RIM2)]_EnableRim2Lighting ("Enable Rim2 Lighting", Float) = 0
		[KeywordEnum(Poiyomi, UTS2, LilToon)] _Rim2Style ("Style", Float) = 0
		[sRGBWarning]_Set_Rim2LightMask ("Set_RimLightMask--{reference_properties:[_Set_Rim2LightMaskPan, _Set_Rim2LightMaskUV, _Set_Rim2LightMaskChannel], condition_showS:_Rim2Style==1}", 2D) = "white" { }
		[HideInInspector][Vector2]_Set_Rim2LightMaskPan ("Panning", Vector) = (0, 0, 0, 0)
		[HideInInspector][ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos, 5, Local Pos, 8, Polar UV, 6, Distorted UV, 7)] _Set_Rim2LightMaskUV ("UV", Int) = 0
		[HideInInspector][Enum(R, 0, G, 1, B, 2, A, 3)]_Set_Rim2LightMaskChannel ("Channel", Float) = 1
		[sRGBWarning][ThryRGBAPacker(Mask, Bias, linear, false)]_Rim2Mask ("Mask & Bias--{reference_properties:[_Rim2MaskPan, _Rim2MaskUV, _Rim2MaskChannel, _Rim2MaskInvert, _Rim2BiasIntensity], condition_showS:_Rim2Style==0}", 2D) = "white" { }
		[HideInInspector][Vector2]_Rim2MaskPan ("Panning", Vector) = (0, 0, 0, 0)
		[HideInInspector][ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos, 5, Local Pos, 8, Polar UV, 6, Distorted UV, 7)] _Rim2MaskUV ("UV", Int) = 0
		[HideInInspector][ToggleUI]_Rim2MaskInvert ("Invert Mask", Float) = 0
		[HideInInspector]_Rim2BiasIntensity ("Bias Intensity", Range(0, 1)) = 0
		[HideInInspector][Enum(R, 0, G, 1, B, 2, A, 3)]_Rim2MaskChannel ("Channel", Float) = 0
		[HideInInspector] s_start_RimLight1Color ("Color & Blending--{persistent_expand:true,default_expand:true, condition_showS:_Rim2Style==0||_Rim2Style==1}", Float) = 1
		[sRGBWarning(true)]_Rim2Tex ("Rim Texture--{reference_properties:[_Rim2TexPan, _Rim2TexUV], condition_showS:_Rim2Style==0}", 2D) = "white" { }
		[HideInInspector][Vector2]_Rim2TexPan ("Panning", Vector) = (0, 0, 0, 0)
		[HideInInspector][ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos, 5, Local Pos, 8, Polar UV, 6, Distorted UV, 7)] _Rim2TexUV ("UV", Int) = 0
		_Rim2LightColor (" Color--{condition_showS:_Rim2Style==0||_Rim2Style==1,reference_property:_Rim2LightColorThemeIndex}", Color) = (1, 1, 1, 1)
		[HideInInspector][ThryWideEnum(Off, 0, Theme Color 0, 1, Theme Color 1, 2, Theme Color 2, 3, Theme Color 3, 4, ColorChord 0, 5, ColorChord 1, 6, ColorChord 2, 7, ColorChord 3, 8, AL Theme 0, 9, AL Theme 1, 10, AL Theme 2, 11, AL Theme 3, 12)] _Rim2LightColorThemeIndex ("", Int) = 0
		[ThryWideEnum(Add, 0, Replace, 1, Multiply, 2, Mixed, 3, Screen, 4)] _RimPoi2BlendMode ("Blend Mode--{ condition_showS:_Rim2Style==0}", Int) = 0
		_Rim2BlendStrength ("Blend Alpha--{ condition_showS:_Rim2Style==0}", Range(0, 1)) = 1
		_Rim2BaseColorMix ("Mix Base Color--{ condition_showS:_Rim2Style==0}", Range(0, 1)) = 0
		_Rim2Brightness ("Brightness--{ condition_showS:_Rim2Style==0}", Range(0, 10)) = 1
		_Rim2Strength ("Rim Emission--{ condition_showS:_Rim2Style==0}", Range(0, 20)) = 0
		_Tweak_Rim2LightMaskLevel ("Tweak_RimLightMaskLevel--{ condition_showS:_Rim2Style==1}", Range(-1, 1)) = 0
		_Is_LightColor_Rim2Light ("Mix Light Color--{ condition_showS:_Rim2Style==1}", Range(0, 1)) = 1
		[HideInInspector] s_end_RimLight1Color ("Color & Brightness", Float) = 0
		[HideInInspector] s_start_RimLight1ShapeControls ("Shape Controls--{persistent_expand:true,default_expand:true, condition_showS:_Rim2Style==0||_Rim2Style==1}", Float) = 1
		_Rim2Width ("Width--{ condition_showS:_Rim2Style==0}", Range(0, 1)) = 0.8
		_Rim2Sharpness ("Sharpness--{ condition_showS:_Rim2Style==0}", Range(0, 1)) = .25
		_Rim2Power ("Rim Power--{ condition_showS:_Rim2Style==0}", Range(0, 10)) = 1
		_Is_NormalMapToRim2Light ("Normal Strength", Range(0, 1)) = 1
		[ToggleUI]_Rim2LightingInvert ("Invert Rim Lighting--{ condition_showS:_Rim2Style==0}", Float) = 0
		_Rim2Light_Power ("Rim Power--{ condition_showS:_Rim2Style==1}", Range(0, 1)) = 0.1
		_Rim2Light_InsideMask ("Inside Mask--{ condition_showS:_Rim2Style==1}", Range(0.0001, 1)) = 0.0001
		[Toggle(_)] _Rim2Light_FeatherOff ("Feather Off--{ condition_showS:_Rim2Style==1}", Float) = 0
		[HideInInspector] s_end_RimLight1ShapeControls ("Shape Controls", Float) = 0
		[HideInInspector] s_start_RimLight1LightDirMask ("Light Direction Mask--{reference_property:_Rim2ShadowToggle,persistent_expand:true,default_expand:false, condition_showS:_Rim2Style==0}", Float) = 0
		[HideInInspector][ToggleUI] _Rim2ShadowToggle ("Light Direction Mask", Float) = 0
		[Enum(Shadow Map, 0, Custom, 1)]_Rim2ShadowMaskRampType ("Light Falloff Type", Int) = 0
		[ToggleUI]_Rim2ShadowMaskInvert ("Invert Shadow Mask", Float) = 0
		_Rim2ShadowMaskStrength ("Shadow Mask Strength", Range(0, 1)) = 1
		[MultiSlider]_Rim2ShadowAlpha ("Hide In Shadow--{ condition_showS:_Rim2ShadowMaskRampType==1}", Vector) = (0.0, 0.0, 0, 1)
		_Rim2ShadowWidth ("Shrink In Shadow", Range(0, 1)) = 0
		[HideInInspector] s_end_RimLight1LightDirMask ("Light Direction Mask", Float) = 0
		[HideInInspector] s_start_RimLight2DirectionMask ("Light Direction Mask--{persistent_expand:true,default_expand:false, condition_showS:_Rim2Style==1}", Float) = 0
		[HideInInspector][ToggleUI] _LightDirection_MaskOn2 ("Light Direction Mask--{ condition_showS:_Rim2Style==1}", Float) = 0
		_Tweak_LightDirection_MaskLevel2 ("Light Dir Mask Level--{ condition_showS:_Rim2Style==1}", Range(0, 0.5)) = 0
		[ThryToggleUI(true)] _Add_Antipodean_Rim2Light ("<size=13><b>  Antipodean(Ap) Rim</b></size>--{ condition_showS:_Rim2Style==1}", Float) = 0
		_Is_LightColor_Ap_Rim2Light ("Ap Light Color Mix--{ condition_showS:_Add_Antipodean_Rim2Light==1&&_Rim2Style==1}", Range(0, 1)) = 1
		_Ap_Rim2LightColor ("Ap Color--{reference_property:_Rim2ApColorThemeIndex, condition_showS:_Add_Antipodean_Rim2Light==1&&_Rim2Style==1}", Color) = (1, 1, 1, 1)
		[HideInInspector][ThryWideEnum(Off, 0, Theme Color 0, 1, Theme Color 1, 2, Theme Color 2, 3, Theme Color 3, 4, ColorChord 0, 5, ColorChord 1, 6, ColorChord 2, 7, ColorChord 3, 8, AL Theme 0, 9, AL Theme 1, 10, AL Theme 2, 11, AL Theme 3, 12)] _Rim2ApColorThemeIndex ("", Int) = 0
		_Ap_Rim2Light_Power ("Ap Power--{ condition_showS:_Add_Antipodean_Rim2Light==1&&_Rim2Style==1}", Range(0, 1)) = 0.1
		[Toggle(_)] _Ap_Rim2Light_FeatherOff ("Ap Feather Off--{ condition_showS:_Add_Antipodean_Rim2Light==1&&_Rim2Style==1}", Float) = 0
		[HideInInspector] s_end_RimLight2DirectionMask ("Light Direction Mask", Float) = 0
		[HDR][Gamma]_Rim2Color ("Rim Color--{condition_showS:_Rim2Style==2,reference_property:_Rim2LightColorThemeIndex}", Color) = (0.66, 0.5, 0.48, 1)
		[sRGBWarning(true)] _Rim2ColorTex ("Color / Mask--{condition_showS:_Rim2Style==2,reference_properties:[_Rim2ColorTexPan, _Rim2ColorTexUV]}", 2D) = "white" { }
		[HideInInspector][Vector2] _Rim2ColorTexPan ("Panning", Vector) = (0, 0, 0, 0)
		[HideInInspector][ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos, 5, Local Pos, 8, Polar UV, 6, Distorted UV, 7)] _Rim2ColorTexUV ("UV", Int) = 0
		_Rim2MainStrength ("Main Color Blend--{condition_showS:_Rim2Style==2}", Range(0, 1)) = 0
		_Rim2NormalStrength ("Normal Strength--{condition_showS:_Rim2Style==2}", Range(0, 1)) = 1.0
		_Rim2Border ("Border--{condition_showS:_Rim2Style==2}", Range(0, 1)) = 0.5
		_Rim2Blur ("Blur--{condition_showS:_Rim2Style==2}", Range(0, 1)) = 0.65
		[PowerSlider(3.0)]_Rim2FresnelPower ("Fresnel Power--{condition_showS:_Rim2Style==2}", Range(0.01, 50)) = 3.5
		_Rim2EnableLighting ("Enable Lighting--{condition_showS:_Rim2Style==2}", Range(0, 1)) = 1
		_Rim2ShadowMask ("Shadow Mask--{condition_showS:_Rim2Style==2}", Range(0, 1)) = 0.5
		[ToggleUI]_Rim2BackfaceMask ("Backface Mask--{condition_showS:_Rim2Style==2}", Int) = 1
		_Rim2VRParallaxStrength ("VR Parallax Strength--{condition_showS:_Rim2Style==2}", Range(0, 1)) = 1
		[ThryWideEnum(Normal, 0, Add, 1, Screen, 2, Multiply, 3)]_Rim2BlendMode ("Blend Mode--{condition_showS:_Rim2Style==2}", Int) = 1
		[HideInInspector] s_start_liltoon_rim2_lightdir ("Light Direction--{persistent_expand:true,default_expand:false, condition_showS:_Rim2Style==2}", Float) = 0
		_Rim2DirStrength ("Light direction strength", Range(0, 1)) = 0
		_Rim2DirRange ("Direction Light Width", Range(-1, 1)) = 0
		_Rim2IndirRange ("Indirection Light Width", Range(-1, 1)) = 0
		[HDR][Gamma]_Rim2IndirColor ("Indirection Color", Color) = (1, 1, 1, 1)
		_Rim2IndirBorder ("Indirection Border", Range(0, 1)) = 0.5
		_Rim2IndirBlur ("Indirection Blur", Range(0, 1)) = 0.1
		[HideInInspector] s_end_liltoon_rim2_lightdir ("", Float) = 0
		[HideInInspector] s_start_RimLight1HueShift ("Hue Shift--{reference_property:_Rim2HueShiftEnabled,persistent_expand:true,default_expand:false}", Float) = 0
		[HideInInspector][ToggleUI] _Rim2HueShiftEnabled ("Hue Shift", Float) = 0
		_Rim2HueShiftSpeed ("Shift Speed", Float) = 0
		_Rim2HueShift ("Hue Shift", Range(0, 1)) = 0
		[HideInInspector] s_end_RimLight1HueShift ("Hue Shift", Float) = 0
		[HideInInspector] s_start_RimLight1GlobalMasking ("Alpha & Global Masking--{persistent_expand:true,default_expand:false}", Float) = 0
		[ThryWideEnum(Off, 0, Add, 1, Multiply, 2)]_Rim2ApplyAlpha ("Intensity to Alpha--{ condition_showS:_Rim2Style==0}", Int) = 0
		_Rim2ApplyAlphaBlend ("Intensity to Alpha Blend--{ condition_showS:_Rim2Style==0}", Range(0, 1)) = 1.0
		[ThryWideEnum(Off, 0, 1R, 1, 1G, 2, 1B, 3, 1A, 4, 2R, 5, 2G, 6, 2B, 7, 2A, 8, 3R, 9, 3G, 10, 3B, 11, 3A, 12, 4R, 13, 4G, 14, 4B, 15, 4A, 16)] _Rim2GlobalMask ("Global Mask--{reference_property:_Rim2GlobalMaskBlendType}", Int) = 0
		[HideInInspector][ThryWideEnum(Add, 7, Subtract, 1, Multiply, 2, Divide, 3, Min, 4, Max, 5, Average, 6, Replace, 0)] _Rim2GlobalMaskBlendType ("Blending", Int) = 2
		[ThryWideEnum(Off, 0, 1R, 1, 1G, 2, 1B, 3, 1A, 4, 2R, 5, 2G, 6, 2B, 7, 2A, 8, 3R, 9, 3G, 10, 3B, 11, 3A, 12, 4R, 13, 4G, 14, 4B, 15, 4A, 16)] _Rim2ApplyGlobalMaskIndex ("Apply to Global Mask--{reference_property:_Rim2ApplyGlobalMaskBlendType,condition_showS:_Rim2Style==0}", Int) = 0
		[HideInInspector][ThryWideEnum(Add, 7, Subtract, 1, Multiply, 2, Divide, 3, Min, 4, Max, 5, Average, 6, Replace, 0)] _Rim2ApplyGlobalMaskBlendType ("Blending", Int) = 2
		[HideInInspector] s_end_RimLight1GlobalMasking ("Alpha & Global Masking", Float) = 0
		[HideInInspector] m_start_Rim2AudioLink ("Audio Link ♫--{ condition_showS:_EnableAudioLink==1&&_Rim2Style==0}", Float) = 0
		[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3, Volume, 4)] _AudioLinkRim2WidthBand ("Width Add Band", Int) = 0
		[VectorLabel(Min, Max)] _AudioLinkRim2WidthAdd ("Width Add", Vector) = (0, 0, 0, 0)
		[Space(7)]
		[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3, Volume, 4)] _AudioLinkRim2EmissionBand ("Emission Add Band", Int) = 0
		[VectorLabel(Min, Max)] _AudioLinkRim2EmissionAdd ("Emission Add", Vector) = (0, 0, 0, 0)
		[Space(7)]
		[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3, Volume, 4)] _AudioLinkRim2BrightnessBand ("Brightness Band", Int) = 0
		[VectorLabel(Min, Max)] _AudioLinkRim2BrightnessAdd ("Brightness Add", Vector) = (0, 0, 0, 0)
		[HideInInspector] m_end_Rim2AudioLink ("Audio Link", Float) = 0
		[HideInInspector] m_end_rim2LightOptions ("Rim2 Lighting", Float) = 0
		[HideInInspector] m_OutlineCategory (" Outlines--{reference_property:_EnableOutlines,button_help:{text:Tutorial,action:{type:URL,data:https://www.poiyomi.com/outlines/main},hover:Documentation}}", Float) = 0
		[HideInInspector] m_specialFXCategory ("Special FX", Float) = 0
		[HideInInspector] m_start_emission2Options ("Emission 2--{reference_property:_EnableEmission2,button_help:{text:Tutorial,action:{type:URL,data:https://www.poiyomi.com/special-fx/emission},hover:Documentation}}", Float) = 0
		[HideInInspector][ThryToggle(POI_EMISSION_2)]_EnableEmission2 ("Enable Emission 2", Float) = 0
		[sRGBWarning]_EmissionMask2 ("Emission Mask--{reference_properties:[_EmissionMask2Pan, _EmissionMask2UV, _EmissionMask2Channel, _EmissionMaskInvert2, _EmissionMask2GlobalMask]}", 2D) = "white" { }
		[HideInInspector][Vector2]_EmissionMask2Pan ("Panning", Vector) = (0, 0, 0, 0)
		[HideInInspector][ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos, 5, Local Pos, 8, Polar UV, 6, Distorted UV, 7)] _EmissionMask2UV ("UV", Int) = 0
		[HideInInspector][Enum(R, 0, G, 1, B, 2, A, 3)]_EmissionMask2Channel ("Channel", Float) = 0
		[HideInInspector][ToggleUI]_EmissionMaskInvert2 ("Invert", Float) = 0
		[HideInInspector][ThryWideEnum(Off, 0, 1R, 1, 1G, 2, 1B, 3, 1A, 4, 2R, 5, 2G, 6, 2B, 7, 2A, 8, 3R, 9, 3G, 10, 3B, 11, 3A, 12, 4R, 13, 4G, 14, 4B, 15, 4A, 16)] _EmissionMask2GlobalMask ("Global Mask--{reference_property:_EmissionMask2GlobalMaskBlendType}", Int) = 0
		[HideInInspector][ThryWideEnum(Add, 7, Subtract, 1, Multiply, 2, Divide, 3, Min, 4, Max, 5, Average, 6, Replace, 0)]_EmissionMask2GlobalMaskBlendType ("Blending", Range(0, 1)) = 2
		[HDR]_EmissionColor2 ("Emission Color--{reference_property:_EmissionColor2ThemeIndex}", Color) = (1, 1, 1, 1)
		[HideInInspector][ThryWideEnum(Off, 0, Theme Color 0, 1, Theme Color 1, 2, Theme Color 2, 3, Theme Color 3, 4, ColorChord 0, 5, ColorChord 1, 6, ColorChord 2, 7, ColorChord 3, 8, AL Theme 0, 9, AL Theme 1, 10, AL Theme 2, 11, AL Theme 3, 12)] _EmissionColor2ThemeIndex ("", Int) = 0
		[Gradient]_EmissionMap2 ("Emission Map--{reference_properties:[_EmissionMap2Pan, _EmissionMap2UV]}", 2D) = "white" { }
		[HideInInspector][Vector2]_EmissionMap2Pan ("Panning", Vector) = (0, 0, 0, 0)
		[HideInInspector][ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos, 5, Local Pos, 8, Polar UV, 6, Distorted UV, 7)] _EmissionMap2UV ("UV", Int) = 0
		_EmissionStrength2 ("Emission Strength", Range(0, 20)) = 0
		[ToggleUI]_EmissionBaseColorAsMap2 ("Use Base Colors", Float) = 0
		[ToggleUI]_EmissionReplace2 ("Override Base Color", Float) = 0
		[HideInInspector] s_start_EmissionHueShift2 ("Color Adjust--{reference_property:_EmissionHueShiftEnabled2,persistent_expand:true,default_expand:false}", Float) = 0
		[ToggleUI]_EmissionHueShiftEnabled2 ("Hue Shift", Float) = 0
		_EmissionSaturation2("Saturation", Range(-1, 10)) = 0
		_EmissionHueShift2 ("Hue Shift", Range(0, 1)) = 0
		_EmissionHueShiftSpeed2 ("Hue Shift Speed", Float) = 0
		[HideInInspector] s_end_EmissionHueShift2 ("", Float) = 0
		[HideInInspector] s_start_EmissionCenterOut2 ("Center Out--{reference_property:_EmissionCenterOutEnabled2,persistent_expand:true,default_expand:false}", Float) = 0
		[HideInInspector][ToggleUI]_EmissionCenterOutEnabled2 ("Center Out", Float) = 0
		_EmissionCenterOutSpeed2 ("Flow Speed", Float) = 5
		[HideInInspector] s_end_EmissionCenterOutEnabled2 ("", Float) = 0
		[HideInInspector] s_start_EmissionLightBased2 ("Light Based--{reference_property:_EnableGITDEmission2,persistent_expand:true,default_expand:false}", Float) = 0
		[ToggleUI]_EnableGITDEmission2 ("Light Based", Float) = 0
		[Enum(World, 0, Mesh, 1)] _GITDEWorldOrMesh2 ("Lighting Type", Int) = 0
		_GITDEMinEmissionMultiplier2 ("Min Emission Multiplier", Range(0, 1)) = 1
		_GITDEMaxEmissionMultiplier2 ("Max Emission Multiplier", Range(0, 1)) = 0
		_GITDEMinLight2 ("Min Lighting", Range(0, 1)) = 0
		_GITDEMaxLight2 ("Max Lighting", Range(0, 1)) = 1
		[HideInInspector] s_end_EmissionLightBased2 ("", Float) = 0
		[HideInInspector] s_start_EmissionBlinking2 ("Blinking--{reference_property:_EmissionBlinkingEnabled2,persistent_expand:true,default_expand:false}", Float) = 0
		[HideInInspector][ToggleUI]_EmissionBlinkingEnabled2 ("Blinking", Float) = 0
		_EmissiveBlink_Min2 ("Emissive Blink Min", Float) = 0
		_EmissiveBlink_Max2 ("Emissive Blink Max", Float) = 1
		_EmissiveBlink_Velocity2 ("Emissive Blink Velocity", Float) = 4
		_EmissionBlinkingOffset2 ("Offset", Float) = 0
		[HideInInspector] s_end_EmissionBlinking2 ("", Float) = 0
		[HideInInspector] s_start_EmissionScrolling2 ("Scrolling--{reference_property:_ScrollingEmission2,persistent_expand:true,default_expand:false}", Float) = 0
		[HideInInspector][ToggleUI] _ScrollingEmission2 ("Scrolling", Float) = 0
		[ToggleUI]_EmissionScrollingUseCurve2 ("Use Curve", float) = 0
		[Curve]_EmissionScrollingCurve2 ("Curve--{condition_showS:(_EmissionScrollingUseCurve2==1)}", 2D) = "white" { }
		[ToggleUI]_EmissionScrollingVertexColor2 ("VColor as position", float) = 0
		_EmissiveScroll_Direction2 ("Direction", Vector) = (0, -10, 0, 0)
		_EmissiveScroll_Width2 ("Width", Float) = 10
		_EmissiveScroll_Velocity2 ("Velocity", Float) = 10
		_EmissiveScroll_Interval2 ("Interval", Float) = 20
		_EmissionScrollingOffset2 ("Offset", Float) = 0
		[HideInInspector] s_end_EmissionScrolling2 ("", Float) = 0
		[Space(4)]
		[ThryToggleUI(true)] _EmissionAL2Enabled ("<size=13><b>  Audio Link</b></size>--{ condition_showS:_EnableAudioLink==1}", Float) = 0
		[HideInInspector]s_start_EmissionAL2Multiply ("Strength Multiply--{persistent_expand:true,default_expand:false, condition_showS:(_EmissionAL2Enabled==1 && _EnableAudioLink==1)}", Float) = 0
		[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3, Volume, 4)] _EmissionAL2MultipliersBand ("Emission Multiplier Band", Int) = 0
		[VectorLabel(Min, Max)]_EmissionAL2Multipliers ("Emission Multiplier", Vector) = (1, 1, 0, 0)
		[HideInInspector]s_end_EmissionAL2Multiply ("Strength Multiply", Float) = 0
		[HideInInspector]s_start_EmissionAL2Add ("Strength Add--{persistent_expand:true,default_expand:false, condition_showS:(_EmissionAL2Enabled==1 && _EnableAudioLink==1)}", Float) = 0
		[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3, Volume, 4)] _EmissionAL2StrengthBand ("Band", Int) = 0
		[VectorLabel(Min, Max)]_EmissionAL2StrengthMod ("Strength Add", Vector) = (0, 0, 0, 0)
		[HideInInspector]s_end_EmissionAL2Add ("Strength Add", Float) = 0
		[HideInInspector]s_start_EmissionAL2COut ("Center Out--{persistent_expand:true,default_expand:false, condition_showS:(_EmissionAL2Enabled==1 && _EnableAudioLink==1)}", Float) = 0
		[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3, Volume, 4)] _AudioLinkEmission2CenterOutBand ("Band", Int) = 0[VectorLabel(Min, Max)]
		_AudioLinkEmission2CenterOut ("Strength", Vector) = (0, 0, 0, 0)
		_AudioLinkEmission2CenterOutSize ("Intensity Threshold", Range(0, 1)) = 0
		_AudioLinkEmission2CenterOutDuration ("Duration--{tooltip:''How much AL history is used. Negative values reverse direction''}", Range(-1, 1)) = 1
		[HideInInspector]s_end_EmissionAL2COut ("Center Out", Float) = 0
		[HideInInspector] m_end_emission2Options ("", Float) = 0
		[HideInInspector] m_start_glitter ("Glitter / Sparkle--{reference_property:_GlitterEnable,button_help:{text:Tutorial,action:{type:URL,data:https://www.poiyomi.com/special-fx/glitter},hover:Documentation}}", Float) = 0
		[HideInInspector][ThryToggle(_SUNDISK_SIMPLE)]_GlitterEnable ("Enable Glitter", Float) = 0
		[ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos, 5, Local Pos, 8, Polar UV, 6, Distorted UV, 7)] _GlitterUV ("UV", Int) = 0
		[Enum(Angle, 0, Linear Emission, 1, Light Reflections, 2)]_GlitterMode ("Mode", Int) = 0
		[Enum(Circle, 0, Square, 1)]_GlitterShape ("Shape", Int) = 0
		[Enum(Add, 0, Replace, 1)] _GlitterBlendType ("Blend Mode", Int) = 0
		_GlitterUseNormals ("Use Normals", Range(0, 1)) = 0
		[IntRange]_GlitterLayers ("Layers", Range(1, 4)) = 2
		[HideInInspector] s_start_GlitterColorAndShape ("Shape & Color--{persistent_expand:true,default_expand:true}", Float) = 1
		_GlitterTexture ("Shape Texture", 2D) = "white" { }
		[sRGBWarning(true)]_GlitterColorMap ("Color Map--{reference_properties:[_GlitterColorMapPan, _GlitterColorMapUV]}", 2D) = "white" { }
		[HideInInspector][Vector2]_GlitterColorMapPan ("Panning", Vector) = (0, 0, 0, 0)
		[HideInInspector][ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos, 5, Local Pos, 8, Polar UV, 6, Distorted UV, 7)] _GlitterColorMapUV ("UV", Int) = 0
		[HDR]_GlitterColor ("Color--{reference_property:_GlitterColorThemeIndex}", Color) = (1, 1, 1)
		[HideInInspector][ThryWideEnum(Off, 0, Theme Color 0, 1, Theme Color 1, 2, Theme Color 2, 3, Theme Color 3, 4, ColorChord 0, 5, ColorChord 1, 6, ColorChord 2, 7, ColorChord 3, 8, AL Theme 0, 9, AL Theme 1, 10, AL Theme 2, 11, AL Theme 3, 12)] _GlitterColorThemeIndex ("", Int) = 0
		_GlitterUseSurfaceColor ("Use Base Color", Range(0, 1)) = 0
		[ToggleUI]_GlitterRandomColors ("Random Colors", Float) = 0
		[MultiSlider]_GlitterMinMaxSaturation ("Saturation Range--{condition_showS:(_GlitterRandomColors==1)}", Vector) = (0.8, 1, 0, 1)
		[MultiSlider]_GlitterMinMaxBrightness ("Brightness Range--{condition_showS:(_GlitterRandomColors==1)}", Vector) = (0.8, 1, 0, 1)
		[HideInInspector] s_end_GlitterColorAndShape ("Color", Float) = 0
		[HideInInspector] s_start_GlitterPositionSize ("Position & Size--{persistent_expand:true,default_expand:true}", Float) = 01
		_GlitterFrequency ("Glitter Density", Float) = 300.0
		_GlitterSize ("Glitter Size--{condition_show:(_GlitterRandomSize==0)}", Range(0, 1)) = .3
		[Vector2]_GlitterUVPanning ("Panning", Vector) = (0, 0, 0, 0)
		[ToggleUI]_GlitterRandomLocation ("Random Position", Float) = 1.0
		[ToggleUI]_GlitterRandomSize ("Random Size", Float) = 0
		[MultiSlider]_GlitterMinMaxSize ("Size Range--{condition_show:(_GlitterRandomSize==1)}", Vector) = (0.1, 0.5, 0, 1)
		[HideInInspector] s_end_GlitterPositionSize ("Position & Size", Float) = 0
		[HideInInspector] s_start_GlitterSparkleControl ("Sparkle Control--{persistent_expand:true,default_expand:true}", Float) = 1
		_GlitterMinBrightness ("Glitter Min Brightness", Range(0, 1)) = 0
		_GlitterBrightness ("Glitter Max Brightness", Range(0, 40)) = 3
		_GlitterSpeed ("Speed", Float) = 10.0
		_GlitterAngleRange ("Glitter Angle Range--{condition_showS:(_GlitterMode==0||_GlitterMode==2)}", Range(0, 90)) = 90
		_GlitterBias ("Glitter Bias--{condition_show:(_GlitterMode==0)}", Range(0, 1)) = .8
		_GlitterCenterSize ("dim light--{condition_show:{type:AND,condition1:{type:PROPERTY_BOOL,data:_GlitterMode==1},condition2:{type:PROPERTY_BOOL,data:_GlitterShape==1}}}", Range(0, 1)) = .08
		_GlitterContrast ("Post Contrast--{condition_showS:(_GlitterMode==0||_GlitterMode==2)}", Range(1, 1000)) = 300
		_GlitterJaggyFix ("Distant Jaggy Fix--{condition_show:{type:PROPERTY_BOOL,data:_GlitterShape==1}}", Range(0, .1)) = .0
		[HideInInspector] s_end_GlitterSparkleControl ("Sparkle Control", Float) = 0
		[HideInInspector] s_start_GlitterRotationSection ("Rotations--{persistent_expand:true,default_expand:false}", Float) = 0
		[ToggleUI]_GlitterRandomRotation ("Random Offset", Float) = 0
		_GlitterTextureRotation ("Constant Speed", Float) = 0
		[VectorLabel(Min, Max)]_GlitterRandomRotationSpeed ("Random Speed Range", Vector) = (0, 0, 0, 0)
		[HideInInspector] s_end_GlitterRotationSection ("Rotations", Float) = 0
		[HideInInspector] s_start_GlitterMask ("Masking & Light Masking--{persistent_expand:true,default_expand:false}", Float) = 0
		[sRGBWarning]_GlitterMask ("Glitter Mask--{reference_properties:[_GlitterMaskPan, _GlitterMaskUV, _GlitterMaskChannel, _GlitterMaskInvert]}", 2D) = "white" { }
		[HideInInspector][Vector2]_GlitterMaskPan ("Panning", Vector) = (0, 0, 0, 0)
		[HideInInspector][ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos, 5, Local Pos, 8, Polar UV, 6, Distorted UV, 7)] _GlitterMaskUV ("UV", Int) = 0
		[HideInInspector][Enum(R, 0, G, 1, B, 2, A, 3)]_GlitterMaskChannel ("Channel", Float) = 0
		[HideInInspector][ToggleUI]_GlitterMaskInvert ("Invert", Float) = 0
		_GlitterHideInShadow ("Hide in shadow", Range(0, 1)) = 0
		_GlitterScaleWithLighting ("Scale With Lighting", Range(0, 1)) = 0
		[ThryWideEnum(Off, 0, 1R, 1, 1G, 2, 1B, 3, 1A, 4, 2R, 5, 2G, 6, 2B, 7, 2A, 8, 3R, 9, 3G, 10, 3B, 11, 3A, 12, 4R, 13, 4G, 14, 4B, 15, 4A, 16)] _GlitterMaskGlobalMask ("Global Mask--{reference_property:_GlitterMaskGlobalMaskBlendType}", Int) = 0
		[HideInInspector][ThryWideEnum(Add, 7, Subtract, 1, Multiply, 2, Divide, 3, Min, 4, Max, 5, Average, 6, Replace, 0)]_GlitterMaskGlobalMaskBlendType ("Blending", Range(0, 1)) = 2
		[HideInInspector] s_end_GlitterMask ("Masking", Float) = 0
		[HideInInspector] s_start_GlitterHueShiftSection ("Hue Shift--{reference_property:_GlitterHueShiftEnabled, persistent_expand:true,default_expand:false)}", Float) = 0
		[HideInInspector][ToggleUI]_GlitterHueShiftEnabled ("Enable Hue Shift", Float) = 0
		_GlitterHueShiftSpeed ("Shift Speed", Float) = 0
		_GlitterHueShift ("Hue Shift", Range(0, 1)) = 0
		[HideInInspector] s_end_GlitterHueShiftSection ("Hue Shift--{reference_property:_ShadowBorderMapToggle, persistent_expand:true,default_expand:false)}", Float) = 0
		[HideInInspector] s_start_GlitterAudioLink ("Audio Link ♫--{reference_property:_GlitterALEnabled,persistent_expand:true,default_expand:false, condition_showS:(_EnableAudioLink==1)}", Float) = 0
		[HideInInspector][ToggleUI] _GlitterALEnabled ("Enable Audio Link", Float) = 0
		[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3, Volume, 4)] _GlitterALAlphaAddBand ("Alpha Band", Int) = 0
		[VectorLabel(Min, Max)]_GlitterALAlphaAdd ("Alpha Mod", Vector) = (0, 0, 0, 0)
		[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3, Volume, 4)] _GlitterALMaxBrightnessBand ("Max Brightness Band", Int) = 0
		[VectorLabel(Min, Max)]_GlitterALMaxBrightnessAdd ("Max Brightness Mod", Vector) = (0, 0, 0, 0)
		[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3, Volume, 4)] _GlitterALSizeAddBand ("Size Band", Int) = 0
		[VectorLabel(Min, Max)]_GlitterALSizeAdd ("Size Mod", Vector) = (0, 0, 0, 0)
		[ThryWideEnum(Motion increases as intensity of band increases, 0, Above but Smooth, 1, Motion moves back and forth as a function of intensity, 2, Above but Smoooth, 3, Fixed speed increase when the band is dark Stationary when light, 4, Above but Smooooth, 5, Fixed speed increase when the band is dark Fixed speed decrease when light, 6, Above but Smoooooth, 7)]_GlitterALChronoSparkleSpeedType ("Chrono Sparkle Type", Int) = 0
		[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3, Volume, 4)] _GlitterALChronoSparkleSpeedBand ("Chrono Sparkle Band", Int) = 0
		_GlitterALChronoSparkleSpeed ("Chrono Sparkle Speed", Float) = 0
		[ThryWideEnum(Motion increases as intensity of band increases, 0, Above but Smooth, 1, Motion moves back and forth as a function of intensity, 2, Above but Smoooth, 3, Fixed speed increase when the band is dark Stationary when light, 4, Above but Smooooth, 5, Fixed speed increase when the band is dark Fixed speed decrease when light, 6, Above but Smoooooth, 7)]_GlitterALChronoRotationSpeedType ("Chrono Rotation Type", Int) = 0
		[Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3, Volume, 4)] _GlitterALChronoRotationSpeedBand ("Chrono Rotation Band", Int) = 0
		_GlitterALChronoRotationSpeed ("Chrono Rotation Speed", Float) = 0
		[HideInInspector] s_end_GlitterAudioLink ("Audio Link", Float) = 0
		[HideInInspector] m_end_glitter ("Glitter / Sparkle", Float) = 0
		[HideInInspector] m_modifierCategory ("Global Modifiers & Data", Float) = 0
		[HideInInspector] m_start_PoiGlobalCategory ("Global Data and Masks", Float) = 0
		[HideInInspector] m_start_GlobalThemes ("Global Themes--{button_help:{text:Tutorial,action:{type:URL,data:https://www.poiyomi.com/color-and-normals/global-themes},hover:Documentation}}", Float) = 0
		[HideInInspector] m_start_GlobalThemeColor0 ("Theme Color 0", Float) = 0
		[HDR]_GlobalThemeColor0 ("Theme Color 0",       Color       ) = (1, 1, 1, 1)
		_GlobalThemeHue0        ("Hue Adjust",          Range( 0, 1)) = 0
		_GlobalThemeHueSpeed0   ("Hue Adjust Speed",    Float       ) = 0
		_GlobalThemeSaturation0 ("Saturation Adjust",   Range(-1, 1)) = 0
		_GlobalThemeValue0      ("Value Adjust",        Range(-1, 1)) = 0
		[HideInInspector] m_end_GlobalThemeColor0   ("Theme Color 0", Float) = 0
		[HideInInspector] m_start_GlobalThemeColor1 ("Theme Color 1", Float) = 0
		[HDR]_GlobalThemeColor1 ("Theme Color 1",       Color       ) = (1, 1, 1, 1)
		_GlobalThemeHue1        ("Hue Adjust",          Range( 0, 1)) = 0
		_GlobalThemeHueSpeed1   ("Hue Adjust Speed",    Float       ) = 0
		_GlobalThemeSaturation1 ("Saturation Adjust",   Range(-1, 1)) = 0
		_GlobalThemeValue1      ("Value Adjust",        Range(-1, 1)) = 0
		[HideInInspector] m_end_GlobalThemeColor1   ("Theme Color 1", Float) = 0
		[HideInInspector] m_start_GlobalThemeColor2 ("Theme Color 2", Float) = 0
		[HDR]_GlobalThemeColor2 ("Theme Color 2",       Color       ) = (1, 1, 1, 1)
		_GlobalThemeHue2        ("Hue Adjust",          Range( 0, 1)) = 0
		_GlobalThemeHueSpeed2   ("Hue Adjust Speed",    Float       ) = 0
		_GlobalThemeSaturation2 ("Saturation Adjust",   Range(-1, 1)) = 0
		_GlobalThemeValue2      ("Value Adjust",        Range(-1, 1)) = 0
		[HideInInspector] m_end_GlobalThemeColor2   ("Theme Color 2", Float) = 0
		[HideInInspector] m_start_GlobalThemeColor3 ("Theme Color 3", Float) = 0
		[HDR]_GlobalThemeColor3 ("Theme Color 3",       Color       ) = (1, 1, 1, 1)
		_GlobalThemeHue3        ("Hue Adjust",          Range( 0, 1)) = 0
		_GlobalThemeHueSpeed3   ("Hue Adjust Speed",    Float       ) = 0
		_GlobalThemeSaturation3 ("Saturation Adjust",   Range(-1, 1)) = 0
		_GlobalThemeValue3      ("Value Adjust",        Range(-1, 1)) = 0
		[HideInInspector] m_end_GlobalThemeColor3   ("Theme Color 3", Float) = 0
		[HideInInspector] m_end_GlobalThemes ("Global Themes", Float ) = 0
		[HideInInspector] m_start_GlobalMask ("Global Mask", Float) = 0
		[HideInInspector] m_start_GlobalMaskModifiers ("Modifiers", Float) = 0
		[HideInInspector] m_end_GlobalMaskModifiers ("", Float) = 0
		[HideInInspector] m_end_GlobalMask ("Global Mask", Float) = 0
		[HideInInspector] m_end_PoiGlobalCategory ("Global Data and Masks ", Float) = 0
		[HideInInspector] m_start_PoiUVCategory ("UVs", Float) = 0
		[HideInInspector] m_start_Stochastic ("Stochastic Sampling", Float) = 0
		[KeywordEnum(Deliot Heitz, Hextile, None)] _StochasticMode ("Sampling Mode", Float) = 0
		[HideInInspector] s_start_deliot ("Deliot Heitz--{persistent_expand:true,default_expand:false,condition_show:{type:PROPERTY_BOOL,data:_StochasticMode==0}}", Float) = 0
		_StochasticDeliotHeitzDensity ("Detiling Density", Range(0.1, 10)) = 1
		[HideInInspector] s_end_deliot ("Deliot Heitz", Float) = 0
		[HideInInspector] s_start_hextile ("Hextile--{persistent_expand:true,default_expand:false,condition_show:{type:PROPERTY_BOOL,data:_StochasticMode==1}}", Float) = 0
		_StochasticHexGridDensity ("Hex Grid Density", Range(0.1, 10)) = 1
		_StochasticHexRotationStrength ("Rotation Strength", Range(0, 2)) = 0
		_StochasticHexFallOffContrast("Falloff Contrast", Range(0.01, 0.99)) = 0.6
		_StochasticHexFallOffPower("Falloff Power", Range(0, 20)) = 7
		[HideInInspector] s_end_hextile ("Hextile", Float) = 0
		[HideInInspector] m_end_Stochastic ("Stochastic Sampling", Float) = 0
		[HideInInspector] m_start_uvLocalWorld ("Local World UV", Float) = 0
		[ThryWideEnum(X, 0, Y, 1, Z, 2, Zero, 3, VColor R, 4, VColor G, 5, VColor B, 6, VColor A, 7)] _UVModLocalPos0 ("Local X", Int) = 0
		[ThryWideEnum(X, 0, Y, 1, Z, 2, Zero, 3, VColor R, 4, VColor G, 5, VColor B, 6, VColor A, 7)] _UVModLocalPos1 ("Local Y", Int) = 1
		[Space(10)]
		[ThryWideEnum(X, 0, Y, 1, Z, 2, Zero, 3)] _UVModWorldPos0 ("World X", Int) = 0
		[ThryWideEnum(X, 0, Y, 1, Z, 2, Zero, 3)] _UVModWorldPos1 ("World Y", Int) = 2
		[HideInInspector] m_end_uvLocalWorld ("Local World UV", Float) = 0
		[HideInInspector] m_start_uvPanosphere ("Panosphere UV", Float) = 0
		[ToggleUI] _StereoEnabled ("Stereo Enabled", Float) = 0
		[ToggleUI] _PanoUseBothEyes ("Perspective Correct (VR)", Float) = 1
		[HideInInspector] m_end_uvPanosphere ("Panosphere UV", Float) = 0
		[HideInInspector] m_start_uvPolar ("Polar UV", Float) = 0
		[ThryWideEnum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Panosphere, 4, World Pos, 5, Local Pos, 8)] _PolarUV ("UV", Int) = 0
		[Vector2]_PolarCenter ("Center Coordinate", Vector) = (.5, .5, 0, 0)
		_PolarRadialScale ("Radial Scale", Float) = 1
		_PolarLengthScale ("Length Scale", Float) = 1
		_PolarSpiralPower ("Spiral Power", Float) = 0
		[HideInInspector] m_end_uvPolar ("Polar UV", Float) = 0
		[HideInInspector] m_end_PoiUVCategory ("UVs ", Float) = 0
		[HideInInspector] m_start_PoiPostProcessingCategory ("Post Processing", Float) = 0
		[HideInInspector] m_start_PPAnimations ("PP Animations--{button_help:{text:Tutorial,action:{type:URL,data:https://www.poiyomi.com/post-processing/pp-animations},hover:Documentation}}", Float) = 0
		[Helpbox(1)] _PPHelp ("This section meant for real time adjustments through animations and not to be changed in unity", Int) = 0
		_PPLightingMultiplier ("Lighting Mulitplier", Float) = 1
		_PPLightingAddition ("Lighting Add", Float) = 0
		_PPEmissionMultiplier ("Emission Multiplier", Float) = 1
		_PPFinalColorMultiplier ("Final Color Multiplier", Float) = 1
		[HideInInspector] m_end_PPAnimations ("PP Animations ", Float) = 0
		[HideInInspector] m_end_PoiPostProcessingCategory ("Post Processing ", Float) = 0
		[HideInInspector] m_thirdpartyCategory ("Third Party", Float) = 0
		[HideInInspector] m_renderingCategory ("Rendering--{button_help:{text:Tutorial,action:{type:URL,data:https://www.poiyomi.com/rendering/main},hover:Documentation}}", Float) = 0
		[Enum(UnityEngine.Rendering.CullMode)] _Cull ("Cull", Float) = 2
		[Enum(UnityEngine.Rendering.CompareFunction)] _ZTest ("ZTest", Float) = 4
		[Enum(Off, 0, On, 1)] _ZWrite ("ZWrite", Int) = 1
		[Enum(Thry.ColorMask)] _ColorMask ("Color Mask", Int) = 15
		_OffsetFactor ("Offset Factor", Float) = 0.0
		_OffsetUnits ("Offset Units", Float) = 0.0
		[ToggleUI]_RenderingReduceClipDistance ("Reduce Clip Distance", Float) = 0
		[ToggleUI]_IgnoreFog ("Ignore Fog", Float) = 0
		[ToggleUI]_FlipBackfaceNormals ("Flip Backface Normals", Int) = 1
		[HideInInspector] Instancing ("Instancing", Float) = 0 //add this property for instancing variants settings to be shown
		[ToggleUI] _RenderingEarlyZEnabled ("Early Z", Float) = 0
		[HideInInspector] m_start_blending ("Blending--{button_help:{text:Tutorial,action:{type:URL,data:https://www.poiyomi.com/rendering/blending},hover:Documentation}}", Float) = 0
		[Enum(Thry.BlendOp)]_BlendOp ("RGB Blend Op", Int) = 0
		[Enum(UnityEngine.Rendering.BlendMode)] _SrcBlend ("RGB Source Blend", Int) = 1
		[Enum(UnityEngine.Rendering.BlendMode)] _DstBlend ("RGB Destination Blend", Int) = 0
		[Space][ThryHeaderLabel(Additive Blending, 13)]
		[Enum(Thry.BlendOp)]_AddBlendOp ("RGB Blend Op", Int) = 4
		[Enum(UnityEngine.Rendering.BlendMode)] _AddSrcBlend ("RGB Source Blend", Int) = 1
		[Enum(UnityEngine.Rendering.BlendMode)] _AddDstBlend ("RGB Destination Blend", Int) = 1
		[HideInInspector] m_start_alphaBlending ("Advanced Alpha Blending", Float) = 0
		[Enum(Thry.BlendOp)]_BlendOpAlpha ("Alpha Blend Op", Int) = 0
		[Enum(UnityEngine.Rendering.BlendMode)] _SrcBlendAlpha ("Alpha Source Blend", Int) = 1
		[Enum(UnityEngine.Rendering.BlendMode)] _DstBlendAlpha ("Alpha Destination Blend", Int) = 10
		[Space][ThryHeaderLabel(Additive Blending, 13)]
		[Enum(Thry.BlendOp)]_AddBlendOpAlpha ("Alpha Blend Op", Int) = 4
		[Enum(UnityEngine.Rendering.BlendMode)] _AddSrcBlendAlpha ("Alpha Source Blend", Int) = 0
		[Enum(UnityEngine.Rendering.BlendMode)] _AddDstBlendAlpha ("Alpha Destination Blend", Int) = 1
		[HideInInspector] m_end_alphaBlending ("Advanced Alpha Blending", Float) = 0
		[HideInInspector] m_end_blending ("Blending", Float) = 0
		[HideInInspector] m_start_StencilPassOptions ("Stencil--{button_help:{text:Tutorial,action:{type:URL,data:https://www.poiyomi.com/rendering/stencil},hover:Documentation}}", Float) = 0
		[ThryWideEnum(Simple, 0, Front Face vs Back Face, 1)] _StencilType ("Stencil Type", Float) = 0
		[IntRange] _StencilRef ("Stencil Reference Value", Range(0, 255)) = 0
		[IntRange] _StencilReadMask ("Stencil ReadMask Value", Range(0, 255)) = 255
		[IntRange] _StencilWriteMask ("Stencil WriteMask Value", Range(0, 255)) = 255
		[Enum(UnityEngine.Rendering.StencilOp)] _StencilPassOp ("Stencil Pass Op--{condition_showS:(_StencilType==0)}", Float) = 0
		[Enum(UnityEngine.Rendering.StencilOp)] _StencilFailOp ("Stencil Fail Op--{condition_showS:(_StencilType==0)}", Float) = 0
		[Enum(UnityEngine.Rendering.StencilOp)] _StencilZFailOp ("Stencil ZFail Op--{condition_showS:(_StencilType==0)}", Float) = 0
		[Enum(UnityEngine.Rendering.CompareFunction)] _StencilCompareFunction ("Stencil Compare Function--{condition_showS:(_StencilType==0)}", Float) = 8
		[HideInInspector] m_start_StencilPassBackOptions("Back--{condition_showS:(_StencilType==1)}", Float) = 0
		[Helpbox(1)] _FFBFStencilHelp0 ("Front Face and Back Face Stencils only work when locked in due to Unity's Stencil managment", Int) = 0
		[Enum(UnityEngine.Rendering.StencilOp)] _StencilBackPassOp ("Back Pass Op", Float) = 0
		[Enum(UnityEngine.Rendering.StencilOp)] _StencilBackFailOp ("Back Fail Op", Float) = 0
		[Enum(UnityEngine.Rendering.StencilOp)] _StencilBackZFailOp ("Back ZFail Op", Float) = 0
		[Enum(UnityEngine.Rendering.CompareFunction)] _StencilBackCompareFunction ("Back Compare Function", Float) = 8
		[HideInInspector] m_end_StencilPassBackOptions("Back", Float) = 0
		[HideInInspector] m_start_StencilPassFrontOptions("Front--{condition_showS:(_StencilType==1)}", Float) = 0
		[Helpbox(1)] _FFBFStencilHelp1 ("Front Face and Back Face Stencils only work when locked in due to Unity's Stencil managment", Int) = 0
		[Enum(UnityEngine.Rendering.StencilOp)] _StencilFrontPassOp ("Front Pass Op", Float) = 0
		[Enum(UnityEngine.Rendering.StencilOp)] _StencilFrontFailOp ("Front Fail Op", Float) = 0
		[Enum(UnityEngine.Rendering.StencilOp)] _StencilFrontZFailOp ("Front ZFail Op", Float) = 0
		[Enum(UnityEngine.Rendering.CompareFunction)] _StencilFrontCompareFunction ("Front Compare Function", Float) = 8
		[HideInInspector] m_end_StencilPassFrontOptions("Front", Float) = 0
		[HideInInspector] m_end_StencilPassOptions ("Stencil", Float) = 0
	}
	SubShader
	{
		Tags { "RenderType" = "Opaque" "Queue" = "Geometry" "VRCFallback" = "Standard" }
		Pass
		{
			Name "Base"
			Tags { "LightMode" = "ForwardBase" }
			Stencil
			{
				Ref [_StencilRef]
				ReadMask [_StencilReadMask]
				WriteMask [_StencilWriteMask]
				Comp [_StencilCompareFunction]
				Pass [_StencilPassOp]
				Fail [_StencilFailOp]
				ZFail [_StencilZFailOp]
			}
			ZWrite [_ZWrite]
			Cull [_Cull]
			AlphaToMask [_AlphaToCoverage]
			ZTest [_ZTest]
			ColorMask [_ColorMask]
			Offset [_OffsetFactor], [_OffsetUnits]
			BlendOp [_BlendOp], [_BlendOpAlpha]
			Blend [_SrcBlend] [_DstBlend], [_SrcBlendAlpha] [_DstBlendAlpha]
			CGPROGRAM
 #define COLOR_GRADING_HDR 
 #define POI_EMISSION_2 
 #define POI_RIM2 
 #define VIGNETTE_MASKED 
 #define _CUBEMAP 
 #define _GLOSSYREFLECTIONS_OFF 
 #define _LIGHTINGMODE_FLAT 
 #define _RIM2STYLE_POIYOMI 
 #define _RIMSTYLE_POIYOMI 
 #define _STOCHASTICMODE_DELIOT_HEITZ 
 #define _SUNDISK_SIMPLE 
 #define PROP_BUMPMAP 
 #define PROP_CUBEMAP 
 #define PROP_CUBEMAPMASK 
 #define PROP_GLITTERTEXTURE 
 #define PROP_GLITTERCOLORMAP 
 #define OPTIMIZER_ENABLED 
			#pragma target 5.0
			#pragma skip_variants LIGHTMAP_ON DYNAMICLIGHTMAP_ON LIGHTMAP_SHADOW_MIXING SHADOWS_SHADOWMASK DIRLIGHTMAP_COMBINED _MIXED_LIGHTING_SUBTRACTIVE
			#pragma skip_variants DECALS_OFF DECALS_3RT DECALS_4RT DECAL_SURFACE_GRADIENT _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
			#pragma skip_variants _ADDITIONAL_LIGHT_SHADOWS
			#pragma skip_variants PROBE_VOLUMES_OFF PROBE_VOLUMES_L1 PROBE_VOLUMES_L2
			#pragma skip_variants _SCREEN_SPACE_OCCLUSION
			#pragma multi_compile_fwdbase
			#pragma multi_compile_instancing
			#pragma multi_compile_fog
			#pragma multi_compile _ VERTEXLIGHT_ON
			#define POI_PASS_BASE
			#include "UnityCG.cginc"
			#include "UnityStandardUtils.cginc"
			#include "AutoLight.cginc"
			#include "UnityLightingCommon.cginc"
			#include "UnityPBSLighting.cginc"
			#ifdef POI_PASS_META
			#include "UnityMetaPass.cginc"
			#endif
			#pragma vertex vert
			#pragma fragment frag
			#define DielectricSpec float4(0.04, 0.04, 0.04, 1.0 - 0.04)
			#define PI float(3.14159265359)
			#define Epsilon float(1e-10)
			#define POI2D_SAMPLE_TEX2D_SAMPLERGRAD(tex, samplertex, coord, dx, dy) tex.SampleGrad(sampler##samplertex, coord, dx, dy)
			#define POI2D_SAMPLE_TEX2D_SAMPLERGRADD(tex, samp, uv, pan, dx, dy) tex.SampleGrad(samp, POI_PAN_UV(uv, pan), dx, dy)
			#define POI_PAN_UV(uv, pan) (uv + _Time.x * pan)
			#define POI2D_SAMPLER_PAN(tex, texSampler, uv, pan) (UNITY_SAMPLE_TEX2D_SAMPLER(tex, texSampler, POI_PAN_UV(uv, pan)))
			#define POI2D_SAMPLER_PANGRAD(tex, texSampler, uv, pan, dx, dy) (POI2D_SAMPLE_TEX2D_SAMPLERGRAD(tex, texSampler, POI_PAN_UV(uv, pan), dx, dy))
			#define POI2D_SAMPLER(tex, texSampler, uv) (UNITY_SAMPLE_TEX2D_SAMPLER(tex, texSampler, uv))
			#define POI_SAMPLE_1D_X(tex, samp, uv) tex.Sample(samp, float2(uv, 0.5))
			#define POI2D_SAMPLER_GRAD(tex, texSampler, uv, dx, dy) (POI2D_SAMPLE_TEX2D_SAMPLERGRAD(tex, texSampler, uv, dx, dy))
			#define POI2D_SAMPLER_GRADD(tex, texSampler, uv, dx, dy) tex.SampleGrad(texSampler, uv, dx, dy)
			#define POI2D_PAN(tex, uv, pan) (tex2D(tex, POI_PAN_UV(uv, pan)))
			#define POI2D(tex, uv) (tex2D(tex, uv))
			#define POI_SAMPLE_TEX2D(tex, uv) (UNITY_SAMPLE_TEX2D(tex, uv))
			#define POI_SAMPLE_TEX2D_PAN(tex, uv, pan) (UNITY_SAMPLE_TEX2D(tex, POI_PAN_UV(uv, pan)))
			#define POI_SAMPLE_CUBE_LOD(tex, samp, uv, lod) texCUBElod(tex, float4(uv, 0, lod))
			#if defined(UNITY_STEREO_INSTANCING_ENABLED) || defined(UNITY_STEREO_MULTIVIEW_ENABLED)
			#define POI_SAMPLE_SCREEN(tex, samp, uv)          tex.Sample(samp, float3(uv, unity_StereoEyeIndex))
			#else
			#define POI_SAMPLE_SCREEN(tex, samp, uv)          tex.Sample(samp, uv)
			#endif
			#define POI_SAFE_RGB0 float4(mainTexture.rgb * .0001, 0)
			#define POI_SAFE_RGB1 float4(mainTexture.rgb * .0001, 1)
			#define POI_SAFE_RGBA mainTexture
			#if defined(UNITY_COMPILER_HLSL)
			#define PoiInitStruct(type, name) name = (type)0;
			#else
			#define PoiInitStruct(type, name)
			#endif
			#define POI_ERROR(poiMesh, gridSize) lerp(float3(1, 0, 1), float3(0, 0, 0), fmod(floor((poiMesh.worldPos.x) * gridSize) + floor((poiMesh.worldPos.y) * gridSize) + floor((poiMesh.worldPos.z) * gridSize), 2) == 0)
			#define POI_NAN (asfloat(-1))
			#define POI_MODE_OPAQUE 0
			#define POI_MODE_CUTOUT 1
			#define POI_MODE_FADE 2
			#define POI_MODE_TRANSPARENT 3
			#define POI_MODE_ADDITIVE 4
			#define POI_MODE_SOFTADDITIVE 5
			#define POI_MODE_MULTIPLICATIVE 6
			#define POI_MODE_2XMULTIPLICATIVE 7
			#define POI_MODE_TRANSCLIPPING 9
			float _GrabMode;
			float _Mode;
			float _StochasticDeliotHeitzDensity;
			float _StochasticHexGridDensity;
			float _StochasticHexRotationStrength;
			float _StochasticHexFallOffContrast;
			float _StochasticHexFallOffPower;
			#if defined(PROP_LIGHTINGAOMAPS) || !defined(OPTIMIZER_ENABLED)
			Texture2D _LightingAOMaps;
			#endif
			float4 _LightingAOMaps_ST;
			float2 _LightingAOMapsPan;
			float _LightingAOMapsUV;
			float _LightDataAOStrengthR;
			float _LightDataAOStrengthG;
			float _LightDataAOStrengthB;
			float _LightDataAOStrengthA;
			float _LightDataAOGlobalMaskR;
			float _LightDataAOGlobalMaskBlendTypeR;
			#if defined(PROP_LIGHTINGDETAILSHADOWMAPS) || !defined(OPTIMIZER_ENABLED)
			Texture2D _LightingDetailShadowMaps;
			#endif
			float4 _LightingDetailShadowMaps_ST;
			float2 _LightingDetailShadowMapsPan;
			float _LightingDetailShadowMapsUV;
			float _LightingDetailShadowStrengthR;
			float _LightingDetailShadowStrengthG;
			float _LightingDetailShadowStrengthB;
			float _LightingDetailShadowStrengthA;
			float _LightingAddDetailShadowStrengthR;
			float _LightingAddDetailShadowStrengthG;
			float _LightingAddDetailShadowStrengthB;
			float _LightingAddDetailShadowStrengthA;
			float _LightDataDetailShadowGlobalMaskR;
			float _LightDataDetailShadowGlobalMaskBlendTypeR;
			#if defined(PROP_LIGHTINGSHADOWMASKS) || !defined(OPTIMIZER_ENABLED)
			Texture2D _LightingShadowMasks;
			#endif
			float4 _LightingShadowMasks_ST;
			float2 _LightingShadowMasksPan;
			float _LightingShadowMasksUV;
			float _LightingShadowMaskStrengthR;
			float _LightingShadowMaskStrengthG;
			float _LightingShadowMaskStrengthB;
			float _LightingShadowMaskStrengthA;
			float _LightDataShadowMaskGlobalMaskR;
			float _LightDataShadowMaskGlobalMaskBlendTypeR;
			float _Unlit_Intensity;
			float _LightingColorMode;
			float _LightingMapMode;
			float _LightingDirectionMode;
			float3 _LightngForcedDirection;
			float _LightingViewDirOffsetPitch;
			float _LightingViewDirOffsetYaw;
			float _LightingIndirectUsesNormals;
			float _LightingCapEnabled;
			float _LightingCap;
			float _LightingForceColorEnabled;
			float3 _LightingForcedColor;
			float _LightingForcedColorThemeIndex;
			float _LightingCastedShadows;
			float _LightingMonochromatic;
			float _LightingMinLightBrightness;
			float _LightingAdditiveEnable;
			float _LightingAdditiveLimited;
			float _LightingAdditiveLimit;
			float _LightingAdditiveCastedShadows;
			float _LightingAdditiveMonochromatic;
			float _LightingAdditivePassthrough;
			float _DisableDirectionalInAdd;
			float _LightingVertexLightingEnabled;
			float _LightingMirrorVertexLightingEnabled;
			float _LightDataDebugEnabled;
			float _LightingDebugVisualize;
			float _IgnoreFog;
			float _RenderingReduceClipDistance;
			int _FlipBackfaceNormals;
			float _AddBlendOp;
			float _Cull;
			float4 _Color;
			float _ColorThemeIndex;
			UNITY_DECLARE_TEX2D(_MainTex);
			UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture);
			float _MainPixelMode;
			float4 _MainTex_ST;
			float2 _MainTexPan;
			float _MainTexUV;
			float4 _MainTex_TexelSize;
			float _MainTexStochastic;
			#if defined(PROP_BUMPMAP) || !defined(OPTIMIZER_ENABLED)
			Texture2D _BumpMap;
			#endif
			float4 _BumpMap_ST;
			float2 _BumpMapPan;
			float _BumpMapUV;
			float _BumpScale;
			float _BumpMapStochastic;
			#if defined(PROP_ALPHAMASK) || !defined(OPTIMIZER_ENABLED)
			Texture2D _AlphaMask;
			float4 _AlphaMask_ST;
			float2 _AlphaMaskPan;
			float _AlphaMaskUV;
			float _AlphaMaskInvert;
			float _MainAlphaMaskMode;
			float _AlphaMaskScale;
			float _AlphaMaskValue;
			#endif
			float _Cutoff;
			#ifdef COLOR_GRADING_HDR
			float _MainColorAdjustToggle;
			#if defined(PROP_MAINCOLORADJUSTTEXTURE) || !defined(OPTIMIZER_ENABLED)
			Texture2D _MainColorAdjustTexture;
			#endif
			float4 _MainColorAdjustTexture_ST;
			float2 _MainColorAdjustTexturePan;
			float _MainColorAdjustTextureUV;
			float _MainHueShiftToggle;
			float _MainHueShiftReplace;
			float _MainHueShift;
			float _MainHueShiftSpeed;
			float _Saturation;
			float _MainBrightness;
			float _MainHueALCTEnabled;
			float _MainALHueShiftBand;
			float _MainALHueShiftCTIndex;
			float _MainHueALMotionSpeed;
			float _MainHueGlobalMask;
			float _MainHueGlobalMaskBlendType;
			float _MainSaturationGlobalMask;
			float _MainSaturationGlobalMaskBlendType;
			float _MainBrightnessGlobalMask;
			float _MainBrightnessGlobalMaskBlendType;
			#if defined(PROP_MAINGRADATIONTEX) || !defined(OPTIMIZER_ENABLED)
			Texture2D _MainGradationTex;
			#endif
			float _ColorGradingToggle;
			float _MainGradationStrength;
			#endif
			SamplerState sampler_linear_clamp;
			SamplerState sampler_linear_repeat;
			SamplerState sampler_trilinear_repeat;
			float _AlphaForceOpaque;
			float _AlphaMod;
			float _AlphaPremultiply;
			float _AlphaBoostFA;
			float _AlphaGlobalMask;
			float _AlphaGlobalMaskBlendType;
			float4 _GlobalThemeColor0;
			float4 _GlobalThemeColor1;
			float4 _GlobalThemeColor2;
			float4 _GlobalThemeColor3;
			float _GlobalThemeHue0;
			float _GlobalThemeHue1;
			float _GlobalThemeHue2;
			float _GlobalThemeHue3;
			float _GlobalThemeHueSpeed0;
			float _GlobalThemeHueSpeed1;
			float _GlobalThemeHueSpeed2;
			float _GlobalThemeHueSpeed3;
			float _GlobalThemeSaturation0;
			float _GlobalThemeSaturation1;
			float _GlobalThemeSaturation2;
			float _GlobalThemeSaturation3;
			float _GlobalThemeValue0;
			float _GlobalThemeValue1;
			float _GlobalThemeValue2;
			float _GlobalThemeValue3;
			int _GlobalMaskVertexColorLinearSpace;
			float _StereoEnabled;
			float _PolarUV;
			float2 _PolarCenter;
			float _PolarRadialScale;
			float _PolarLengthScale;
			float _PolarSpiralPower;
			float _PanoUseBothEyes;
			float _UVModWorldPos0;
			float _UVModWorldPos1;
			float _UVModLocalPos0;
			float _UVModLocalPos1;
			float _ShadowStrength;
			float _LightingIgnoreAmbientColor;
			float3 _LightingShadowColor;
			float _ShadingRampedLightMapApplyGlobalMaskIndex;
			float _ShadingRampedLightMapApplyGlobalMaskBlendType;
			float _ShadingRampedLightMapInverseApplyGlobalMaskIndex;
			float _ShadingRampedLightMapInverseApplyGlobalMaskBlendType;
			#ifdef _LIGHTINGMODE_FLAT
			float _ForceFlatRampedLightmap;
			#endif
			float _LightingAdditiveType;
			float _LightingAdditiveGradientStart;
			float _LightingAdditiveGradientEnd;
			float _LightingAdditiveDetailStrength;
			struct MatcapAudioLinkData
			{
				float matcapALEnabled;
				float matcapALAlphaAddBand;
				float4 matcapALAlphaAdd;
				float matcapALEmissionAddBand;
				float4 matcapALEmissionAdd;
				float matcapALIntensityAddBand;
				float4 matcapALIntensityAdd;
				float matcapALChronoPanType;
				float matcapALChronoPanBand;
				float matcapALChronoPanSpeed;
			};
			#ifdef _CUBEMAP
			#if defined(PROP_CUBEMAP) || !defined(OPTIMIZER_ENABLED)
			samplerCUBE _CubeMap;
			float3 _CubeMapRotation;
			float3 _CubeMapRotationPan;
			#endif
			#if defined(PROP_CUBEMAPMASK) || !defined(OPTIMIZER_ENABLED)
			Texture2D _CubeMapMask;
			float4 _CubeMapMask_ST;
			float2 _CubeMapMaskPan;
			float _CubeMapMaskUV;
			float _CubeMapMaskChannel;
			#endif
			float _CubeMapUVMode;
			float _CubeMapWorldNormalsStrength;
			float _CubeMapMaskInvert;
			float _CubeMapMaskGlobalMask;
			float _CubeMapMaskGlobalMaskBlendType;
			float4 _CubeMapColor;
			float _CubeMapColorThemeIndex;
			float _CubeMapIntensity;
			float _CubemapBlendType;
			float _CubeMapBlendAmount;
			float _CubeMapEnable;
			float _CubeMapLightMask;
			float _CubeMapEmissionStrength;
			float _CubeMapNormal;
			float _CubeMapHueShiftEnabled;
			float _CubeMapHueShiftSpeed;
			float _CubeMapHueShift;
			float _CubeMapSaturation;
			float _CubeMapBrightness;
			float _CubeMapContrast;
			float _CubeMapSmoothness;
			#endif
			#ifdef POI_EMISSION_2
			#if defined(PROP_EMISSIONMAP2) || !defined(OPTIMIZER_ENABLED)
			Texture2D _EmissionMap2;
			#endif
			float4 _EmissionMap2_ST;
			float2 _EmissionMap2Pan;
			float _EmissionMap2UV;
			#if defined(PROP_EMISSIONMASK2) || !defined(OPTIMIZER_ENABLED)
			Texture2D _EmissionMask2;
			#endif
			float4 _EmissionMask2_ST;
			float2 _EmissionMask2Pan;
			float _EmissionMask2UV;
			float _EmissionMask2Channel;
			float _EmissionMaskInvert2;
			float _EmissionMask2GlobalMask;
			float _EmissionMask2GlobalMaskBlendType;
			#if defined(PROP_EMISSIONSCROLLINGCURVE2) || !defined(OPTIMIZER_ENABLED)
			Texture2D _EmissionScrollingCurve2;
			#endif
			float4 _EmissionScrollingCurve2_ST;
			float4 _EmissionColor2;
			float _EmissionBaseColorAsMap2;
			float _EmissionStrength2;
			float _EnableEmission2;
			float _EmissionHueShift2;
			float _EmissionHueShiftSpeed2;
			float4 _EmissiveScroll_Direction2;
			float _EmissiveScroll_Width2;
			float _EmissiveScroll_Velocity2;
			float _EmissiveScroll_Interval2;
			float _EmissionBlinkingEnabled2;
			float _EmissiveBlink_Min2;
			float _EmissiveBlink_Max2;
			float _EmissiveBlink_Velocity2;
			float _ScrollingEmission2;
			float _EnableGITDEmission2;
			float _GITDEMinEmissionMultiplier2;
			float _GITDEMaxEmissionMultiplier2;
			float _GITDEMinLight2;
			float _GITDEMaxLight2;
			float _GITDEWorldOrMesh2;
			float _EmissionCenterOutEnabled2;
			float _EmissionCenterOutSpeed2;
			float _EmissionHueShiftEnabled2;
			float _EmissionSaturation2;
			float _EmissionBlinkingOffset2;
			float _EmissionScrollingOffset2;
			float _EmissionScrollingVertexColor2;
			float _EmissionScrollingUseCurve2;
			float _EmissionReplace2;
			float _EmissionColor2ThemeIndex;
			float _EmissionAL2Enabled;
			float2 _EmissionAL2StrengthMod;
			float _EmissionAL2StrengthBand;
			float2 _AudioLinkEmission2CenterOut;
			float _AudioLinkEmission2CenterOutSize;
			float _AudioLinkEmission2CenterOutBand;
			float _AudioLinkEmission2CenterOutDuration;
			float2 _EmissionAL2Multipliers;
			float _EmissionAL2MultipliersBand;
			#endif
			#ifdef _GLOSSYREFLECTIONS_OFF
			float _Is_NormalMapToRimLight;
			float4 _RimLightColor;
			float _RimLightColorThemeIndex;
			#ifdef _RIMSTYLE_POIYOMI
			float _RimLightingInvert;
			float _RimWidth;
			float _RimStrength;
			float _RimSharpness;
			float _RimBaseColorMix;
			float _EnableRimLighting;
			float _RimWidthNoiseStrength;
			float4 _RimShadowAlpha;
			float _RimShadowWidth;
			float _RimBlendStrength;
			float _RimPoiBlendMode;
			float _RimShadowToggle;
			float _RimPower;
			float _RimShadowMaskStrength;
			float _RimShadowMaskRampType;
			float _RimShadowMaskInvert;
			float _RimBrightness;
			#if defined(PROP_RIMTEX) || !defined(OPTIMIZER_ENABLED)
			Texture2D _RimTex;
			#endif
			float4 _RimTex_ST;
			float2 _RimTexPan;
			float _RimTexUV;
			#if defined(PROP_RIMMASK) || !defined(OPTIMIZER_ENABLED)
			Texture2D _RimMask;
			#endif
			float4 _RimMask_ST;
			float2 _RimMaskPan;
			float _RimMaskUV;
			float _RimMaskChannel;
			float _RimMaskInvert;
			float _RimBiasIntensity;
			int _RimApplyAlpha;
			float _RimApplyAlphaBlend;
			#ifdef POI_AUDIOLINK
			half _AudioLinkRimWidthBand;
			float2 _AudioLinkRimWidthAdd;
			half _AudioLinkRimEmissionBand;
			float2 _AudioLinkRimEmissionAdd;
			half _AudioLinkRimBrightnessBand;
			float2 _AudioLinkRimBrightnessAdd;
			#endif
			#endif
			float _RimGlobalMask;
			float _RimGlobalMaskBlendType;
			float _RimApplyGlobalMaskIndex;
			float _RimApplyGlobalMaskBlendType;
			float _RimHueShiftEnabled;
			float _RimHueShiftSpeed;
			float _RimHueShift;
			#endif
			#ifdef POI_RIM2
			float _Is_NormalMapToRim2Light;
			float4 _Rim2LightColor;
			float _Rim2LightColorThemeIndex;
			#ifdef _RIM2STYLE_POIYOMI
			float _Rim2LightingInvert;
			float _Rim2Width;
			float _Rim2Strength;
			float _Rim2Sharpness;
			float _Rim2BaseColorMix;
			float _EnableRim2Lighting;
			float _Rim2WidthNoiseStrength;
			float4 _Rim2ShadowAlpha;
			float _Rim2ShadowWidth;
			float _Rim2BlendStrength;
			float _RimPoi2BlendMode;
			float _Rim2ShadowToggle;
			float _Rim2Power;
			float _Rim2ShadowMaskStrength;
			float _Rim2ShadowMaskRampType;
			float _Rim2ShadowMaskInvert;
			float _Rim2Brightness;
			#if defined(PROP_RIM2TEX) || !defined(OPTIMIZER_ENABLED)
			Texture2D _Rim2Tex;
			#endif
			float4 _Rim2Tex_ST;
			float2 _Rim2TexPan;
			float _Rim2TexUV;
			#if defined(PROP_RIM2MASK) || !defined(OPTIMIZER_ENABLED)
			Texture2D _Rim2Mask;
			#endif
			float4 _Rim2Mask_ST;
			float2 _Rim2MaskPan;
			float _Rim2MaskUV;
			float _Rim2MaskChannel;
			float _Rim2MaskInvert;
			float _Rim2BiasIntensity;
			int _Rim2ApplyAlpha;
			float _Rim2ApplyAlphaBlend;
			#if defined(PROP_RIM2WIDTHNOISETEXTURE) || !defined(OPTIMIZER_ENABLED)
			Texture2D _Rim2WidthNoiseTexture;
			#endif
			#ifdef POI_AUDIOLINK
			half _AudioLinkRim2WidthBand;
			float2 _AudioLinkRim2WidthAdd;
			half _AudioLinkRim2EmissionBand;
			float2 _AudioLinkRim2EmissionAdd;
			half _AudioLinkRim2BrightnessBand;
			float2 _AudioLinkRim2BrightnessAdd;
			#endif
			#endif
			float _Rim2GlobalMask;
			float _Rim2GlobalMaskBlendType;
			float _Rim2ApplyGlobalMaskIndex;
			float _Rim2ApplyGlobalMaskBlendType;
			float _Rim2HueShiftEnabled;
			float _Rim2HueShiftSpeed;
			float _Rim2HueShift;
			#endif
			#ifdef _SUNDISK_SIMPLE
			float4 _GlitterRandomRotationSpeed;
			float _GlitterLayers;
			float _GlitterUseNormals;
			float _GlitterUV;
			float4 _GlitterColor;
			float _GlitterColorThemeIndex;
			float2 _GlitterPan;
			half _GlitterSpeed;
			half _GlitterBrightness;
			float _GlitterFrequency;
			float _GlitterRandomLocation;
			half _GlitterSize;
			half _GlitterContrast;
			half _GlitterAngleRange;
			half _GlitterMinBrightness;
			half _GlitterBias;
			fixed _GlitterUseSurfaceColor;
			float _GlitterBlendType;
			float _GlitterMode;
			float _GlitterShape;
			float _GlitterCenterSize;
			float _GlitterJaggyFix;
			float _GlitterTextureRotation;
			float2 _GlitterUVPanning;
			float _GlitterHueShiftEnabled;
			float _GlitterHueShiftSpeed;
			float _GlitterHueShift;
			float _GlitterHideInShadow;
			float _GlitterScaleWithLighting;
			float _GlitterRandomColors;
			float2 _GlitterMinMaxSaturation;
			float2 _GlitterMinMaxBrightness;
			float _GlitterRandomSize;
			float4 _GlitterMinMaxSize;
			float _GlitterRandomRotation;
			#if defined(PROP_GLITTERMASK) || !defined(OPTIMIZER_ENABLED)
			Texture2D _GlitterMask;
			#endif
			float4 _GlitterMask_ST;
			float2 _GlitterMaskPan;
			float _GlitterMaskUV;
			float _GlitterMaskChannel;
			float _GlitterMaskInvert;
			float _GlitterMaskGlobalMask;
			float _GlitterMaskGlobalMaskBlendType;
			#if defined(PROP_GLITTERCOLORMAP) || !defined(OPTIMIZER_ENABLED)
			Texture2D _GlitterColorMap;
			#endif
			float4 _GlitterColorMap_ST;
			float2 _GlitterColorMapPan;
			float _GlitterColorMapUV;
			#if defined(PROP_GLITTERTEXTURE) || !defined(OPTIMIZER_ENABLED)
			Texture2D _GlitterTexture;
			#endif
			float4 _GlitterTexture_ST;
			float2 _GlitterTexturePan;
			float _GlitterTextureUV;
			float _GlitterALEnabled;
			float _GlitterALAlphaAddBand;
			float4 _GlitterALAlphaAdd;
			float _GlitterALMinBrightnessBand;
			float4 _GlitterALMinBrightnessAdd;
			float _GlitterALMaxBrightnessBand;
			float4 _GlitterALMaxBrightnessAdd;
			float _GlitterALSizeAddBand;
			float4 _GlitterALSizeAdd;
			float _GlitterALChronoSparkleSpeedType;
			float _GlitterALChronoSparkleSpeedBand;
			float _GlitterALChronoSparkleSpeed;
			float _GlitterALChronoRotationSpeedType;
			float _GlitterALChronoRotationSpeedBand;
			float _GlitterALChronoRotationSpeed;
			#endif
			float _PPLightingMultiplier;
			float _PPLightingAddition;
			float _PPEmissionMultiplier;
			float _PPFinalColorMultiplier;
			struct appdata
			{
				float4 vertex : POSITION;
				float3 normal : NORMAL;
				float4 tangent : TANGENT;
				float4 color : COLOR;
				float2 uv0 : TEXCOORD0;
				float2 uv1 : TEXCOORD1;
				float2 uv2 : TEXCOORD2;
				float2 uv3 : TEXCOORD3;
				uint vertexId : SV_VertexID;
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};
			struct VertexOut
			{
				float4 pos : SV_POSITION;
				float4 uv[2] : TEXCOORD0;
				float3 normal : TEXCOORD2;
				float4 tangent : TEXCOORD3;
				float4 worldPos : TEXCOORD4;
				float4 localPos : TEXCOORD5;
				float4 vertexColor : TEXCOORD6;
				float4 lightmapUV : TEXCOORD7;
				float2 fogCoord: TEXCOORD10;
				UNITY_SHADOW_COORDS(11)
				UNITY_VERTEX_INPUT_INSTANCE_ID
				UNITY_VERTEX_OUTPUT_STEREO
			};
			struct PoiMesh
			{
				float3 normals[2];
				float3 objNormal;
				float3 tangentSpaceNormal;
				float3 binormal[2];
				float3 tangent[2];
				float3 worldPos;
				float3 localPos;
				float3 objectPosition;
				float isFrontFace;
				float4 vertexColor;
				float4 lightmapUV;
				float2 uv[9];
				float2 parallaxUV;
				float2 dx;
				float2 dy;
			};
			struct PoiCam
			{
				float3 viewDir;
				float3 forwardDir;
				float3 worldPos;
				float distanceToVert;
				float4 clipPos;
				float4 screenSpacePosition;
				float3 reflectionDir;
				float3 vertexReflectionDir;
				float3 tangentViewDir;
				float4 posScreenSpace;
				float2 posScreenPixels;
				float2 screenUV;
				float vDotN;
				float4 worldDirection;
			};
			struct PoiMods
			{
				float4 Mask;
				float audioLink[5];
				float audioLinkAvailable;
				float audioLinkVersion;
				float4 audioLinkTexture;
				float2 detailMask;
				float2 backFaceDetailIntensity;
				float globalEmission;
				float4 globalColorTheme[12];
				float globalMask[16];
				float ALTime[8];
			};
			struct PoiLight
			{
				float3 direction;
				float attenuation;
				float attenuationStrength;
				float3 directColor;
				float3 indirectColor;
				float occlusion;
				float shadowMask;
				float detailShadow;
				float3 halfDir;
				float lightMap;
				float lightMapNoAttenuation;
				float3 rampedLightMap;
				float vertexNDotL;
				float nDotL;
				float nDotV;
				float vertexNDotV;
				float nDotH;
				float vertexNDotH;
				float lDotv;
				float lDotH;
				float nDotLSaturated;
				float nDotLNormalized;
				#ifdef POI_PASS_ADD
				float additiveShadow;
				#endif
				float3 finalLighting;
				float3 finalLightAdd;
				float3 LTCGISpecular;
				float3 LTCGIDiffuse;
				float directLuminance;
				float indirectLuminance;
				float finalLuminance;
				#if defined(VERTEXLIGHT_ON)
				float4 vDotNL;
				float4 vertexVDotNL;
				float3 vColor[4];
				float4 vCorrectedDotNL;
				float4 vAttenuation;
				float4 vSaturatedDotNL;
				float3 vPosition[4];
				float3 vDirection[4];
				float3 vFinalLighting;
				float3 vHalfDir[4];
				half4 vDotNH;
				half4 vertexVDotNH;
				half4 vDotLH;
				#endif
			};
			struct PoiVertexLights
			{
				float3 direction;
				float3 color;
				float attenuation;
			};
			struct PoiFragData
			{
				float smoothness;
				float smoothness2;
				float metallic;
				float specularMask;
				float reflectionMask;
				float3 baseColor;
				float3 finalColor;
				float alpha;
				float3 emission;
				float toggleVertexLights;
			};
			float4 poiTransformClipSpacetoScreenSpaceFrag(float4 clipPos)
			{
				float4 positionSS = float4(clipPos.xyz * clipPos.w, clipPos.w);
				positionSS.xy = positionSS.xy / _ScreenParams.xy;
				return positionSS;
			}
			#ifndef glsl_mod
			#define glsl_mod(x, y) (((x) - (y) * floor((x) / (y))))
			#endif
			uniform float random_uniform_float_only_used_to_stop_compiler_warnings = 0.0f;
			float2 poiUV(float2 uv, float4 tex_st)
			{
				return uv * tex_st.xy + tex_st.zw;
			}
			float2 vertexUV(in VertexOut o, int index)
			{
				switch(index)
				{
					case 0:
					return o.uv[0].xy;
					case 1:
					return o.uv[0].zw;
					case 2:
					return o.uv[1].xy;
					case 3:
					return o.uv[1].zw;
					default:
					return o.uv[0].xy;
				}
			}
			float2 vertexUV(in appdata v, int index)
			{
				switch(index)
				{
					case 0:
					return v.uv0.xy;
					case 1:
					return v.uv1.xy;
					case 2:
					return v.uv2.xy;
					case 3:
					return v.uv3.xy;
					default:
					return v.uv0.xy;
				}
			}
			float calculateluminance(float3 color)
			{
				return color.r * 0.299 + color.g * 0.587 + color.b * 0.114;
			}
			float _VRChatCameraMode;
			float _VRChatMirrorMode;
			float VRCCameraMode()
			{
				return _VRChatCameraMode;
			}
			float VRCMirrorMode()
			{
				return _VRChatMirrorMode;
			}
			bool IsInMirror()
			{
				return unity_CameraProjection[2][0] != 0.f || unity_CameraProjection[2][1] != 0.f;
			}
			bool IsOrthographicCamera()
			{
				return unity_OrthoParams.w == 1 || UNITY_MATRIX_P[3][3] == 1;
			}
			float shEvaluateDiffuseL1Geomerics_local(float L0, float3 L1, float3 n)
			{
				float R0 = max(0, L0);
				float3 R1 = 0.5f * L1;
				float lenR1 = length(R1);
				float q = dot(normalize(R1), n) * 0.5 + 0.5;
				q = saturate(q); // Thanks to ScruffyRuffles for the bug identity.
				float p = 1.0f + 2.0f * lenR1 / R0;
				float a = (1.0f - lenR1 / R0) / (1.0f + lenR1 / R0);
				return R0 * (a + (1.0f - a) * (p + 1.0f) * pow(q, p));
			}
			half3 BetterSH9(half4 normal)
			{
				float3 indirect;
				float3 L0 = float3(unity_SHAr.w, unity_SHAg.w, unity_SHAb.w) + float3(unity_SHBr.z, unity_SHBg.z, unity_SHBb.z) / 3.0;
				indirect.r = shEvaluateDiffuseL1Geomerics_local(L0.r, unity_SHAr.xyz, normal.xyz);
				indirect.g = shEvaluateDiffuseL1Geomerics_local(L0.g, unity_SHAg.xyz, normal.xyz);
				indirect.b = shEvaluateDiffuseL1Geomerics_local(L0.b, unity_SHAb.xyz, normal.xyz);
				indirect = max(0, indirect);
				indirect += SHEvalLinearL2(normal);
				return indirect;
			}
			float3 getCameraForward()
			{
				#if UNITY_SINGLE_PASS_STEREO
				float3 p1 = mul(unity_StereoCameraToWorld[0], float4(0, 0, 1, 1));
				float3 p2 = mul(unity_StereoCameraToWorld[0], float4(0, 0, 0, 1));
				#else
				float3 p1 = mul(unity_CameraToWorld, float4(0, 0, 1, 1)).xyz;
				float3 p2 = mul(unity_CameraToWorld, float4(0, 0, 0, 1)).xyz;
				#endif
				return normalize(p2 - p1);
			}
			half3 GetSHLength()
			{
				half3 x, x1;
				x.r = length(unity_SHAr);
				x.g = length(unity_SHAg);
				x.b = length(unity_SHAb);
				x1.r = length(unity_SHBr);
				x1.g = length(unity_SHBg);
				x1.b = length(unity_SHBb);
				return x + x1;
			}
			float3 BoxProjection(float3 direction, float3 position, float4 cubemapPosition, float3 boxMin, float3 boxMax)
			{
				#if UNITY_SPECCUBE_BOX_PROJECTION
				if (cubemapPosition.w > 0)
				{
					float3 factors = ((direction > 0 ? boxMax : boxMin) - position) / direction;
					float scalar = min(min(factors.x, factors.y), factors.z);
					direction = direction * scalar + (position - cubemapPosition.xyz);
				}
				#endif
				return direction;
			}
			float poiMax(float2 i)
			{
				return max(i.x, i.y);
			}
			float poiMax(float3 i)
			{
				return max(max(i.x, i.y), i.z);
			}
			float poiMax(float4 i)
			{
				return max(max(max(i.x, i.y), i.z), i.w);
			}
			float3 calculateNormal(in float3 baseNormal, in PoiMesh poiMesh, in Texture2D normalTexture, in float4 normal_ST, in float2 normalPan, in float normalUV, in float normalIntensity)
			{
				float3 normal = UnpackScaleNormal(POI2D_SAMPLER_PAN(normalTexture, _MainTex, poiUV(poiMesh.uv[normalUV], normal_ST), normalPan), normalIntensity);
				return normalize(
				normal.x * poiMesh.tangent[0] +
				normal.y * poiMesh.binormal[0] +
				normal.z * baseNormal
				);
			}
			float remap(float x, float minOld, float maxOld, float minNew = 0, float maxNew = 1)
			{
				return minNew + (x - minOld) * (maxNew - minNew) / (maxOld - minOld);
			}
			float2 remap(float2 x, float2 minOld, float2 maxOld, float2 minNew = 0, float2 maxNew = 1)
			{
				return minNew + (x - minOld) * (maxNew - minNew) / (maxOld - minOld);
			}
			float3 remap(float3 x, float3 minOld, float3 maxOld, float3 minNew = 0, float3 maxNew = 1)
			{
				return minNew + (x - minOld) * (maxNew - minNew) / (maxOld - minOld);
			}
			float4 remap(float4 x, float4 minOld, float4 maxOld, float4 minNew = 0, float4 maxNew = 1)
			{
				return minNew + (x - minOld) * (maxNew - minNew) / (maxOld - minOld);
			}
			float remapClamped(float minOld, float maxOld, float x, float minNew = 0, float maxNew = 1)
			{
				return clamp(minNew + (x - minOld) * (maxNew - minNew) / (maxOld - minOld), minNew, maxNew);
			}
			float2 remapClamped(float2 minOld, float2 maxOld, float2 x, float2 minNew, float2 maxNew)
			{
				return clamp(minNew + (x - minOld) * (maxNew - minNew) / (maxOld - minOld), minNew, maxNew);
			}
			float3 remapClamped(float3 minOld, float3 maxOld, float3 x, float3 minNew, float3 maxNew)
			{
				return clamp(minNew + (x - minOld) * (maxNew - minNew) / (maxOld - minOld), minNew, maxNew);
			}
			float4 remapClamped(float4 minOld, float4 maxOld, float4 x, float4 minNew, float4 maxNew)
			{
				return clamp(minNew + (x - minOld) * (maxNew - minNew) / (maxOld - minOld), minNew, maxNew);
			}
			float2 calcParallax(in float height, in PoiCam poiCam)
			{
				return ((height * - 1) + 1) * (poiCam.tangentViewDir.xy / poiCam.tangentViewDir.z);
			}
			float4 poiBlend(const float sourceFactor, const  float4 sourceColor, const  float destinationFactor, const  float4 destinationColor, const float4 blendFactor)
			{
				float4 sA = 1 - blendFactor;
				const float4 blendData[11] = {
					float4(0.0, 0.0, 0.0, 0.0),
					float4(1.0, 1.0, 1.0, 1.0),
					destinationColor,
					sourceColor,
					float4(1.0, 1.0, 1.0, 1.0) - destinationColor,
					sA,
					float4(1.0, 1.0, 1.0, 1.0) - sourceColor,
					sA,
					float4(1.0, 1.0, 1.0, 1.0) - sA,
					saturate(sourceColor.aaaa),
					1 - sA,
				};
				return lerp(blendData[sourceFactor] * sourceColor + blendData[destinationFactor] * destinationColor, sourceColor, sA);
			}
			float blendAverage(float base, float blend)
			{
				return (base + blend) / 2.0;
			}
			float3 blendAverage(float3 base, float3 blend)
			{
				return (base + blend) / 2.0;
			}
			float blendColorBurn(float base, float blend)
			{
				return (blend == 0.0) ? blend : max((1.0 - ((1.0 - base) * rcp(random_uniform_float_only_used_to_stop_compiler_warnings + blend))), 0.0);
			}
			float3 blendColorBurn(float3 base, float3 blend)
			{
				return float3(blendColorBurn(base.r, blend.r), blendColorBurn(base.g, blend.g), blendColorBurn(base.b, blend.b));
			}
			float blendColorDodge(float base, float blend)
			{
				return (blend == 1.0) ? blend : min(base / (1.0 - blend), 1.0);
			}
			float3 blendColorDodge(float3 base, float3 blend)
			{
				return float3(blendColorDodge(base.r, blend.r), blendColorDodge(base.g, blend.g), blendColorDodge(base.b, blend.b));
			}
			float blendDarken(float base, float blend)
			{
				return min(blend, base);
			}
			float3 blendDarken(float3 base, float3 blend)
			{
				return float3(blendDarken(base.r, blend.r), blendDarken(base.g, blend.g), blendDarken(base.b, blend.b));
			}
			float blendExclusion(float base, float blend)
			{
				return base + blend - 2.0 * base * blend;
			}
			float3 blendExclusion(float3 base, float3 blend)
			{
				return base + blend - 2.0 * base * blend;
			}
			float blendReflect(float base, float blend)
			{
				return (blend == 1.0) ? blend : min(base * base / (1.0 - blend), 1.0);
			}
			float3 blendReflect(float3 base, float3 blend)
			{
				return float3(blendReflect(base.r, blend.r), blendReflect(base.g, blend.g), blendReflect(base.b, blend.b));
			}
			float blendGlow(float base, float blend)
			{
				return blendReflect(blend, base);
			}
			float3 blendGlow(float3 base, float3 blend)
			{
				return blendReflect(blend, base);
			}
			float blendOverlay(float base, float blend)
			{
				return base < 0.5 ? (2.0 * base * blend) : (1.0 - 2.0 * (1.0 - base) * (1.0 - blend));
			}
			float3 blendOverlay(float3 base, float3 blend)
			{
				return float3(blendOverlay(base.r, blend.r), blendOverlay(base.g, blend.g), blendOverlay(base.b, blend.b));
			}
			float blendHardLight(float base, float blend)
			{
				return blendOverlay(blend, base);
			}
			float3 blendHardLight(float3 base, float3 blend)
			{
				return blendOverlay(blend, base);
			}
			float blendVividLight(float base, float blend)
			{
				return (blend < 0.5) ? blendColorBurn(base, (2.0 * blend)) : blendColorDodge(base, (2.0 * (blend - 0.5)));
			}
			float3 blendVividLight(float3 base, float3 blend)
			{
				return float3(blendVividLight(base.r, blend.r), blendVividLight(base.g, blend.g), blendVividLight(base.b, blend.b));
			}
			float blendHardMix(float base, float blend)
			{
				return (blendVividLight(base, blend) < 0.5) ? 0.0 : 1.0;
			}
			float3 blendHardMix(float3 base, float3 blend)
			{
				return float3(blendHardMix(base.r, blend.r), blendHardMix(base.g, blend.g), blendHardMix(base.b, blend.b));
			}
			float blendLighten(float base, float blend)
			{
				return max(blend, base);
			}
			float3 blendLighten(float3 base, float3 blend)
			{
				return float3(blendLighten(base.r, blend.r), blendLighten(base.g, blend.g), blendLighten(base.b, blend.b));
			}
			float blendLinearBurn(float base, float blend)
			{
				return max(base + blend - 1.0, 0.0);
			}
			float3 blendLinearBurn(float3 base, float3 blend)
			{
				return max(base + blend - float3(1.0, 1.0, 1.0), float3(0.0, 0.0, 0.0));
			}
			float blendLinearDodge(float base, float blend)
			{
				return min(base + blend, 1.0);
			}
			float3 blendLinearDodge(float3 base, float3 blend)
			{
				return base + blend;
			}
			float blendLinearLight(float base, float blend)
			{
				return blend < 0.5 ? blendLinearBurn(base, (2.0 * blend)) : blendLinearDodge(base, (2.0 * (blend - 0.5)));
			}
			float3 blendLinearLight(float3 base, float3 blend)
			{
				return float3(blendLinearLight(base.r, blend.r), blendLinearLight(base.g, blend.g), blendLinearLight(base.b, blend.b));
			}
			float blendMultiply(float base, float blend)
			{
				return base * blend;
			}
			float3 blendMultiply(float3 base, float3 blend)
			{
				return base * blend;
			}
			float blendNegation(float base, float blend)
			{
				return 1.0 - abs(1.0 - base - blend);
			}
			float3 blendNegation(float3 base, float3 blend)
			{
				return float3(1.0, 1.0, 1.0) - abs(float3(1.0, 1.0, 1.0) - base - blend);
			}
			float blendNormal(float base, float blend)
			{
				return blend;
			}
			float3 blendNormal(float3 base, float3 blend)
			{
				return blend;
			}
			float blendPhoenix(float base, float blend)
			{
				return min(base, blend) - max(base, blend) + 1.0;
			}
			float3 blendPhoenix(float3 base, float3 blend)
			{
				return min(base, blend) - max(base, blend) + float3(1.0, 1.0, 1.0);
			}
			float blendPinLight(float base, float blend)
			{
				return (blend < 0.5) ? blendDarken(base, (2.0 * blend)) : blendLighten(base, (2.0 * (blend - 0.5)));
			}
			float3 blendPinLight(float3 base, float3 blend)
			{
				return float3(blendPinLight(base.r, blend.r), blendPinLight(base.g, blend.g), blendPinLight(base.b, blend.b));
			}
			float blendScreen(float base, float blend)
			{
				return 1.0 - ((1.0 - base) * (1.0 - blend));
			}
			float3 blendScreen(float3 base, float3 blend)
			{
				return float3(blendScreen(base.r, blend.r), blendScreen(base.g, blend.g), blendScreen(base.b, blend.b));
			}
			float blendSoftLight(float base, float blend)
			{
				return (blend < 0.5) ? (2.0 * base * blend + base * base * (1.0 - 2.0 * blend)) : (sqrt(base) * (2.0 * blend - 1.0) + 2.0 * base * (1.0 - blend));
			}
			float3 blendSoftLight(float3 base, float3 blend)
			{
				return float3(blendSoftLight(base.r, blend.r), blendSoftLight(base.g, blend.g), blendSoftLight(base.b, blend.b));
			}
			float blendSubtract(float base, float blend)
			{
				return max(base - blend, 0.0);
			}
			float3 blendSubtract(float3 base, float3 blend)
			{
				return max(base - blend, 0.0);
			}
			float blendDifference(float base, float blend)
			{
				return abs(base - blend);
			}
			float3 blendDifference(float3 base, float3 blend)
			{
				return abs(base - blend);
			}
			float blendDivide(float base, float blend)
			{
				return base / max(blend, 0.0001);
			}
			float3 blendDivide(float3 base, float3 blend)
			{
				return base / max(blend, 0.0001);
			}
			float blendMixed(float base, float blend)
			{
				return base + base * blend;
			}
			float3 blendMixed(float3 base, float3 blend)
			{
				return base + base * blend;
			}
			float3 customBlend(float3 base, float3 blend, float blendType, float alpha = 1)
			{
				float3 output = base;
				switch(blendType)
				{
					case 0: output = lerp(base, blend, alpha); break;
					case 1: output = lerp(base, blendDarken(base, blend), alpha); break;
					case 2: output = base * lerp(1, blend, alpha); break;
					case 5: output = lerp(base, blendLighten(base, blend), alpha); break;
					case 6: output = lerp(base, blendScreen(base, blend), alpha); break;
					case 7: output = blendSubtract(base, blend * alpha); break;
					case 8: output = lerp(base, blendLinearDodge(base, blend), alpha); break;
					case 9: output = lerp(base, blendOverlay(base, blend), alpha); break;
					case 20: output = lerp(base, blendMixed(base, blend), alpha); break;
					default: output = 0; break;
				}
				return output;
			}
			float3 customBlend(float base, float blend, float blendType, float alpha = 1)
			{
				float3 output = base;
				switch(blendType)
				{
					case 0: output = lerp(base, blend, alpha); break;
					case 2: output = base * lerp(1, blend, alpha); break;
					case 5: output = lerp(base, blendLighten(base, blend), alpha); break;
					case 6: output = lerp(base, blendScreen(base, blend), alpha); break;
					case 7: output = blendSubtract(base, blend * alpha); break;
					case 8: output = lerp(base, blendLinearDodge(base, blend), alpha); break;
					case 9: output = lerp(base, blendOverlay(base, blend), alpha); break;
					case 20: output = lerp(base, blendMixed(base, blend), alpha); break;
					default: output = 0; break;
				}
				return output;
			}
			#define REPLACE 0
			#define SUBSTRACT 1
			#define MULTIPLY 2
			#define DIVIDE 3
			#define MIN 4
			#define MAX 5
			#define AVERAGE 6
			#define ADD 7
			float maskBlend(float baseMask, float blendMask, float blendType)
			{
				float output = 0;
				switch(blendType)
				{
					case REPLACE: output = blendMask; break;
					case SUBSTRACT: output = baseMask - blendMask; break;
					case MULTIPLY: output = baseMask * blendMask; break;
					case DIVIDE: output = baseMask / blendMask; break;
					case MIN: output = min(baseMask, blendMask); break;
					case MAX: output = max(baseMask, blendMask); break;
					case AVERAGE: output = (baseMask + blendMask) * 0.5; break;
					case ADD: output = baseMask + blendMask; break;
				}
				return saturate(output);
			}
			float globalMaskBlend(float baseMask, float globalMaskIndex, float blendType, PoiMods poiMods)
			{
				if (globalMaskIndex == 0)
				{
					return baseMask;
				}
				else
				{
					return maskBlend(baseMask, poiMods.globalMask[globalMaskIndex - 1], blendType);
				}
			}
			float random(float2 p)
			{
				return frac(sin(dot(p, float2(12.9898, 78.2383))) * 43758.5453123);
			}
			float2 random2(float2 p)
			{
				return frac(sin(float2(dot(p, float2(127.1, 311.7)), dot(p, float2(269.5, 183.3)))) * 43758.5453);
			}
			float3 random3(float2 p)
			{
				return frac(sin(float3(dot(p, float2(127.1, 311.7)), dot(p, float2(269.5, 183.3)), dot(p, float2(248.3, 315.9)))) * 43758.5453);
			}
			float3 random3(float3 p)
			{
				return frac(sin(float3(dot(p, float3(127.1, 311.7, 248.6)), dot(p, float3(269.5, 183.3, 423.3)), dot(p, float3(248.3, 315.9, 184.2)))) * 43758.5453);
			}
			float3 randomFloat3(float2 Seed, float maximum)
			{
				return (.5 + float3(
				frac(sin(dot(Seed.xy, float2(12.9898, 78.233))) * 43758.5453),
				frac(sin(dot(Seed.yx, float2(12.9898, 78.233))) * 43758.5453),
				frac(sin(dot(float2(Seed), float2(12.9898, 78.233))) * 43758.5453)
				) * .5) * (maximum);
			}
			float3 randomFloat3Range(float2 Seed, float Range)
			{
				return (float3(
				frac(sin(dot(Seed.xy, float2(12.9898, 78.233))) * 43758.5453),
				frac(sin(dot(Seed.yx, float2(12.9898, 78.233))) * 43758.5453),
				frac(sin(dot(float2(Seed.x * Seed.y, Seed.y + Seed.x), float2(12.9898, 78.233))) * 43758.5453)
				) * 2 - 1) * Range;
			}
			float3 randomFloat3WiggleRange(float2 Seed, float Range, float wiggleSpeed, float timeOffset)
			{
				float3 rando = (float3(
				frac(sin(dot(Seed.xy, float2(12.9898, 78.233))) * 43758.5453),
				frac(sin(dot(Seed.yx, float2(12.9898, 78.233))) * 43758.5453),
				frac(sin(dot(float2(Seed.x * Seed.y, Seed.y + Seed.x), float2(12.9898, 78.233))) * 43758.5453)
				) * 2 - 1);
				float speed = 1 + wiggleSpeed;
				return float3(sin(((_Time.x + timeOffset) + rando.x * PI) * speed), sin(((_Time.x + timeOffset) + rando.y * PI) * speed), sin(((_Time.x + timeOffset) + rando.z * PI) * speed)) * Range;
			}
			void poiDither(float4 In, float4 ScreenPosition, out float4 Out)
			{
				float2 uv = ScreenPosition.xy * _ScreenParams.xy;
				float DITHER_THRESHOLDS[16] = {
					1.0 / 17.0, 9.0 / 17.0, 3.0 / 17.0, 11.0 / 17.0,
					13.0 / 17.0, 5.0 / 17.0, 15.0 / 17.0, 7.0 / 17.0,
					4.0 / 17.0, 12.0 / 17.0, 2.0 / 17.0, 10.0 / 17.0,
					16.0 / 17.0, 8.0 / 17.0, 14.0 / 17.0, 6.0 / 17.0
				};
				uint index = (uint(uv.x) % 4) * 4 + uint(uv.y) % 4;
				Out = In - DITHER_THRESHOLDS[index];
			}
			static const float3 HCYwts = float3(0.299, 0.587, 0.114);
			static const float HCLgamma = 3;
			static const float HCLy0 = 100;
			static const float HCLmaxL = 0.530454533953517; // == exp(HCLgamma / HCLy0) - 0.5
			static const float3 wref = float3(1.0, 1.0, 1.0);
			#define TAU 6.28318531
			float3 HUEtoRGB(in float H)
			{
				float R = abs(H * 6 - 3) - 1;
				float G = 2 - abs(H * 6 - 2);
				float B = 2 - abs(H * 6 - 4);
				return saturate(float3(R, G, B));
			}
			float3 RGBtoHCV(in float3 RGB)
			{
				float4 P = (RGB.g < RGB.b) ? float4(RGB.bg, -1.0, 2.0 / 3.0) : float4(RGB.gb, 0.0, -1.0 / 3.0);
				float4 Q = (RGB.r < P.x) ? float4(P.xyw, RGB.r) : float4(RGB.r, P.yzx);
				float C = Q.x - min(Q.w, Q.y);
				float H = abs((Q.w - Q.y) / (6 * C + Epsilon) + Q.z);
				return float3(H, C, Q.x);
			}
			float3 HSVtoRGB(in float3 HSV)
			{
				float3 RGB = HUEtoRGB(HSV.x);
				return ((RGB - 1) * HSV.y + 1) * HSV.z;
			}
			float3 RGBtoHSV(in float3 RGB)
			{
				float3 HCV = RGBtoHCV(RGB);
				float S = HCV.y / (HCV.z + Epsilon);
				return float3(HCV.x, S, HCV.z);
			}
			float3 HSLtoRGB(in float3 HSL)
			{
				float3 RGB = HUEtoRGB(HSL.x);
				float C = (1 - abs(2 * HSL.z - 1)) * HSL.y;
				return (RGB - 0.5) * C + HSL.z;
			}
			float3 RGBtoHSL(in float3 RGB)
			{
				float3 HCV = RGBtoHCV(RGB);
				float L = HCV.z - HCV.y * 0.5;
				float S = HCV.y / (1 - abs(L * 2 - 1) + Epsilon);
				return float3(HCV.x, S, L);
			}
			void DecomposeHDRColor(in float3 linearColorHDR, out float3 baseLinearColor, out float exposure)
			{
				float maxColorComponent = max(linearColorHDR.r, max(linearColorHDR.g, linearColorHDR.b));
				bool isSDR = maxColorComponent <= 1.0;
				float scaleFactor = isSDR ? 1.0 : (1.0 / maxColorComponent);
				exposure = isSDR ? 0.0 : log(maxColorComponent) * 1.44269504089; // ln(2)
				baseLinearColor = scaleFactor * linearColorHDR;
			}
			float3 ApplyHDRExposure(float3 linearColor, float exposure)
			{
				return linearColor * pow(2, exposure);
			}
			float3 ModifyViaHSV(float3 color, float h, float s, float v)
			{
				float3 colorHSV = RGBtoHSV(color);
				colorHSV.x = frac(colorHSV.x + h);
				colorHSV.y = saturate(colorHSV.y + s);
				colorHSV.z = saturate(colorHSV.z + v);
				return HSVtoRGB(colorHSV);
			}
			float3 ModifyViaHSV(float3 color, float3 HSVMod)
			{
				return ModifyViaHSV(color, HSVMod.x, HSVMod.y, HSVMod.z);
			}
			float4x4 brightnessMatrix(float brightness)
			{
				return float4x4(
				1, 0, 0, 0,
				0, 1, 0, 0,
				0, 0, 1, 0,
				brightness, brightness, brightness, 1
				);
			}
			float4x4 contrastMatrix(float contrast)
			{
				float t = (1.0 - contrast) / 2.0;
				return float4x4(
				contrast, 0, 0, 0,
				0, contrast, 0, 0,
				0, 0, contrast, 0,
				t, t, t, 1
				);
			}
			float4x4 saturationMatrix(float saturation)
			{
				float3 luminance = float3(0.3086, 0.6094, 0.0820);
				float oneMinusSat = 1.0 - saturation;
				float3 red = luminance.x * oneMinusSat;
				red += float3(saturation, 0, 0);
				float3 green = luminance.y * oneMinusSat;
				green += float3(0, saturation, 0);
				float3 blue = luminance.z * oneMinusSat;
				blue += float3(0, 0, saturation);
				return float4x4(
				red, 0,
				green, 0,
				blue, 0,
				0, 0, 0, 1
				);
			}
			float4 PoiColorBCS(float4 color, float brightness, float contrast, float saturation)
			{
				return mul(color, mul(brightnessMatrix(brightness), mul(contrastMatrix(contrast), saturationMatrix(saturation))));
			}
			float3 PoiColorBCS(float3 color, float brightness, float contrast, float saturation)
			{
				return mul(float4(color, 1), mul(brightnessMatrix(brightness), mul(contrastMatrix(contrast), saturationMatrix(saturation)))).rgb;
			}
			float3 linear_srgb_to_oklab(float3 c)
			{
				float l = 0.4122214708 * c.x + 0.5363325363 * c.y + 0.0514459929 * c.z;
				float m = 0.2119034982 * c.x + 0.6806995451 * c.y + 0.1073969566 * c.z;
				float s = 0.0883024619 * c.x + 0.2817188376 * c.y + 0.6299787005 * c.z;
				float l_ = pow(l, 1.0 / 3.0);
				float m_ = pow(m, 1.0 / 3.0);
				float s_ = pow(s, 1.0 / 3.0);
				return float3(
				0.2104542553 * l_ + 0.7936177850 * m_ - 0.0040720468 * s_,
				1.9779984951 * l_ - 2.4285922050 * m_ + 0.4505937099 * s_,
				0.0259040371 * l_ + 0.7827717662 * m_ - 0.8086757660 * s_
				);
			}
			float3 oklab_to_linear_srgb(float3 c)
			{
				float l_ = c.x + 0.3963377774 * c.y + 0.2158037573 * c.z;
				float m_ = c.x - 0.1055613458 * c.y - 0.0638541728 * c.z;
				float s_ = c.x - 0.0894841775 * c.y - 1.2914855480 * c.z;
				float l = l_ * l_ * l_;
				float m = m_ * m_ * m_;
				float s = s_ * s_ * s_;
				return float3(
				+ 4.0767416621 * l - 3.3077115913 * m + 0.2309699292 * s,
				- 1.2684380046 * l + 2.6097574011 * m - 0.3413193965 * s,
				- 0.0041960863 * l - 0.7034186147 * m + 1.7076147010 * s
				);
			}
			float3 hueShift(float3 color, float shift)
			{
				float3 oklab = linear_srgb_to_oklab(color + 0.0000001);
				float hue = atan2(oklab.z, oklab.y);
				hue += shift * PI * 2;  // Add the hue shift
				float chroma = length(oklab.yz);
				oklab.y = cos(hue) * chroma;
				oklab.z = sin(hue) * chroma;
				return oklab_to_linear_srgb(oklab);
			}
			float3 hueShift(float4 color, float shift)
			{
				return hueShift(color.rgb, shift);
			}
			float xyzF(float t)
			{
				return lerp(pow(t, 1. / 3.), 7.787037 * t + 0.139731, step(t, 0.00885645));
			}
			float xyzR(float t)
			{
				return lerp(t * t * t, 0.1284185 * (t - 0.139731), step(t, 0.20689655));
			}
			float4x4 poiRotationMatrixFromAngles(float x, float y, float z)
			{
				float angleX = radians(x);
				float c = cos(angleX);
				float s = sin(angleX);
				float4x4 rotateXMatrix = float4x4(1, 0, 0, 0,
				0, c, -s, 0,
				0, s, c, 0,
				0, 0, 0, 1);
				float angleY = radians(y);
				c = cos(angleY);
				s = sin(angleY);
				float4x4 rotateYMatrix = float4x4(c, 0, s, 0,
				0, 1, 0, 0,
				- s, 0, c, 0,
				0, 0, 0, 1);
				float angleZ = radians(z);
				c = cos(angleZ);
				s = sin(angleZ);
				float4x4 rotateZMatrix = float4x4(c, -s, 0, 0,
				s, c, 0, 0,
				0, 0, 1, 0,
				0, 0, 0, 1);
				return mul(mul(rotateXMatrix, rotateYMatrix), rotateZMatrix);
			}
			float4x4 poiRotationMatrixFromAngles(float3 angles)
			{
				float angleX = radians(angles.x);
				float c = cos(angleX);
				float s = sin(angleX);
				float4x4 rotateXMatrix = float4x4(1, 0, 0, 0,
				0, c, -s, 0,
				0, s, c, 0,
				0, 0, 0, 1);
				float angleY = radians(angles.y);
				c = cos(angleY);
				s = sin(angleY);
				float4x4 rotateYMatrix = float4x4(c, 0, s, 0,
				0, 1, 0, 0,
				- s, 0, c, 0,
				0, 0, 0, 1);
				float angleZ = radians(angles.z);
				c = cos(angleZ);
				s = sin(angleZ);
				float4x4 rotateZMatrix = float4x4(c, -s, 0, 0,
				s, c, 0, 0,
				0, 0, 1, 0,
				0, 0, 0, 1);
				return mul(mul(rotateXMatrix, rotateYMatrix), rotateZMatrix);
			}
			float3 getCameraPosition()
			{
				#ifdef USING_STEREO_MATRICES
				return lerp(unity_StereoWorldSpaceCameraPos[0], unity_StereoWorldSpaceCameraPos[1], 0.5);
				#endif
				return _WorldSpaceCameraPos;
			}
			float2 calcPixelScreenUVs(half4 grabPos)
			{
				half2 uv = grabPos.xy / (grabPos.w + 0.0000000001);
				#if UNITY_SINGLE_PASS_STEREO
				uv.xy *= half2(_ScreenParams.x * 2, _ScreenParams.y);
				#else
				uv.xy *= _ScreenParams.xy;
				#endif
				return uv;
			}
			float CalcMipLevel(float2 texture_coord)
			{
				float2 dx = ddx(texture_coord);
				float2 dy = ddy(texture_coord);
				float delta_max_sqr = max(dot(dx, dx), dot(dy, dy));
				return 0.5 * log2(delta_max_sqr);
			}
			float inverseLerp(float A, float B, float T)
			{
				return (T - A) / (B - A);
			}
			float inverseLerp2(float2 a, float2 b, float2 value)
			{
				float2 AB = b - a;
				float2 AV = value - a;
				return dot(AV, AB) / dot(AB, AB);
			}
			float inverseLerp3(float3 a, float3 b, float3 value)
			{
				float3 AB = b - a;
				float3 AV = value - a;
				return dot(AV, AB) / dot(AB, AB);
			}
			float inverseLerp4(float4 a, float4 b, float4 value)
			{
				float4 AB = b - a;
				float4 AV = value - a;
				return dot(AV, AB) / dot(AB, AB);
			}
			float4 quaternion_conjugate(float4 v)
			{
				return float4(
				v.x, -v.yzw
				);
			}
			float4 quaternion_mul(float4 v1, float4 v2)
			{
				float4 result1 = (v1.x * v2 + v1 * v2.x);
				float4 result2 = float4(
				- dot(v1.yzw, v2.yzw),
				cross(v1.yzw, v2.yzw)
				);
				return float4(result1 + result2);
			}
			float4 get_quaternion_from_angle(float3 axis, float angle)
			{
				float sn = sin(angle * 0.5);
				float cs = cos(angle * 0.5);
				return float4(axis * sn, cs);
			}
			float4 quaternion_from_vector(float3 inVec)
			{
				return float4(0.0, inVec);
			}
			float degree_to_radius(float degree)
			{
				return (
				degree / 180.0 * PI
				);
			}
			float3 rotate_with_quaternion(float3 inVec, float3 rotation)
			{
				float4 qx = get_quaternion_from_angle(float3(1, 0, 0), radians(rotation.x));
				float4 qy = get_quaternion_from_angle(float3(0, 1, 0), radians(rotation.y));
				float4 qz = get_quaternion_from_angle(float3(0, 0, 1), radians(rotation.z));
				#define MUL3(A, B, C) quaternion_mul(quaternion_mul((A), (B)), (C))
				float4 quaternion = normalize(MUL3(qx, qy, qz));
				float4 conjugate = quaternion_conjugate(quaternion);
				float4 inVecQ = quaternion_from_vector(inVec);
				float3 rotated = (
				MUL3(quaternion, inVecQ, conjugate)
				).yzw;
				return rotated;
			}
			float4 transform(float4 input, float4 pos, float4 rotation, float4 scale)
			{
				input.rgb *= (scale.xyz * scale.w);
				input = float4(rotate_with_quaternion(input.xyz, rotation.xyz * rotation.w) + (pos.xyz * pos.w), input.w);
				return input;
			}
			float2 RotateUV(float2 _uv, float _radian, float2 _piv, float _time)
			{
				float RotateUV_ang = _radian;
				float RotateUV_cos = cos(_time * RotateUV_ang);
				float RotateUV_sin = sin(_time * RotateUV_ang);
				return (mul(_uv - _piv, float2x2(RotateUV_cos, -RotateUV_sin, RotateUV_sin, RotateUV_cos)) + _piv);
			}
			float3 RotateAroundAxis(float3 original, float3 axis, float radian)
			{
				float s = sin(radian);
				float c = cos(radian);
				float one_minus_c = 1.0 - c;
				axis = normalize(axis);
				float3x3 rot_mat = {
					one_minus_c * axis.x * axis.x + c, one_minus_c * axis.x * axis.y - axis.z * s, one_minus_c * axis.z * axis.x + axis.y * s,
					one_minus_c * axis.x * axis.y + axis.z * s, one_minus_c * axis.y * axis.y + c, one_minus_c * axis.y * axis.z - axis.x * s,
					one_minus_c * axis.z * axis.x - axis.y * s, one_minus_c * axis.y * axis.z + axis.x * s, one_minus_c * axis.z * axis.z + c
				};
				return mul(rot_mat, original);
			}
			float3 poiThemeColor(in PoiMods poiMods, in float3 srcColor, in float themeIndex)
			{
				float3 outputColor = srcColor;
				if (themeIndex != 0)
				{
					themeIndex = max(themeIndex - 1, 0);
					if (themeIndex <= 3)
					{
						outputColor = poiMods.globalColorTheme[themeIndex];
					}
					else
					{
						#ifdef POI_AUDIOLINK
						if (poiMods.audioLinkAvailable)
						{
							outputColor = poiMods.globalColorTheme[themeIndex];
						}
						#endif
					}
				}
				return outputColor;
			}
			float3 lilToneCorrection(float3 c, float4 hsvg)
			{
				c = pow(abs(c), hsvg.w);
				float4 p = (c.b > c.g) ? float4(c.bg, -1.0, 2.0 / 3.0) : float4(c.gb, 0.0, -1.0 / 3.0);
				float4 q = (p.x > c.r) ? float4(p.xyw, c.r) : float4(c.r, p.yzx);
				float d = q.x - min(q.w, q.y);
				float e = 1.0e-10;
				float3 hsv = float3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
				hsv = float3(hsv.x + hsvg.x, saturate(hsv.y * hsvg.y), saturate(hsv.z * hsvg.z));
				return hsv.z - hsv.z * hsv.y + hsv.z * hsv.y * saturate(abs(frac(hsv.x + float3(1.0, 2.0 / 3.0, 1.0 / 3.0)) * 6.0 - 3.0) - 1.0);
			}
			float3 lilBlendColor(float3 dstCol, float3 srcCol, float3 srcA, int blendMode)
			{
				float3 ad = dstCol + srcCol;
				float3 mu = dstCol * srcCol;
				float3 outCol = float3(0, 0, 0);
				if (blendMode == 0) outCol = srcCol; // Normal
				if (blendMode == 1) outCol = ad; // Add
				if (blendMode == 2) outCol = max(ad - mu, dstCol); // Screen
				if (blendMode == 3) outCol = mu; // Multiply
				return lerp(dstCol, outCol, srcA);
			}
			float lilIsIn0to1(float f)
			{
				float value = 0.5 - abs(f - 0.5);
				return saturate(value / clamp(fwidth(value), 0.0001, 1.0));
			}
			float lilIsIn0to1(float f, float nv)
			{
				float value = 0.5 - abs(f - 0.5);
				return saturate(value / clamp(fwidth(value), 0.0001, nv));
			}
			float poiEdgeLinearNoSaturate(float value, float border)
			{
				return (value - border) / clamp(fwidth(value), 0.0001, 1.0);
			}
			float3 poiEdgeLinearNoSaturate(float value, float3 border)
			{
				return float3(
				(value - border.x) / clamp(fwidth(value), 0.0001, 1.0),
				(value - border.y) / clamp(fwidth(value), 0.0001, 1.0),
				(value - border.z) / clamp(fwidth(value), 0.0001, 1.0)
				);
			}
			float poiEdgeLinearNoSaturate(float value, float border, float blur)
			{
				float borderMin = saturate(border - blur * 0.5);
				float borderMax = saturate(border + blur * 0.5);
				return (value - borderMin) / saturate(borderMax - borderMin + fwidth(value));
			}
			float poiEdgeLinearNoSaturate(float value, float border, float blur, float borderRange)
			{
				float borderMin = saturate(border - blur * 0.5 - borderRange);
				float borderMax = saturate(border + blur * 0.5);
				return (value - borderMin) / saturate(borderMax - borderMin + fwidth(value));
			}
			float poiEdgeNonLinearNoSaturate(float value, float border)
			{
				float fwidthValue = fwidth(value);
				return smoothstep(border - fwidthValue, border + fwidthValue, value);
			}
			float poiEdgeNonLinearNoSaturate(float value, float border, float blur)
			{
				float fwidthValue = fwidth(value);
				float borderMin = saturate(border - blur * 0.5);
				float borderMax = saturate(border + blur * 0.5);
				return smoothstep(borderMin - fwidthValue, borderMax + fwidthValue, value);
			}
			float poiEdgeNonLinearNoSaturate(float value, float border, float blur, float borderRange)
			{
				float fwidthValue = fwidth(value);
				float borderMin = saturate(border - blur * 0.5 - borderRange);
				float borderMax = saturate(border + blur * 0.5);
				return smoothstep(borderMin - fwidthValue, borderMax + fwidthValue, value);
			}
			float poiEdgeNonLinear(float value, float border)
			{
				return saturate(poiEdgeNonLinearNoSaturate(value, border));
			}
			float poiEdgeNonLinear(float value, float border, float blur)
			{
				return saturate(poiEdgeNonLinearNoSaturate(value, border, blur));
			}
			float poiEdgeNonLinear(float value, float border, float blur, float borderRange)
			{
				return saturate(poiEdgeNonLinearNoSaturate(value, border, blur, borderRange));
			}
			float poiEdgeLinear(float value, float border)
			{
				return saturate(poiEdgeLinearNoSaturate(value, border));
			}
			float poiEdgeLinear(float value, float border, float blur)
			{
				return saturate(poiEdgeLinearNoSaturate(value, border, blur));
			}
			float poiEdgeLinear(float value, float border, float blur, float borderRange)
			{
				return saturate(poiEdgeLinearNoSaturate(value, border, blur, borderRange));
			}
			float3 OpenLitLinearToSRGB(float3 col)
			{
				return LinearToGammaSpace(col);
			}
			float3 OpenLitSRGBToLinear(float3 col)
			{
				return GammaToLinearSpace(col);
			}
			float OpenLitLuminance(float3 rgb)
			{
				#if defined(UNITY_COLORSPACE_GAMMA)
				return dot(rgb, float3(0.22, 0.707, 0.071));
				#else
				return dot(rgb, float3(0.0396819152, 0.458021790, 0.00609653955));
				#endif
			}
			float3 AdjustLitLuminance(float3 rgb, float targetLuminance)
			{
				float currentLuminance;
				#if defined(UNITY_COLORSPACE_GAMMA)
				currentLuminance = dot(rgb, float3(0.22, 0.707, 0.071));
				#else
				currentLuminance = dot(rgb, float3(0.0396819152, 0.458021790, 0.00609653955));
				#endif
				float luminanceRatio = targetLuminance / currentLuminance;
				return rgb * luminanceRatio;
			}
			float3 ClampLuminance(float3 rgb, float minLuminance, float maxLuminance)
			{
				float currentLuminance = dot(rgb, float3(0.299, 0.587, 0.114));
				float minRatio = (currentLuminance != 0) ? minLuminance / currentLuminance : 1.0;
				float maxRatio = (currentLuminance != 0) ? maxLuminance / currentLuminance : 1.0;
				float luminanceRatio = clamp(min(maxRatio, max(minRatio, 1.0)), 0.0, 1.0);
				return lerp(rgb, rgb * luminanceRatio, luminanceRatio < 1.0);
			}
			float3 MaxLuminance(float3 rgb, float maxLuminance)
			{
				float currentLuminance = dot(rgb, float3(0.299, 0.587, 0.114));
				float luminanceRatio = (currentLuminance != 0) ? maxLuminance / max(currentLuminance, 0.00001) : 1.0;
				return lerp(rgb, rgb * luminanceRatio, currentLuminance > maxLuminance);
			}
			float OpenLitGray(float3 rgb)
			{
				return dot(rgb, float3(1.0 / 3.0, 1.0 / 3.0, 1.0 / 3.0));
			}
			void OpenLitShadeSH9ToonDouble(float3 lightDirection, out float3 shMax, out float3 shMin)
			{
				#if !defined(LIGHTMAP_ON)
				float3 N = lightDirection * 0.666666;
				float4 vB = N.xyzz * N.yzzx;
				float3 res = float3(unity_SHAr.w, unity_SHAg.w, unity_SHAb.w);
				res.r += dot(unity_SHBr, vB);
				res.g += dot(unity_SHBg, vB);
				res.b += dot(unity_SHBb, vB);
				res += unity_SHC.rgb * (N.x * N.x - N.y * N.y);
				float3 l1;
				l1.r = dot(unity_SHAr.rgb, N);
				l1.g = dot(unity_SHAg.rgb, N);
				l1.b = dot(unity_SHAb.rgb, N);
				shMax = res + l1;
				shMin = res - l1;
				#if defined(UNITY_COLORSPACE_GAMMA)
				shMax = OpenLitLinearToSRGB(shMax);
				shMin = OpenLitLinearToSRGB(shMin);
				#endif
				#else
				shMax = 0.0;
				shMin = 0.0;
				#endif
			}
			float3 OpenLitComputeCustomLightDirection(float4 lightDirectionOverride)
			{
				float3 customDir = length(lightDirectionOverride.xyz) * normalize(mul((float3x3)unity_ObjectToWorld, lightDirectionOverride.xyz));
				return lightDirectionOverride.w ? customDir : lightDirectionOverride.xyz; // .w isn't doc'd anywhere and is always 0 unless end user changes it
			}
			float3 OpenLitLightingDirectionForSH9()
			{
				float3 mainDir = _WorldSpaceLightPos0.xyz * OpenLitLuminance(_LightColor0.rgb);
				#if !defined(LIGHTMAP_ON)
				float3 sh9Dir = unity_SHAr.xyz * 0.333333 + unity_SHAg.xyz * 0.333333 + unity_SHAb.xyz * 0.333333;
				float3 sh9DirAbs = float3(sh9Dir.x, abs(sh9Dir.y), sh9Dir.z);
				#else
				float3 sh9Dir = 0;
				float3 sh9DirAbs = 0;
				#endif
				float3 lightDirectionForSH9 = sh9Dir + mainDir;
				lightDirectionForSH9 = dot(lightDirectionForSH9, lightDirectionForSH9) < 0.000001 ? 0 : normalize(lightDirectionForSH9);
				return lightDirectionForSH9;
			}
			float3 OpenLitLightingDirection(float4 lightDirectionOverride)
			{
				float3 mainDir = _WorldSpaceLightPos0.xyz * OpenLitLuminance(_LightColor0.rgb);
				#if !defined(LIGHTMAP_ON) && UNITY_SHOULD_SAMPLE_SH
				float3 sh9Dir = unity_SHAr.xyz * 0.333333 + unity_SHAg.xyz * 0.333333 + unity_SHAb.xyz * 0.333333;
				float3 sh9DirAbs = float3(sh9Dir.x, abs(sh9Dir.y), sh9Dir.z);
				#else
				float3 sh9Dir = 0;
				float3 sh9DirAbs = 0;
				#endif
				float3 customDir = OpenLitComputeCustomLightDirection(lightDirectionOverride);
				return normalize(sh9DirAbs + mainDir + customDir);
			}
			float3 OpenLitLightingDirection()
			{
				float4 customDir = float4(0.001, 0.002, 0.001, 0.0);
				return OpenLitLightingDirection(customDir);
			}
			inline float4 CalculateFrustumCorrection()
			{
				float x1 = -UNITY_MATRIX_P._31 / (UNITY_MATRIX_P._11 * UNITY_MATRIX_P._34);
				float x2 = -UNITY_MATRIX_P._32 / (UNITY_MATRIX_P._22 * UNITY_MATRIX_P._34);
				return float4(x1, x2, 0, UNITY_MATRIX_P._33 / UNITY_MATRIX_P._34 + x1 * UNITY_MATRIX_P._13 + x2 * UNITY_MATRIX_P._23);
			}
			inline float CorrectedLinearEyeDepth(float z, float B)
			{
				return 1.0 / (z / UNITY_MATRIX_P._34 + B);
			}
			float2 sharpSample(float4 texelSize, float2 p)
			{
				p = p * texelSize.zw;
				float2 c = max(0.0, fwidth(p));
				p = floor(p) + saturate(frac(p) / c);
				p = (p - 0.5) * texelSize.xy;
				return p;
			}
			void applyToGlobalMask(inout PoiMods poiMods, int index, int blendType, float val)
			{
				float valBlended = saturate(maskBlend(poiMods.globalMask[index], val, blendType));
				switch(index)
				{
					case 0: poiMods.globalMask[0] = valBlended; break;
					case 1: poiMods.globalMask[1] = valBlended; break;
					case 2: poiMods.globalMask[2] = valBlended; break;
					case 3: poiMods.globalMask[3] = valBlended; break;
					case 4: poiMods.globalMask[4] = valBlended; break;
					case 5: poiMods.globalMask[5] = valBlended; break;
					case 6: poiMods.globalMask[6] = valBlended; break;
					case 7: poiMods.globalMask[7] = valBlended; break;
					case 8: poiMods.globalMask[8] = valBlended; break;
					case 9: poiMods.globalMask[9] = valBlended; break;
					case 10: poiMods.globalMask[10] = valBlended; break;
					case 11: poiMods.globalMask[11] = valBlended; break;
					case 12: poiMods.globalMask[12] = valBlended; break;
					case 13: poiMods.globalMask[13] = valBlended; break;
					case 14: poiMods.globalMask[14] = valBlended; break;
					case 15: poiMods.globalMask[15] = valBlended; break;
				}
			}
			void assignValueToVectorFromIndex(inout float4 vec, int index, float value)
			{
				switch(index)
				{
					case 0: vec[0] = value; break;
					case 1: vec[1] = value; break;
					case 2: vec[2] = value; break;
					case 3: vec[3] = value; break;
				}
			}
			float3 mod289(float3 x)
			{
				return x - floor(x * (1.0 / 289.0)) * 289.0;
			}
			float2 mod289(float2 x)
			{
				return x - floor(x * (1.0 / 289.0)) * 289.0;
			}
			float3 permute(float3 x)
			{
				return mod289(((x * 34.0) + 1.0) * x);
			}
			float snoise(float2 v)
			{
				const float4 C = float4(0.211324865405187, // (3.0 - sqrt(3.0)) / 6.0
				0.366025403784439, // 0.5 * (sqrt(3.0) - 1.0)
				- 0.577350269189626, // - 1.0 + 2.0 * C.x
				0.024390243902439); // 1.0 / 41.0
				float2 i = floor(v + dot(v, C.yy));
				float2 x0 = v - i + dot(i, C.xx);
				float2 i1;
				i1 = (x0.x > x0.y) ? float2(1.0, 0.0) : float2(0.0, 1.0);
				float4 x12 = x0.xyxy + C.xxzz;
				x12.xy -= i1;
				i = mod289(i); // Avoid truncation effects in permutation
				float3 p = permute(permute(i.y + float3(0.0, i1.y, 1.0))
				+ i.x + float3(0.0, i1.x, 1.0));
				float3 m = max(0.5 - float3(dot(x0, x0), dot(x12.xy, x12.xy), dot(x12.zw, x12.zw)), 0.0);
				m = m * m ;
				m = m * m ;
				float3 x = 2.0 * frac(p * C.www) - 1.0;
				float3 h = abs(x) - 0.5;
				float3 ox = floor(x + 0.5);
				float3 a0 = x - ox;
				m *= 1.79284291400159 - 0.85373472095314 * (a0 * a0 + h * h);
				float3 g;
				g.x = a0.x * x0.x + h.x * x0.y;
				g.yz = a0.yz * x12.xz + h.yz * x12.yw;
				return 130.0 * dot(m, g);
			}
			float nsqDistance(float2 a, float2 b)
			{
				return dot(a - b, a - b);
			}
			float poiInvertToggle(in float value, in float toggle)
			{
				return (toggle == 0 ? value : 1 - value);
			}
			float3 PoiBlendNormal(float3 dstNormal, float3 srcNormal)
			{
				return float3(dstNormal.xy + srcNormal.xy, dstNormal.z * srcNormal.z);
			}
			float3 lilTransformDirOStoWS(float3 directionOS, bool doNormalize)
			{
				if (doNormalize) return normalize(mul((float3x3)unity_ObjectToWorld, directionOS));
				else            return mul((float3x3)unity_ObjectToWorld, directionOS);
			}
			float2 poiGetWidthAndHeight(Texture2D tex)
			{
				uint width, height;
				tex.GetDimensions(width, height);
				return float2(width, height);
			}
			float2 poiGetWidthAndHeight(Texture2DArray tex)
			{
				uint width, height, element;
				tex.GetDimensions(width, height, element);
				return float2(width, height);
			}
			VertexOut vert(
			#ifndef POI_TESSELLATED
			appdata v
			#else
			tessAppData v
			#endif
			)
			{
				UNITY_SETUP_INSTANCE_ID(v);
				VertexOut o;
				PoiInitStruct(VertexOut, o);
				UNITY_TRANSFER_INSTANCE_ID(v, o);
				#ifdef POI_TESSELLATED
				UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(v);
				#endif
				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
				o.normal = UnityObjectToWorldNormal(v.normal);
				o.tangent.xyz = UnityObjectToWorldDir(v.tangent);
				o.tangent.w = v.tangent.w;
				o.vertexColor = v.color;
				o.uv[0] = float4(v.uv0.xy, v.uv1.xy);
				o.uv[1] = float4(v.uv2.xy, v.uv3.xy);
				#if defined(LIGHTMAP_ON)
				o.lightmapUV.xy = v.uv1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
				#endif
				#ifdef DYNAMICLIGHTMAP_ON
				o.lightmapUV.zw = v.uv2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
				#endif
				o.localPos = v.vertex;
				o.worldPos = mul(unity_ObjectToWorld, o.localPos);
				float3 localOffset = float3(0, 0, 0);
				float3 worldOffset = float3(0, 0, 0);
				o.localPos.rgb += localOffset;
				o.worldPos.rgb += worldOffset;
				o.pos = UnityObjectToClipPos(o.localPos);
				#ifdef POI_PASS_OUTLINE
				#if defined(UNITY_REVERSED_Z)
				o.pos.z += (0.0 /*_Offset_Z*/) * - 0.01;
				#else
				o.pos.z += (0.0 /*_Offset_Z*/) * 0.01;
				#endif
				#endif
				#ifndef FORWARD_META_PASS
				#if !defined(UNITY_PASS_SHADOWCASTER)
				UNITY_TRANSFER_SHADOW(o, o.uv[0].xy);
				#else
				v.vertex.xyz = o.localPos.xyz;
				TRANSFER_SHADOW_CASTER_NOPOS(o, o.pos);
				#endif
				#endif
				UNITY_TRANSFER_FOG(o, o.pos);
				if ((0.0 /*_RenderingReduceClipDistance*/))
				{
					if (o.pos.w < _ProjectionParams.y * 1.01 && o.pos.w > 0)
					{
						#if defined(UNITY_REVERSED_Z) // DirectX
						o.pos.z = o.pos.z * 0.0001 + o.pos.w * 0.999;
						#else // OpenGL
						o.pos.z = o.pos.z * 0.0001 - o.pos.w * 0.999;
						#endif
					}
				}
				#ifdef POI_PASS_META
				o.pos = UnityMetaVertexPosition(v.vertex, v.uv1.xy, v.uv2.xy, unity_LightmapST, unity_DynamicLightmapST);
				#endif
				return o;
			}
			#if defined(_STOCHASTICMODE_DELIOT_HEITZ)
			#define POI2D_SAMPLER_STOCHASTIC(tex, texSampler, uv, useStochastic) (useStochastic ? DeliotHeitzSampleTexture(tex, sampler##texSampler, uv) : POI2D_SAMPLER(tex, texSampler, uv))
			#define POI2D_SAMPLER_PAN_STOCHASTIC(tex, texSampler, uv, pan, useStochastic) (useStochastic ? DeliotHeitzSampleTexture(tex, sampler##texSampler, POI_PAN_UV(uv, pan)) : POI2D_SAMPLER_PAN(tex, texSampler, uv, pan))
			#define POI2D_SAMPLER_PANGRAD_STOCHASTIC(tex, texSampler, uv, pan, dx, dy, useStochastic) (useStochastic ? DeliotHeitzSampleTexture(tex, sampler##texSampler, POI_PAN_UV(uv, pan), dx, dy) : POI2D_SAMPLER_PANGRAD(tex, texSampler, uv, pan, dx, dy))
			#endif
			#if defined(_STOCHASTICMODE_HEXTILE)
			#define POI2D_SAMPLER_STOCHASTIC(tex, texSampler, uv, useStochastic) (useStochastic ? HextileSampleTexture(tex, sampler##texSampler, uv, false) : POI2D_SAMPLER(tex, texSampler, uv))
			#define POI2D_SAMPLER_PAN_STOCHASTIC(tex, texSampler, uv, pan, useStochastic) (useStochastic ? HextileSampleTexture(tex, sampler##texSampler, POI_PAN_UV(uv, pan), false) : POI2D_SAMPLER_PAN(tex, texSampler, uv, pan))
			#define POI2D_SAMPLER_PANGRAD_STOCHASTIC(tex, texSampler, uv, pan, dx, dy, useStochastic) (useStochastic ? HextileSampleTexture(tex, sampler##texSampler, POI_PAN_UV(uv, pan), false, dx, dy) : POI2D_SAMPLER_PANGRAD(tex, texSampler, uv, pan, dx, dy))
			#endif
			#ifndef POI2D_SAMPLER_STOCHASTIC
			#define POI2D_SAMPLER_STOCHASTIC(tex, texSampler, uv, useStochastic) (POI2D_SAMPLER(tex, texSampler, uv))
			#endif
			#ifndef POI2D_SAMPLER_PAN_STOCHASTIC
			#define POI2D_SAMPLER_PAN_STOCHASTIC(tex, texSampler, uv, pan, useStochastic) (POI2D_SAMPLER_PAN(tex, texSampler, uv, pan))
			#endif
			#ifndef POI2D_SAMPLER_PANGRAD_STOCHASTIC
			#define POI2D_SAMPLER_PANGRAD_STOCHASTIC(tex, texSampler, uv, pan, dx, dy, useStochastic) (POI2D_SAMPLER_PANGRAD(tex, texSampler, uv, pan, dx, dy))
			#endif
			#if !defined(_STOCHASTICMODE_NONE)
			float2 StochasticHash2D2D (float2 s)
			{
				return frac(sin(glsl_mod(float2(dot(s, float2(127.1,311.7)), dot(s, float2(269.5,183.3))), 3.14159)) * 43758.5453);
			}
			#endif
			#if defined(_STOCHASTICMODE_DELIOT_HEITZ)
			float3x3 DeliotHeitzStochasticUVBW(float2 uv)
			{
				const float2x2 stochasticSkewedGrid = float2x2(1.0, -0.57735027, 0.0, 1.15470054);
				float2 skewUV = mul(stochasticSkewedGrid, uv * 3.4641 * (1.0 /*_StochasticDeliotHeitzDensity*/));
				float2 vxID = floor(skewUV);
				float3 bary = float3(frac(skewUV), 0);
				bary.z = 1.0 - bary.x - bary.y;
				float3x3 pos = float3x3(
				float3(vxID, 				bary.z),
				float3(vxID + float2(0, 1), bary.y),
				float3(vxID + float2(1, 0), bary.x)
				);
				float3x3 neg = float3x3(
				float3(vxID + float2(1, 1), 	 -bary.z),
				float3(vxID + float2(1, 0), 1.0 - bary.y),
				float3(vxID + float2(0, 1), 1.0 - bary.x)
				);
				return (bary.z > 0) ? pos : neg;
			}
			float4 DeliotHeitzSampleTexture(Texture2D tex, SamplerState texSampler, float2 uv, float2 dx, float2 dy)
			{
				float3x3 UVBW = DeliotHeitzStochasticUVBW(uv);
				return 	mul(tex.SampleGrad(texSampler, uv + StochasticHash2D2D(UVBW[0].xy), dx, dy), UVBW[0].z) +
				mul(tex.SampleGrad(texSampler, uv + StochasticHash2D2D(UVBW[1].xy), dx, dy), UVBW[1].z) +
				mul(tex.SampleGrad(texSampler, uv + StochasticHash2D2D(UVBW[2].xy), dx, dy), UVBW[2].z) ;
			}
			float4 DeliotHeitzSampleTexture(Texture2D tex, SamplerState texSampler, float2 uv)
			{
				float2 dx = ddx(uv), dy = ddy(uv);
				return DeliotHeitzSampleTexture(tex, texSampler, uv, dx, dy);
			}
			#endif // defined(_STOCHASTICMODE_DELIOT_HEITZ)
			#if defined(_STOCHASTICMODE_HEXTILE)
			float2 HextileMakeCenUV(float2 vertex)
			{
				const float2x2 stochasticInverseSkewedGrid = float2x2(1.0, 0.5, 0.0, 1.0/1.15470054);
				return mul(stochasticInverseSkewedGrid, vertex) * 0.288675;
			}
			float2x2 HextileLoadRot2x2(float2 idx, float rotStrength)
			{
				float angle = abs(idx.x * idx.y) + abs(idx.x + idx.y) + PI;
				angle = glsl_mod(angle, 2 * PI);
				if(angle < 0)  angle += 2 * PI;
				if(angle > PI) angle -= 2 * PI;
				angle *= rotStrength;
				float cs = cos(angle), si = sin(angle);
				return float2x2(cs, -si, si, cs);
			}
			float4x4 HextileUVBWR(float2 uv)
			{
				const float2x2 stochasticSkewedGrid = float2x2(1.0, -0.57735027, 0.0, 1.15470054);
				float2 skewedCoord = mul(stochasticSkewedGrid, uv * 3.4641 * (1.0 /*_StochasticHexGridDensity*/));
				float2 baseId = float2(floor(skewedCoord));
				float3 temp = float3(frac(skewedCoord), 0);
				temp.z = 1 - temp.x - temp.y;
				float s = step(0.0, -temp.z);
				float s2 = 2 * s - 1;
				float3 weights = float3(-temp.z * s2, s - temp.y * s2, s - temp.x * s2);
				float2 vertex0 = baseId + float2(s, s);
				float2 vertex1 = baseId + float2(s, 1 - s);
				float2 vertex2 = baseId + float2(1 - s, s);
				float2 cen0 = HextileMakeCenUV(vertex0), cen1 = HextileMakeCenUV(vertex1), cen2 = HextileMakeCenUV(vertex2);
				float2x2 rot0 = float2x2(1, 0, 0, 1), rot1 = float2x2(1, 0, 0, 1), rot2 = float2x2(1, 0, 0, 1);
				if((0.0 /*_StochasticHexRotationStrength*/) > 0)
				{
					rot0 = HextileLoadRot2x2(vertex0, (0.0 /*_StochasticHexRotationStrength*/));
					rot1 = HextileLoadRot2x2(vertex1, (0.0 /*_StochasticHexRotationStrength*/));
					rot2 = HextileLoadRot2x2(vertex2, (0.0 /*_StochasticHexRotationStrength*/));
				}
				return float4x4(
				float4(mul(uv - cen0, rot0) + cen0 + StochasticHash2D2D(vertex0), rot0[0].x, -rot0[0].y),
				float4(mul(uv - cen1, rot1) + cen1 + StochasticHash2D2D(vertex1), rot1[0].x, -rot1[0].y),
				float4(mul(uv - cen2, rot2) + cen2 + StochasticHash2D2D(vertex2), rot2[0].x, -rot2[0].y),
				float4(weights, 0)
				);
			}
			float4 HextileSampleTexture(Texture2D tex, SamplerState texSampler, float2 uv, bool isNormalMap, float2 dUVdx, float2 dUVdy)
			{
				float4x4 UVBWR = HextileUVBWR(uv);
				float2x2 rot0 = float2x2(1, 0, 0, 1), rot1 = float2x2(1, 0, 0, 1), rot2 = float2x2(1, 0, 0, 1);
				if((0.0 /*_StochasticHexRotationStrength*/) > 0)
				{
					rot0 = float2x2(UVBWR[0].z, -UVBWR[0].w, UVBWR[0].w, UVBWR[0].z);
					rot1 = float2x2(UVBWR[1].z, -UVBWR[1].w, UVBWR[1].w, UVBWR[1].z);
					rot2 = float2x2(UVBWR[2].z, -UVBWR[2].w, UVBWR[2].w, UVBWR[2].z);
				}
				float3 W = UVBWR[3].xyz;
				float4 c0 = tex.SampleGrad(texSampler, UVBWR[0].xy, mul(dUVdx, rot0), mul(dUVdy, rot0));
				float4 c1 = tex.SampleGrad(texSampler, UVBWR[1].xy, mul(dUVdx, rot1), mul(dUVdy, rot1));
				float4 c2 = tex.SampleGrad(texSampler, UVBWR[2].xy, mul(dUVdx, rot2), mul(dUVdy, rot2));
				const float3 Lw = float3(0.299, 0.587, 0.114);
				float3 Dw = float3(dot(c0.xyz, Lw), dot(c1.xyz, Lw), dot(c2.xyz, Lw));
				Dw = lerp(1.0, Dw, (0.6 /*_StochasticHexFallOffContrast*/));
				W = Dw * pow(W, (7.0 /*_StochasticHexFallOffPower*/));
				W /= (W.x + W.y + W.z);
				return W.x * c0 + W.y * c1 + W.z * c2;
			}
			float4 HextileSampleTexture(Texture2D tex, SamplerState texSampler, float2 uv, bool isNormalMap)
			{
				return HextileSampleTexture(tex, texSampler, uv, isNormalMap, ddx(uv), ddy(uv));
			}
			#endif // defined(_STOCHASTICMODE_HEXTILE)
			void applyAlphaOptions(inout PoiFragData poiFragData, in PoiMesh poiMesh, in PoiCam poiCam, in PoiMods poiMods)
			{
				poiFragData.alpha = saturate(poiFragData.alpha + (0.0 /*_AlphaMod*/));
				if ((0.0 /*_AlphaGlobalMask*/) > 0)
				{
					poiFragData.alpha = maskBlend(poiFragData.alpha, poiMods.globalMask[(0.0 /*_AlphaGlobalMask*/) - 1], (2.0 /*_AlphaGlobalMaskBlendType*/));
				}
			}
			void calculateGlobalThemes(inout PoiMods poiMods)
			{
				float4 themeColorExposures = 0;
				float4 themeColor0, themeColor1, themeColor2, themeColor3 = 0;
				DecomposeHDRColor(float4(1,1,1,1).rgb, themeColor0.rgb, themeColorExposures.x);
				DecomposeHDRColor(float4(1,1,1,1).rgb, themeColor1.rgb, themeColorExposures.y);
				DecomposeHDRColor(float4(1,1,1,1).rgb, themeColor2.rgb, themeColorExposures.z);
				DecomposeHDRColor(float4(1,1,1,1).rgb, themeColor3.rgb, themeColorExposures.w);
				poiMods.globalColorTheme[0] = float4(ApplyHDRExposure(ModifyViaHSV(themeColor0.rgb, frac((0.0 /*_GlobalThemeHue0*/) + (0.0 /*_GlobalThemeHueSpeed0*/) * _Time.x), (0.0 /*_GlobalThemeSaturation0*/), (0.0 /*_GlobalThemeValue0*/)), themeColorExposures.x), float4(1,1,1,1).a);
				poiMods.globalColorTheme[1] = float4(ApplyHDRExposure(ModifyViaHSV(themeColor1.rgb, frac((0.0 /*_GlobalThemeHue1*/) + (0.0 /*_GlobalThemeHueSpeed1*/) * _Time.x), (0.0 /*_GlobalThemeSaturation1*/), (0.0 /*_GlobalThemeValue1*/)), themeColorExposures.y), float4(1,1,1,1).a);
				poiMods.globalColorTheme[2] = float4(ApplyHDRExposure(ModifyViaHSV(themeColor2.rgb, frac((0.0 /*_GlobalThemeHue2*/) + (0.0 /*_GlobalThemeHueSpeed2*/) * _Time.x), (0.0 /*_GlobalThemeSaturation2*/), (0.0 /*_GlobalThemeValue2*/)), themeColorExposures.z), float4(1,1,1,1).a);
				poiMods.globalColorTheme[3] = float4(ApplyHDRExposure(ModifyViaHSV(themeColor3.rgb, frac((0.0 /*_GlobalThemeHue3*/) + (0.0 /*_GlobalThemeHueSpeed3*/) * _Time.x), (0.0 /*_GlobalThemeSaturation3*/), (0.0 /*_GlobalThemeValue3*/)), themeColorExposures.w), float4(1,1,1,1).a);
			}
			float customDistanceBlend(float base, float blend, float blendType)
			{
				switch(blendType)
				{
					case 0: return blendNormal(base, blend); break;
					case 2: return blendMultiply(base, blend); break;
					default: return 0; break;
				}
			}
			void handleGlobalMaskDistance(int index, bool enable, bool type, float minAlpha, float maxAlpha, float min, float max, int blendType, in PoiMesh poiMesh, inout PoiMods poiMods)
			{
				if (enable)
				{
					float3 position = type ? poiMesh.worldPos : poiMesh.objectPosition;
					float val = lerp(minAlpha, maxAlpha, smoothstep(min, max, distance(position, _WorldSpaceCameraPos)));
					poiMods.globalMask[index] = saturate(customDistanceBlend(poiMods.globalMask[index], val, blendType));
				}
			}
			void ApplyGlobalMaskModifiers(in PoiMesh poiMesh, inout PoiMods poiMods, in PoiCam poiCam)
			{
			}
			float2 calculatePolarCoordinate(in PoiMesh poiMesh)
			{
				float2 delta = poiMesh.uv[(0.0 /*_PolarUV*/)] - float4(0.5,0.5,0,0);
				float radius = length(delta) * 2 * (1.0 /*_PolarRadialScale*/);
				float angle = atan2(delta.x, delta.y);
				float phi = angle / (UNITY_PI * 2.0);
				float phi_frac = frac(phi);
				angle = fwidth(phi) - 0.0001 < fwidth(phi_frac) ? phi : phi_frac;
				angle *= (1.0 /*_PolarLengthScale*/);
				return float2(radius, angle + distance(poiMesh.uv[(0.0 /*_PolarUV*/)], float4(0.5,0.5,0,0)) * (0.0 /*_PolarSpiralPower*/));
			}
			float2 MonoPanoProjection(float3 coords)
			{
				float3 normalizedCoords = normalize(coords);
				float latitude = acos(normalizedCoords.y);
				float longitude = atan2(normalizedCoords.z, normalizedCoords.x);
				float phi = longitude / (UNITY_PI * 2.0);
				float phi_frac = frac(phi);
				longitude = fwidth(phi) - 0.0001 < fwidth(phi_frac) ? phi : phi_frac;
				longitude *= 2;
				float2 sphereCoords = float2(longitude, latitude) * float2(1.0, 1.0 / UNITY_PI);
				sphereCoords = float2(1.0, 1.0) - sphereCoords;
				return (sphereCoords + float4(0, 1 - unity_StereoEyeIndex, 1, 1.0).xy) * float4(0, 1 - unity_StereoEyeIndex, 1, 1.0).zw;
			}
			float2 StereoPanoProjection(float3 coords)
			{
				float3 normalizedCoords = normalize(coords);
				float latitude = acos(normalizedCoords.y);
				float longitude = atan2(normalizedCoords.z, normalizedCoords.x);
				float phi = longitude / (UNITY_PI * 2.0);
				float phi_frac = frac(phi);
				longitude = fwidth(phi) - 0.0001 < fwidth(phi_frac) ? phi : phi_frac;
				longitude *= 2;
				float2 sphereCoords = float2(longitude, latitude) * float2(0.5, 1.0 / UNITY_PI);
				sphereCoords = float2(0.5, 1.0) - sphereCoords;
				return (sphereCoords + float4(0, 1 - unity_StereoEyeIndex, 1, 0.5).xy) * float4(0, 1 - unity_StereoEyeIndex, 1, 0.5).zw;
			}
			float2 calculateWorldUV(in PoiMesh poiMesh)
			{
				return float2((0.0 /*_UVModWorldPos0*/) != 3 ? poiMesh.worldPos[ (0.0 /*_UVModWorldPos0*/)] : 0.0f, (2.0 /*_UVModWorldPos1*/) != 3 ? poiMesh.worldPos[(2.0 /*_UVModWorldPos1*/)] : 0.0f);
			}
			float2 calculatelocalUV(in PoiMesh poiMesh)
			{
				float localUVs[8];
				localUVs[0] = poiMesh.localPos.x;
				localUVs[1] = poiMesh.localPos.y;
				localUVs[2] = poiMesh.localPos.z;
				localUVs[3] = 0;
				localUVs[4] = poiMesh.vertexColor.r;
				localUVs[5] = poiMesh.vertexColor.g;
				localUVs[6] = poiMesh.vertexColor.b;
				localUVs[7] = poiMesh.vertexColor.a;
				return float2(localUVs[(0.0 /*_UVModLocalPos0*/)],localUVs[(1.0 /*_UVModLocalPos1*/)]);
			}
			float2 calculatePanosphereUV(in PoiMesh poiMesh)
			{
				float3 viewDirection = normalize(lerp(getCameraPosition().xyz, _WorldSpaceCameraPos.xyz, (1.0 /*_PanoUseBothEyes*/)) - poiMesh.worldPos.xyz) * - 1;
				return lerp(MonoPanoProjection(viewDirection), StereoPanoProjection(viewDirection), (0.0 /*_StereoEnabled*/));
			}
			#ifdef VIGNETTE_MASKED
			float GetRemapMinValue(float scale, float offset)
			{
				return clamp(-offset / scale, -0.01f, 1.01f); // Remap min
			}
			float GetRemapMaxValue(float scale, float offset)
			{
				return clamp((1.0f - offset) / scale, -0.01f, 1.01f); // Remap Max
			}
			half4 POI_BRDF_PBS(half3 diffColor, half3 specColor, half oneMinusReflectivity, half smoothness, float3 normal, float3 viewDir, UnityLight light, UnityIndirect gi)
			{
				float3 reflDir = reflect(viewDir, normal);
				half nl = saturate(dot(normal, light.dir));
				half nv = saturate(dot(normal, viewDir));
				half2 rlPow4AndFresnelTerm = Pow4(float2(dot(reflDir, light.dir), 1 - nv));  // use R.L instead of N.H to save couple of instructions
				half rlPow4 = rlPow4AndFresnelTerm.x; // power exponent must match kHorizontalWarpExp in NHxRoughness() function in GeneratedTextures.cpp
				half fresnelTerm = rlPow4AndFresnelTerm.y;
				half grazingTerm = saturate(smoothness + (1 - oneMinusReflectivity));
				half3 color = BRDF3_Direct(diffColor, specColor, rlPow4, smoothness);
				color *= light.color * nl;
				color += BRDF3_Indirect(diffColor, specColor, gi, grazingTerm, fresnelTerm);
				return half4(color, 1);
			}
			void calculateShading(inout PoiLight poiLight, inout PoiFragData poiFragData, in PoiMesh poiMesh, in PoiCam poiCam)
			{
				float shadowAttenuation = lerp(1, poiLight.attenuation, poiLight.attenuationStrength);
				float attenuation = 1;
				#if defined(POINT) || defined(SPOT)
				shadowAttenuation = lerp(1, poiLight.additiveShadow, poiLight.attenuationStrength);
				#endif
				#ifdef POI_PASS_ADD
				if ((1.0 /*_LightingAdditiveType*/) == 3)
				{
					#if defined(POINT) || defined(SPOT)
					#if defined(_LIGHTINGMODE_REALISTIC) || defined(_LIGHTINGMODE_CLOTH) || defined(_LIGHTINGMODE_WRAPPED)
					poiLight.rampedLightMap = max(0, poiLight.nDotL);
					poiLight.finalLighting = poiLight.directColor * attenuation * max(0, poiLight.nDotL) * poiLight.detailShadow * shadowAttenuation;
					return;
					#endif
					#endif
				}
				if ((1.0 /*_LightingAdditiveType*/) == 0)
				{
					poiLight.rampedLightMap = max(0, poiLight.nDotL);
					poiLight.finalLighting = poiLight.directColor * attenuation * max(0, poiLight.nDotL) * poiLight.detailShadow * shadowAttenuation;
					return;
				}
				if ((1.0 /*_LightingAdditiveType*/) == 1)
				{
					#if defined(POINT_COOKIE) || defined(DIRECTIONAL_COOKIE)
					float passthrough = 0;
					#else
					float passthrough = (0.5 /*_LightingAdditivePassthrough*/);
					#endif
					float2 ToonAddGradient = float2((0.0 /*_LightingAdditiveGradientStart*/), (0.5 /*_LightingAdditiveGradientEnd*/));
					if (ToonAddGradient.x == ToonAddGradient.y) ToonAddGradient.y += 0.0001;
					poiLight.rampedLightMap = smoothstep(ToonAddGradient.y, ToonAddGradient.x, 1 - (.5 * poiLight.nDotL + .5));
					#if defined(POINT) || defined(SPOT)
					poiLight.finalLighting = lerp(poiLight.directColor * max(min(poiLight.additiveShadow, poiLight.detailShadow), passthrough), poiLight.indirectColor, smoothstep(ToonAddGradient.x, ToonAddGradient.y, 1 - (.5 * poiLight.nDotL + .5)));
					#else
					poiLight.finalLighting = lerp(poiLight.directColor * max(min(poiLight.attenuation, poiLight.detailShadow), passthrough), poiLight.indirectColor, smoothstep(ToonAddGradient.x, ToonAddGradient.y, 1 - (.5 * poiLight.nDotL + .5)));
					#endif
					return;
				}
				#endif
				float shadowStrength = (0.5 /*_ShadowStrength*/) * poiLight.shadowMask;
				#ifdef POI_PASS_OUTLINE
				shadowStrength = lerp(0, shadowStrength, (1.0 /*_OutlineShadowStrength*/));
				#endif
				#ifdef _LIGHTINGMODE_FLAT
				poiLight.finalLighting = poiLight.directColor * attenuation * shadowAttenuation;
				if ((1.0 /*_ForceFlatRampedLightmap*/))
				{
					poiLight.rampedLightMap = smoothstep(0.4, 0.6, poiLight.nDotLNormalized);
				}
				else
				{
					poiLight.rampedLightMap = 1;
				}
				#endif
				if (poiFragData.toggleVertexLights)
				{
					#if defined(VERTEXLIGHT_ON)
					float3 vertexLighting = float3(0, 0, 0);
					for (int index = 0; index < 4; index++)
					{
						float lightingMode = (1.0 /*_LightingAdditiveType*/);
						if (lightingMode == 3)
						{
							#if defined(_LIGHTINGMODE_REALISTIC)
							lightingMode = 0;
							#else
							lightingMode = 1;
							#endif
						}
						if (lightingMode == 0)
						{
							vertexLighting = max(vertexLighting, poiLight.vColor[index] * poiLight.vSaturatedDotNL[index] * poiLight.detailShadow); // Realistic
						}
						if (lightingMode == 1)
						{
							float2 ToonAddGradient = float2((0.0 /*_LightingAdditiveGradientStart*/), (0.5 /*_LightingAdditiveGradientEnd*/));
							if (ToonAddGradient.x == ToonAddGradient.y) ToonAddGradient.y += 0.0001;
							vertexLighting = max(vertexLighting, lerp(poiLight.vColor[index], poiLight.vColor[index] * (0.5 /*_LightingAdditivePassthrough*/), smoothstep(ToonAddGradient.x, ToonAddGradient.y, 1 - (.5 * poiLight.vDotNL[index] + .5))) * poiLight.detailShadow);
						}
					}
					float3 mixedLight = poiLight.finalLighting;
					poiLight.finalLighting = max(vertexLighting, poiLight.finalLighting);
					#endif
				}
			}
			#endif
			#if defined(GEOM_TYPE_BRANCH) || defined(GEOM_TYPE_BRANCH_DETAIL) || defined(GEOM_TYPE_FROND) || defined(DEPTH_OF_FIELD_COC_VIEW)
			float2 decalUV(float uvNumber, float2 position, half rotation, half rotationSpeed, half2 scale, float4 scaleOffset, float depth, in PoiMesh poiMesh, in PoiCam poiCam)
			{
				scaleOffset = float4(-scaleOffset.x, scaleOffset.y, -scaleOffset.z, scaleOffset.w);
				float2 centerOffset = float2((scaleOffset.x + scaleOffset.y) / 2, (scaleOffset.z + scaleOffset.w) / 2);
				float2 uv = poiMesh.uv[uvNumber] + calcParallax(depth + 1, poiCam);
				float2 decalCenter = position + centerOffset;
				float theta = radians(rotation + _Time.z * rotationSpeed);
				float cs = cos(theta);
				float sn = sin(theta);
				uv = float2((uv.x - decalCenter.x) * cs - (uv.y - decalCenter.y) * sn + decalCenter.x, (uv.x - decalCenter.x) * sn + (uv.y - decalCenter.y) * cs + decalCenter.y);
				uv = remap(uv, float2(0, 0) - scale / 2 + position + scaleOffset.xz, scale / 2 + position + scaleOffset.yw, float2(0, 0), float2(1, 1));
				return uv;
			}
			inline float3 decalHueShift(float enabled, float3 color, float shift, float shiftSpeed)
			{
				if (enabled)
				{
					color = hueShift(color, shift + _Time.x * shiftSpeed);
				}
				return color;
			}
			inline float applyTilingClipping(float enabled, float2 uv)
			{
				float ret = 1;
				if (!enabled)
				{
					if (uv.x > 1 || uv.y > 1 || uv.x < 0 || uv.y < 0)
					{
						ret = 0;
					}
				}
				return ret;
			}
			struct PoiDecal
			{
				float m_DecalFaceMask;
				float m_DecalMaskChannel;
				float m_DecalGlobalMask;
				float m_DecalGlobalMaskBlendType;
				float m_DecalApplyGlobalMaskIndex;
				float m_DecalApplyGlobalMaskBlendType;
				float4 m_DecalTexture_ST;
				float2 m_DecalTexturePan;
				float m_DecalTextureUV;
				float4 m_DecalColor;
				float m_DecalColorThemeIndex;
				fixed m_DecalTiled;
				float m_DecalBlendType;
				half m_DecalRotation;
				half3 m_DecalScale;
				float4 m_DecalSideOffset;
				half2 m_DecalPosition;
				half m_DecalRotationSpeed;
				float m_DecalEmissionStrength;
				float m_DecalBlendAlpha;
				float m_DecalAlphaBlendMode;
				float m_DecalHueShiftEnabled;
				float m_DecalHueShift;
				float m_DecalHueShiftSpeed;
				float m_DecalDepth;
				float m_DecalHueAngleStrength;
				float m_DecalChannelSeparationEnable;
				float m_DecalChannelSeparation;
				float m_DecalChannelSeparationPremultiply;
				float m_DecalChannelSeparationHue;
				float m_DecalChannelSeparationVertical;
				float m_DecalChannelSeparationAngleStrength;
				float m_DecalOverrideAlphaMode;
				float m_DecalOverrideAlpha;
				#if defined(POI_AUDIOLINK)
				half m_AudioLinkDecalScaleBand;
				float4 m_AudioLinkDecalScale;
				half m_AudioLinkDecalRotationBand;
				float2 m_AudioLinkDecalRotation;
				half m_AudioLinkDecalAlphaBand;
				float2 m_AudioLinkDecalAlpha;
				half m_AudioLinkDecalEmissionBand;
				float2 m_AudioLinkDecalEmission;
				float m_DecalRotationCTALBand;
				float m_DecalRotationCTALSpeed;
				float m_DecalRotationCTALType;
				float m_AudioLinkDecalColorChord;
				float m_AudioLinkDecalSideBand;
				float4 m_AudioLinkDecalSideMin;
				float4 m_AudioLinkDecalSideMax;
				float2 m_AudioLinkDecalChannelSeparation;
				float m_AudioLinkDecalChannelSeparationBand;
				#endif
				float4 decalColor;
				float2 decalScale;
				float decalRotation;
				float2 uv;
				float4 dduv;
				float4 sideMod;
				float decalChannelOffset;
				float4 decalMask;
				void Init(in float4 DecalMask)
				{
					decalMask = DecalMask;
					decalScale = m_DecalScale.xy;// * m_DecalScale.z;
				}
				void InitAudiolink(in PoiMods poiMods)
				{
					#ifdef POI_AUDIOLINK
					if (poiMods.audioLinkAvailable)
					{
						decalScale += lerp(m_AudioLinkDecalScale.xy, m_AudioLinkDecalScale.zw, poiMods.audioLink[m_AudioLinkDecalScaleBand]);
						sideMod += lerp(m_AudioLinkDecalSideMin, m_AudioLinkDecalSideMax, poiMods.audioLink[m_AudioLinkDecalSideBand]);
						decalRotation += lerp(m_AudioLinkDecalRotation.x, m_AudioLinkDecalRotation.y, poiMods.audioLink[m_AudioLinkDecalRotationBand]);
						decalRotation += AudioLinkGetChronoTime(m_DecalRotationCTALType, m_DecalRotationCTALBand) * m_DecalRotationCTALSpeed * 360;
						decalChannelOffset += lerp(m_AudioLinkDecalChannelSeparation[0], m_AudioLinkDecalChannelSeparation[1], poiMods.audioLink[m_AudioLinkDecalChannelSeparationBand]);
					}
					#endif
				}
				void SampleDecalNoTexture(in PoiMods poiMods, in PoiLight poiLight, in PoiMesh poiMesh, in PoiCam poiCam)
				{
					uv = decalUV(m_DecalTextureUV, m_DecalPosition, m_DecalRotation + decalRotation, m_DecalRotationSpeed, decalScale, m_DecalSideOffset +sideMod, m_DecalDepth, poiMesh, poiCam);
					decalColor = float4(poiThemeColor(poiMods, m_DecalColor.rgb, m_DecalColorThemeIndex), m_DecalColor.a);
					decalColor.rgb = decalHueShift(m_DecalHueShiftEnabled, decalColor.rgb, m_DecalHueShift + poiLight.nDotV * m_DecalHueAngleStrength, m_DecalHueShiftSpeed);
					decalColor.a *= decalMask[m_DecalMaskChannel] * applyTilingClipping(m_DecalTiled, uv);
				}
				void SampleDecal(sampler2D decalTexture, in PoiMods poiMods, in PoiLight poiLight, in PoiMesh poiMesh, in PoiCam poiCam, float2 scaleMultiplier = float2(1, 1))
				{
					uv = decalUV(m_DecalTextureUV, m_DecalPosition, m_DecalRotation + decalRotation, m_DecalRotationSpeed, decalScale * scaleMultiplier, m_DecalSideOffset +sideMod, m_DecalDepth, poiMesh, poiCam);
					float4 dduv = any(fwidth(uv) > .5) ? 0.001 : float4(ddx(uv) * m_DecalTexture_ST.x, ddy(uv) * m_DecalTexture_ST.y);
					decalColor = tex2D(decalTexture, poiUV(uv, m_DecalTexture_ST) + m_DecalTexturePan * _Time.x, dduv.xy, dduv.zw) * float4(poiThemeColor(poiMods, m_DecalColor.rgb, m_DecalColorThemeIndex), m_DecalColor.a);
					decalColor.rgb = decalHueShift(m_DecalHueShiftEnabled, decalColor.rgb, m_DecalHueShift + poiLight.nDotV * m_DecalHueAngleStrength, m_DecalHueShiftSpeed);
					decalColor.a *= decalMask[m_DecalMaskChannel] * applyTilingClipping(m_DecalTiled, uv);
				}
				void SampleDecalNoAlpha(sampler2D decalTexture, in PoiMods poiMods, in PoiLight poiLight, in PoiMesh poiMesh, in PoiCam poiCam, float2 scaleMultiplier = float2(1, 1))
				{
					uv = decalUV(m_DecalTextureUV, m_DecalPosition, m_DecalRotation + decalRotation, m_DecalRotationSpeed, decalScale * scaleMultiplier, m_DecalSideOffset +sideMod, m_DecalDepth, poiMesh, poiCam);
					float4 dduv = any(fwidth(uv) > .5) ? 0.001 : float4(ddx(uv) * m_DecalTexture_ST.x, ddy(uv) * m_DecalTexture_ST.y);
					decalColor.rgb = tex2D(decalTexture, poiUV(uv, m_DecalTexture_ST) + m_DecalTexturePan * _Time.x, dduv.xy, dduv.zw) * float4(poiThemeColor(poiMods, m_DecalColor.rgb, m_DecalColorThemeIndex), m_DecalColor.a).rgb;
					decalColor.rgb = decalHueShift(m_DecalHueShiftEnabled, decalColor.rgb, m_DecalHueShift + poiLight.nDotV * m_DecalHueAngleStrength, m_DecalHueShiftSpeed);
					decalColor.a *= decalMask[m_DecalMaskChannel] * applyTilingClipping(m_DecalTiled, uv);
				}
				void SampleDecalAlphaOnly(sampler2D decalTexture, in PoiMods poiMods, in PoiLight poiLight, in PoiMesh poiMesh, in PoiCam poiCam, float2 scaleMultiplier = float2(1, 1))
				{
					uv = decalUV(m_DecalTextureUV, m_DecalPosition, m_DecalRotation + decalRotation, m_DecalRotationSpeed, decalScale * scaleMultiplier, m_DecalSideOffset +sideMod, m_DecalDepth, poiMesh, poiCam);
					float4 dduv = any(fwidth(uv) > .5) ? 0.001 : float4(ddx(uv) * m_DecalTexture_ST.x, ddy(uv) * m_DecalTexture_ST.y);
					decalColor = tex2D(decalTexture, poiUV(uv, m_DecalTexture_ST) + m_DecalTexturePan * _Time.x, dduv.xy, dduv.zw) * float4(poiThemeColor(poiMods, m_DecalColor.rgb, m_DecalColorThemeIndex), m_DecalColor.a);
					decalColor.a *= decalMask[m_DecalMaskChannel] * applyTilingClipping(m_DecalTiled, uv);
				}
				void SampleDecalChannelSeparation(sampler2D decalTexture, in PoiMods poiMods, in PoiLight poiLight, in PoiMesh poiMesh, in PoiCam poiCam)
				{
					decalColor = float4(0, 0, 0, 1);
					decalChannelOffset += m_DecalChannelSeparation + m_DecalChannelSeparationAngleStrength * (m_DecalChannelSeparationAngleStrength > 0 ? (1 - poiLight.nDotV) : poiLight.nDotV);
					float2 positionOffset = decalChannelOffset * 0.01 * (decalScale.x + decalScale.y) * float2(cos(m_DecalChannelSeparationVertical), sin(m_DecalChannelSeparationVertical));
					float2 uvSample0 = decalUV(m_DecalTextureUV, m_DecalPosition + positionOffset, m_DecalRotation + decalRotation, m_DecalRotationSpeed, decalScale, m_DecalSideOffset +sideMod, m_DecalDepth, poiMesh, poiCam);
					float2 uvSample1 = decalUV(m_DecalTextureUV, m_DecalPosition - positionOffset, m_DecalRotation + decalRotation, m_DecalRotationSpeed, decalScale, m_DecalSideOffset +sideMod, m_DecalDepth, poiMesh, poiCam);
					float4 dduvSample0 = any(fwidth(uvSample0) > .5) ? 0.001 : float4(ddx(uvSample0) * m_DecalTexture_ST.x, ddy(uvSample0) * m_DecalTexture_ST.y);
					float4 dduvSample1 = any(fwidth(uvSample1) > .5) ? 0.001 : float4(ddx(uvSample1) * m_DecalTexture_ST.x, ddy(uvSample1) * m_DecalTexture_ST.y);
					float4 sample0 = tex2D(decalTexture, poiUV(uvSample0, m_DecalTexture_ST) + m_DecalTexturePan * _Time.x, dduvSample0.xy, dduvSample0.zw) * float4(poiThemeColor(poiMods, m_DecalColor.rgb, m_DecalColorThemeIndex), m_DecalColor.a);
					float4 sample1 = tex2D(decalTexture, poiUV(uvSample1, m_DecalTexture_ST) + m_DecalTexturePan * _Time.x, dduvSample1.xy, dduvSample1.zw) * float4(poiThemeColor(poiMods, m_DecalColor.rgb, m_DecalColorThemeIndex), m_DecalColor.a);
					sample0.rgb = decalHueShift(m_DecalHueShiftEnabled, sample0.rgb, m_DecalHueShift + poiLight.nDotV * m_DecalHueAngleStrength, m_DecalHueShiftSpeed);
					sample1.rgb = decalHueShift(m_DecalHueShiftEnabled, sample1.rgb, m_DecalHueShift + poiLight.nDotV * m_DecalHueAngleStrength, m_DecalHueShiftSpeed);
					float3 channelSeparationColor = HUEtoRGB(frac(m_DecalChannelSeparationHue));
					if (m_DecalChannelSeparationPremultiply)
					{
						decalColor.rgb = lerp(sample0 * sample0.a, sample1 * sample1.a, channelSeparationColor);
					}
					else
					{
						decalColor.rgb = lerp(sample0, sample1, channelSeparationColor);
					}
					decalColor.a = 0.5 * (sample0.a + sample1.a);
					decalColor.a *= decalMask[m_DecalMaskChannel] * max(applyTilingClipping(m_DecalTiled, uvSample0), applyTilingClipping(m_DecalTiled, uvSample1));
				}
				void Apply(inout float alphaOverride, inout float decalAlpha, inout PoiFragData poiFragData, in PoiMesh poiMesh, in PoiCam poiCam, inout PoiMods poiMods, in PoiLight poiLight)
				{
					if (m_DecalGlobalMask > 0)
					{
						decalColor.a = maskBlend(decalColor.a, poiMods.globalMask[m_DecalGlobalMask - 1], m_DecalGlobalMaskBlendType);
					}
					float audioLinkDecalAlpha = 0;
					float audioLinkDecalEmission = 0;
					#ifdef POI_AUDIOLINK
					audioLinkDecalEmission = lerp(m_AudioLinkDecalEmission.x, m_AudioLinkDecalEmission.y, poiMods.audioLink[m_AudioLinkDecalEmissionBand]) * poiMods.audioLinkAvailable;
					if (m_AudioLinkDecalColorChord)
					{
						if (poiMods.audioLinkAvailable)
						{
							decalColor.rgb *= AudioLinkLerp(ALPASS_CCSTRIP + float2(uv.x * AUDIOLINK_WIDTH, 0)).rgb;
						}
						else
						{
							decalAlpha = 0;
						}
					}
					audioLinkDecalAlpha = lerp(m_AudioLinkDecalAlpha.x, m_AudioLinkDecalAlpha.y, poiMods.audioLink[m_AudioLinkDecalAlphaBand]) * poiMods.audioLinkAvailable;
					#endif
					if (m_DecalFaceMask > 0)
					{
						if (m_DecalFaceMask == 1 && !poiMesh.isFrontFace)
						{
							decalColor.a *= 0;
						}
						else if (m_DecalFaceMask == 2 && poiMesh.isFrontFace)
						{
							decalColor.a *= 0;
						}
					}
					float decalAlphaMixed = decalColor.a * saturate(m_DecalBlendAlpha + audioLinkDecalAlpha);
					if (m_DecalOverrideAlpha)
					{
						float finalAlpha = decalAlphaMixed;
						if (m_DecalOverrideAlphaMode != 0 && !m_DecalTiled)
						{
							if (uv.x > 0 && uv.x < 1 && uv.y > 0 && uv.y < 1)
							{
								if (m_DecalOverrideAlpha == 1) poiFragData.alpha = finalAlpha;
								if (m_DecalOverrideAlpha == 2) poiFragData.alpha = saturate(poiFragData.alpha * finalAlpha);
								if (m_DecalOverrideAlpha == 3) poiFragData.alpha = saturate(poiFragData.alpha + finalAlpha);
								if (m_DecalOverrideAlpha == 4) poiFragData.alpha = saturate(poiFragData.alpha - finalAlpha);
								if (m_DecalOverrideAlpha == 5) poiFragData.alpha = min(poiFragData.alpha, finalAlpha);
								if (m_DecalOverrideAlpha == 6) poiFragData.alpha = max(poiFragData.alpha, finalAlpha);
							}
						}
						else
						{
							if (m_DecalOverrideAlpha == 1) poiFragData.alpha = finalAlpha;
							if (m_DecalOverrideAlpha == 2) poiFragData.alpha = saturate(poiFragData.alpha * finalAlpha);
							if (m_DecalOverrideAlpha == 3) poiFragData.alpha = saturate(poiFragData.alpha + finalAlpha);
							if (m_DecalOverrideAlpha == 4) poiFragData.alpha = saturate(poiFragData.alpha - finalAlpha);
							if (m_DecalOverrideAlpha == 5) poiFragData.alpha = min(poiFragData.alpha, finalAlpha);
							if (m_DecalOverrideAlpha == 6) poiFragData.alpha = max(poiFragData.alpha, finalAlpha);
						}
					}
					if (m_DecalApplyGlobalMaskIndex > 0)
					{
						applyToGlobalMask(poiMods, m_DecalApplyGlobalMaskIndex - 1, m_DecalApplyGlobalMaskBlendType, decalAlphaMixed);
					}
					poiFragData.baseColor.rgb = lerp(poiFragData.baseColor.rgb, customBlend(poiFragData.baseColor.rgb, decalColor.rgb, m_DecalBlendType), decalAlphaMixed);
					poiFragData.emission += decalColor.rgb * decalColor.a * max(m_DecalEmissionStrength + audioLinkDecalEmission, 0);
				}
				float2 GetVideoAspectRatio(float2 videoDimensions, float CorrectionType, float fitToScale)
				{
					float2 AspectRatioMultiplier = float2(1, 1);
					if (fitToScale)
					{
						float2 decalScale = m_DecalScale.xy + float2(m_DecalSideOffset.x + m_DecalSideOffset.y, m_DecalSideOffset.z + m_DecalSideOffset.w);
						if (decalScale.x > decalScale.y)
						{
							videoDimensions.xy *= float2((decalScale.y / decalScale.x), 1);
						}
						else
						{
							videoDimensions.xy *= float2(1, (decalScale.x / decalScale.y));
						}
					}
					if (CorrectionType != 2)
					{
						if (CorrectionType == 0)
						{
							if (videoDimensions.x > videoDimensions.y)
							{
								AspectRatioMultiplier = float2(1, videoDimensions.y / videoDimensions.x);
							}
							else
							{
								AspectRatioMultiplier = float2(videoDimensions.x / videoDimensions.y, 1);
							}
						}
						else if (CorrectionType == 1)
						{
							if (videoDimensions.x > videoDimensions.y)
							{
								AspectRatioMultiplier = float2(1 / (videoDimensions.y / videoDimensions.x), 1);
							}
							else
							{
								AspectRatioMultiplier = float2(1, 1 / (videoDimensions.x / videoDimensions.y));
							}
						}
					}
					return AspectRatioMultiplier;
				}
			};
			void applyDecals(inout PoiFragData poiFragData, in PoiMesh poiMesh, in PoiCam poiCam, inout PoiMods poiMods, in PoiLight poiLight)
			{
				float udonVideoTexAvailable = 0;
				float2 udonVideoAspectRatio = 1;
				if (float4(1,1,1,1).z > 16)
				{
					udonVideoTexAvailable = 1;
				}
				float decalAlpha = 1;
				float alphaOverride = 0;
				#if defined(PROP_DECALMASK) || !defined(OPTIMIZER_ENABLED)
				float4 decalMask = POI2D_SAMPLER_PAN(_DecalMask, _MainTex, poiUV(poiMesh.uv[(0.0 /*_DecalMaskUV*/)], float4(1,1,0,0)), float4(0,0,0,0));
				#else
				float4 decalMask = 1;
				#endif
				float4 decalColor = 1;
				float2 uv = 0;
			}
			#endif
			#ifdef _CUBEMAP
			#if defined(PROP_CUBEMAP) || !defined(OPTIMIZER_ENABLED)
			float3 RotateAroundYInDegrees(float3 dir, float degrees)
			{
				float alpha = degrees * UNITY_PI / 180.0;
				float sina, cosa;
				sincos(alpha, sina, cosa);
				float2x2 m = float2x2(cosa, -sina, sina, cosa);
				return float3(mul(m, dir.xz), dir.y).xzy;
			}
			#endif
			void applyCubemap(inout PoiFragData poiFragData, in PoiCam poiCam, in PoiMesh poiMesh, in PoiLight poiLight, in PoiMods poiMods)
			{
				float3 CubeMapUV = 0;
				switch((1.0 /*_CubeMapUVMode*/))
				{
					case 0: // Skybox
					CubeMapUV = -poiCam.viewDir;
					break;
					case 1: // Reflection
					CubeMapUV = poiCam.reflectionDir;
					break;
					case 2: // World Normal Direction
					CubeMapUV = lerp(poiMesh.normals[0], poiMesh.normals[1], (1.0 /*_CubeMapWorldNormalsStrength*/));
					break;
					case 3: // Local Normal Direction
					CubeMapUV = poiMesh.objNormal;
					break;
				}
				#if defined(PROP_CUBEMAP) || !defined(OPTIMIZER_ENABLED)
				if (any(float4(0,0,0,0).xyz) || any(float4(0,0,0,0).xyz))
				{
					CubeMapUV = RotateAroundYInDegrees(CubeMapUV.yxz, float4(0,0,0,0).x + (float4(0,0,0,0).x * _Time.y)).yxz;
					CubeMapUV = RotateAroundYInDegrees(CubeMapUV.xyz, float4(0,0,0,0).y + (float4(0,0,0,0).y * _Time.y)).xyz;
					CubeMapUV = RotateAroundYInDegrees(CubeMapUV.xzy, float4(0,0,0,0).z + (float4(0,0,0,0).z * _Time.y)).xzy;
				}
				float4 cubeMap = texCUBElod(_CubeMap, float4(CubeMapUV, (1 - (1.0 /*_CubeMapSmoothness*/)) * (1 - (1.0 /*_CubeMapSmoothness*/)) * 8));
				cubeMap.rgb *= poiThemeColor(poiMods, float4(0.4893551,0.2572496,0.07928708,1), (0.0 /*_CubeMapColorThemeIndex*/));
				#else
				float4 cubeMap = float4(0.21763764082, 0.21763764082, 0.21763764082, .5) * float4(poiThemeColor(poiMods, float4(0.4893551,0.2572496,0.07928708,1), (0.0 /*_CubeMapColorThemeIndex*/)), 1);
				#endif
				cubeMap.rgb *= (5.0 /*_CubeMapIntensity*/);
				#if defined(PROP_CUBEMAPMASK) || !defined(OPTIMIZER_ENABLED)
				float CubeMapMask = POI2D_SAMPLER_PAN(_CubeMapMask, _MainTex, poiUV(poiMesh.uv[(0.0 /*_CubeMapMaskUV*/)], float4(1,1,0,0)), float4(0,0,0,0))[(0.0 /*_CubeMapMaskChannel*/)];
				#else
				float CubeMapMask = 1;
				#endif
				if ((0.0 /*_CubeMapMaskGlobalMask*/) > 0)
				{
					CubeMapMask = maskBlend(CubeMapMask, poiMods.globalMask[(0.0 /*_CubeMapMaskGlobalMask*/) - 1], (2.0 /*_CubeMapMaskGlobalMaskBlendType*/));
				}
				if ((0.0 /*_CubeMapMaskInvert*/))
				{
					CubeMapMask = 1 - CubeMapMask;
				}
				if ((0.0 /*_CubeMapHueShiftEnabled*/))
				{
					cubeMap.rgb = hueShift(cubeMap.rgb, (0.0 /*_CubeMapHueShift*/) + _Time.x * (0.0 /*_CubeMapHueShiftSpeed*/));
					cubeMap = PoiColorBCS(cubeMap, (0.0 /*_CubeMapBrightness*/), (1.0 /*_CubeMapContrast*/), (1.0 /*_CubeMapSaturation*/));
				}
				CubeMapMask = min(CubeMapMask, lerp(1, poiLight.rampedLightMap, (0.0 /*_CubeMapLightMask*/)));
				float cubeMapAlpha = CubeMapMask * cubeMap.a * (1.0 /*_CubeMapBlendAmount*/);
				poiFragData.baseColor.rgb = lerp(poiFragData.baseColor.rgb, cubeMap.rgb, cubeMapAlpha * ((0.0 /*_CubemapBlendType*/) == 0));
				poiFragData.baseColor.rgb *= lerp(1, cubeMap.rgb, cubeMapAlpha * ((0.0 /*_CubemapBlendType*/) == 1));
				poiFragData.baseColor.rgb += cubeMap.rgb * cubeMapAlpha * ((0.0 /*_CubemapBlendType*/) == 2);
				poiFragData.emission += cubeMap.rgb * (0.0 /*_CubeMapEmissionStrength*/) * CubeMapMask * cubeMap.a;
			}
			#endif
			float calculateGlowInTheDark(in float minLight, in float maxLight, in float minEmissionMultiplier, in float maxEmissionMultiplier, in float enabled, in float worldOrMesh, in PoiLight poiLight)
			{
				float glowInTheDarkMultiplier = 1;
				if (enabled)
				{
					float3 lightValue = worldOrMesh ? calculateluminance(poiLight.finalLighting.rgb) : calculateluminance(poiLight.directColor.rgb);
					float gitdeAlpha = saturate(inverseLerp(minLight, maxLight, lightValue));
					glowInTheDarkMultiplier = lerp(minEmissionMultiplier, maxEmissionMultiplier, gitdeAlpha);
				}
				return glowInTheDarkMultiplier;
			}
			float calculateScrollingEmission(in float3 direction, in float velocity, in float interval, in float scrollWidth, float offset, float3 position)
			{
				scrollWidth = max(scrollWidth, 0);
				float phase = 0;
				phase = dot(position, direction);
				phase -= (_Time.y + offset) * velocity;
				phase /= interval;
				phase -= floor(phase);
				phase = saturate(phase);
				return (pow(phase, scrollWidth) + pow(1 - phase, scrollWidth * 4)) * 0.5;
			}
			float calculateBlinkingEmission(in float blinkMin, in float blinkMax, in float blinkVelocity, float offset)
			{
				float amplitude = (blinkMax - blinkMin) * 0.5f;
				float base = blinkMin + amplitude;
				return sin((_Time.y + offset) * blinkVelocity) * amplitude + base;
			}
			void applyALEmmissionStrength(in PoiMods poiMods, inout float emissionStrength, in float2 emissionStrengthMod, in float emissionStrengthBand, in float2 _EmissionALMultipliers, in float _EmissionALMultipliersBand, in float enabled)
			{
				#ifdef POI_AUDIOLINK
				if (poiMods.audioLinkAvailable && enabled)
				{
					emissionStrength += lerp(emissionStrengthMod.x, emissionStrengthMod.y, poiMods.audioLink[emissionStrengthBand]);
					emissionStrength *= lerp(_EmissionALMultipliers.x, _EmissionALMultipliers.y, poiMods.audioLink[_EmissionALMultipliersBand]);
				}
				#endif
			}
			void applyALCenterOutEmission(in PoiMods poiMods, in float nDotV, inout float emissionStrength, in float size, in float band, in float2 emissionToAdd, in float enabled, in float duration)
			{
				#ifdef POI_AUDIOLINK
				if (poiMods.audioLinkAvailable && enabled)
				{
					float intensity;
					[flatten]
					if (duration >= 0)
					{
						intensity = getBandAtTime(band, saturate(remap(nDotV, 1, 0, 0, duration)), size);
					}
					else
					{
						duration *= -1;
						intensity = getBandAtTime(band, saturate(remap(pow(nDotV, 2), 0, 1 + duration, 0, duration)), size);
					}
					emissionStrength += lerp(emissionToAdd[0], emissionToAdd[1], intensity);
				}
				#endif
			}
			#ifdef POI_EMISSION_2
			float3 applyEmission2(inout PoiFragData poiFragData, in PoiMesh poiMesh, in PoiLight poiLight, in PoiCam poiCam, in PoiMods poiMods)
			{
				float3 emission2 = 0;
				float emissionStrength2 = 0;
				float3 emissionColor2 = 0;
				emissionStrength2 = (0.03 /*_EmissionStrength2*/);
				applyALEmmissionStrength(poiMods, emissionStrength2, float4(0,0,0,0), (0.0 /*_EmissionAL2StrengthBand*/), float4(1,1,0,0), (0.0 /*_EmissionAL2MultipliersBand*/), (0.0 /*_EmissionAL2Enabled*/));
				applyALCenterOutEmission(poiMods, poiLight.nDotV, emissionStrength2, (0.0 /*_AudioLinkEmission2CenterOutSize*/), (0.0 /*_AudioLinkEmission2CenterOutBand*/), float4(0,0,0,0), (0.0 /*_EmissionAL2Enabled*/), (1.0 /*_AudioLinkEmission2CenterOutDuration*/));
				float glowInTheDarkMultiplier2 = calculateGlowInTheDark((0.0 /*_GITDEMinLight2*/), (1.0 /*_GITDEMaxLight2*/), (1.0 /*_GITDEMinEmissionMultiplier2*/), (0.0 /*_GITDEMaxEmissionMultiplier2*/), (0.0 /*_EnableGITDEmission2*/), (0.0 /*_GITDEWorldOrMesh2*/), poiLight);
				#if defined(PROP_EMISSIONMAP2) || !defined(OPTIMIZER_ENABLED)
				if (!(0.0 /*_EmissionCenterOutEnabled2*/))
				{
					emissionColor2 = POI2D_SAMPLER_PAN(_EmissionMap2, _MainTex, poiUV(poiMesh.uv[(0.0 /*_EmissionMap2UV*/)], float4(1,1,0,0)), float4(0,0,0,0)) * lerp(1, poiFragData.baseColor, (1.0 /*_EmissionBaseColorAsMap2*/)).rgb * poiThemeColor(poiMods, float4(1,1,1,1).rgb, (0.0 /*_EmissionColor2ThemeIndex*/));
				}
				else
				{
					emissionColor2 = UNITY_SAMPLE_TEX2D_SAMPLER(_EmissionMap2, _MainTex, ((.5 + poiLight.nDotV * .5) * float4(1,1,0,0).xy) + _Time.x * (5.0 /*_EmissionCenterOutSpeed2*/)).rgb * lerp(1, poiFragData.baseColor, (1.0 /*_EmissionBaseColorAsMap2*/)).rgb * poiThemeColor(poiMods, float4(1,1,1,1).rgb, (0.0 /*_EmissionColor2ThemeIndex*/));
				}
				#else
				emissionColor2 = lerp(1, poiFragData.baseColor, (1.0 /*_EmissionBaseColorAsMap2*/)).rgb * poiThemeColor(poiMods, float4(1,1,1,1).rgb, (0.0 /*_EmissionColor2ThemeIndex*/));
				#endif
				if ((0.0 /*_ScrollingEmission2*/))
				{
					float3 pos2 = poiMesh.localPos;
					if ((0.0 /*_EmissionScrollingVertexColor2*/))
					{
						pos2 = poiMesh.vertexColor.rgb;
					}
					if ((0.0 /*_EmissionScrollingUseCurve2*/))
					{
						#if defined(PROP_EMISSIONSCROLLINGCURVE2) || !defined(OPTIMIZER_ENABLED)
						emissionStrength2 *= UNITY_SAMPLE_TEX2D_SAMPLER(_EmissionScrollingCurve2, _MainTex, poiUV(poiMesh.uv[(0.0 /*_EmissionMap2UV*/)], float4(1,1,0,0)) + (dot(pos2, float4(0,-10,0,0)) * (20.0 /*_EmissiveScroll_Interval2*/)) + _Time.x * (10.0 /*_EmissiveScroll_Velocity2*/));
						#endif
					}
					else
					{
						emissionStrength2 *= calculateScrollingEmission(float4(0,-10,0,0), (10.0 /*_EmissiveScroll_Velocity2*/), (20.0 /*_EmissiveScroll_Interval2*/), (10.0 /*_EmissiveScroll_Width2*/), (0.0 /*_EmissionScrollingOffset2*/), pos2);
					}
				}
				if ((0.0 /*_EmissionBlinkingEnabled2*/))
				{
					emissionStrength2 *= calculateBlinkingEmission((0.0 /*_EmissiveBlink_Min2*/), (1.0 /*_EmissiveBlink_Max2*/), (4.0 /*_EmissiveBlink_Velocity2*/), (0.0 /*_EmissionBlinkingOffset2*/));
				}
				emissionColor2 = hueShift(emissionColor2, frac((0.0 /*_EmissionHueShift2*/) + (0.0 /*_EmissionHueShiftSpeed2*/) * _Time.x) * (0.0 /*_EmissionHueShiftEnabled2*/));
				emissionColor2 = lerp(emissionColor2, dot(emissionColor2, float3(0.3, 0.59, 0.11)), - ((0.0 /*_EmissionSaturation2*/)) * (0.0 /*_EmissionHueShiftEnabled2*/));
				#if defined(PROP_EMISSIONMASK2) || !defined(OPTIMIZER_ENABLED)
				float emissionMask2 = UNITY_SAMPLE_TEX2D_SAMPLER(_EmissionMask2, _MainTex, poiUV(poiMesh.uv[(0.0 /*_EmissionMask2UV*/)], float4(1,1,0,0)) + _Time.x * float4(0,0,0,0))[(0.0 /*_EmissionMask2Channel*/)];
				#else
				float emissionMask2 = 1;
				#endif
				if ((0.0 /*_EmissionMaskInvert2*/))
				{
					emissionMask2 = 1 - emissionMask2;
				}
				if ((0.0 /*_EmissionMask2GlobalMask*/) > 0)
				{
					emissionMask2 = maskBlend(emissionMask2, poiMods.globalMask[(0.0 /*_EmissionMask2GlobalMask*/) - 1], (2.0 /*_EmissionMask2GlobalMaskBlendType*/));
				}
				emissionStrength2 *= glowInTheDarkMultiplier2 * emissionMask2;
				emission2 = max(emissionStrength2 * emissionColor2, 0);
				poiFragData.emission += emission2;
				return emission2 * (0.0 /*_EmissionReplace2*/);
			}
			#endif
			#if defined(_GLOSSYREFLECTIONS_OFF) || defined(POI_RIM2)
			#if defined(_RIMSTYLE_POIYOMI) || defined(_RIM2STYLE_POIYOMI)
			void ApplyPoiyomiRimLighting(inout PoiFragData poiFragData, in PoiMesh poiMesh, in PoiCam poiCam, in PoiLight poiLight, inout PoiMods poiMods, float Is_NormalMapToRimLight, float RimInvert, float RimPower, float RimStrength, float RimShadowWidth, float RimShadowToggle, float RimWidth, float RimBlendStrength, float RimMask, float RimGlobalMask, float RimGlobalMaskBlendType, float4 RimTex, float4 RimLightColor, float RimLightColorThemeIndex, float RimHueShiftEnabled, float RimHueShift, float RimHueShiftSpeed, float RimSharpness, float RimShadowMaskRampType, float RimShadowMaskInvert, float RimShadowMaskStrength, float2 RimShadowAlpha, float RimApplyGlobalMaskIndex, float RimApplyGlobalMaskBlendType, float RimBaseColorMix, float RimBrightness, float RimBlendMode, half AudioLinkRimWidthBand, float2 AudioLinkRimWidthAdd, half AudioLinkRimEmissionBand, float2 AudioLinkRimEmissionAdd, half AudioLinkRimBrightnessBand, float2 AudioLinkRimBrightnessAdd, float rimBias, float rimBiasIntensity, int RimApplyAlpha, float RimApplyAlphaBlend)
			{
				float viewDotNormal = abs(dot(poiCam.viewDir, lerp(poiMesh.normals[0], poiMesh.normals[1], Is_NormalMapToRimLight)));
				
				if (RimInvert)
				{
					viewDotNormal = 1 - viewDotNormal;
				}
				viewDotNormal = pow(viewDotNormal, RimPower);
				if (RimShadowWidth && RimShadowToggle)
				{
					viewDotNormal += lerp(0, (1 - poiLight.nDotLNormalized) * 3, RimShadowWidth);
				}
				viewDotNormal *= lerp(1, rimBias, rimBiasIntensity);
				float rimStrength = RimStrength;
				float rimWidth = lerp( - .05, 1, RimWidth);
				float blendStrength = RimBlendStrength;
				#ifdef POI_AUDIOLINK
				
				if (poiMods.audioLinkAvailable)
				{
					rimWidth = clamp(rimWidth + lerp(AudioLinkRimWidthAdd.x, AudioLinkRimWidthAdd.y, poiMods.audioLink[AudioLinkRimWidthBand]), - .05, 1);
					rimStrength += lerp(AudioLinkRimEmissionAdd.x, AudioLinkRimEmissionAdd.y, poiMods.audioLink[AudioLinkRimEmissionBand]);
					RimBrightness += lerp(AudioLinkRimBrightnessAdd.x, AudioLinkRimBrightnessAdd.y, poiMods.audioLink[AudioLinkRimBrightnessBand]);
				}
				#endif
				float rimMask = RimMask;
				if (RimGlobalMask > 0)
				{
					rimMask = maskBlend(rimMask, poiMods.globalMask[RimGlobalMask - 1], RimGlobalMaskBlendType);
				}
				float4 rimColor = RimTex;
				rimColor *= float4(poiThemeColor(poiMods, RimLightColor.rgb, RimLightColorThemeIndex), RimLightColor.a);
				
				if (RimHueShiftEnabled)
				{
					rimColor.rgb = hueShift(rimColor.rgb, RimHueShift + _Time.x * RimHueShiftSpeed);
				}
				float rim = 1 - smoothstep(min(RimSharpness, rimWidth), rimWidth, viewDotNormal);
				rim *= RimLightColor.a * rimColor.a * rimMask;
				if (RimShadowToggle)
				{
					switch(RimShadowMaskRampType)
					{
						case 0:
						float rampedLightMap = poiLight.rampedLightMap;
						if (RimShadowMaskInvert) rampedLightMap = 1 - rampedLightMap;
						rim = lerp(rim, rim * rampedLightMap, RimShadowMaskStrength);
						break;
						case 1:
						float nDotLNormalized = poiLight.nDotLNormalized;
						if (RimShadowMaskInvert) nDotLNormalized = 1 - nDotLNormalized;
						rim = lerp(rim, rim * smoothstep(RimShadowAlpha.x, RimShadowAlpha.y, nDotLNormalized), RimShadowMaskStrength);
						break;
					}
				}
				if (RimApplyGlobalMaskIndex > 0)
				{
					applyToGlobalMask(poiMods, RimApplyGlobalMaskIndex - 1, RimApplyGlobalMaskBlendType, rim * blendStrength);
				}
				if (RimApplyAlpha == 1) // Add
				{
					poiFragData.alpha += lerp(0, saturate(rim), RimApplyAlphaBlend);
					poiFragData.alpha = saturate(poiFragData.alpha);
				}
				if (RimApplyAlpha == 2) // Multiply
				{
					poiFragData.alpha *= lerp(1, saturate(rim), RimApplyAlphaBlend);
				}
				float3 finalRimColor = rimColor.rgb * lerp(1, poiFragData.baseColor, RimBaseColorMix);
				finalRimColor *= RimBrightness;
				switch(RimBlendMode)
				{
					case 0: poiFragData.baseColor += finalRimColor * rim * blendStrength; break;
					case 1: poiFragData.baseColor = lerp(poiFragData.baseColor, finalRimColor, rim * blendStrength); break;
					case 2: poiFragData.baseColor = lerp(poiFragData.baseColor, poiFragData.baseColor * finalRimColor, rim * blendStrength); break;
					case 3: poiFragData.baseColor = lerp(poiFragData.baseColor.rgb, poiFragData.baseColor.rgb + poiFragData.baseColor.rgb * finalRimColor, rim * blendStrength); break;
					case 4: poiFragData.baseColor = lerp(poiFragData.baseColor, 1 - (1 - poiFragData.baseColor) * (1 - finalRimColor), rim * blendStrength); break;
				}
				poiFragData.emission += finalRimColor * rim * rimStrength;
			}
			#endif
			#if defined(_RIMSTYLE_UTS2) || defined(_RIM2STYLE_UTS2)
			void ApplyUTS2RimLighting(inout PoiFragData poiFragData, in PoiMesh poiMesh, in PoiCam poiCam, in PoiLight poiLight, in PoiMods poiMods, float Set_RimLightMask_var, float RimGlobalMask, float RimGlobalMaskBlendType, float4 RimLightColor, float RimLightColorThemeIndex, float Is_LightColor_RimLight, float Is_NormalMapToRimLight, float RimLight_Power, float RimLight_InsideMask, float RimLight_FeatherOff, float LightDirection_MaskOn, float Tweak_LightDirection_MaskLevel, float Add_Antipodean_RimLight, float4 Ap_RimLightColor, float RimApColorThemeIndex, float Is_LightColor_Ap_RimLight, float Ap_RimLight_Power, float Ap_RimLight_FeatherOff, float Tweak_RimLightMaskLevel, float RimHueShiftEnabled, float RimHueShift, float RimHueShiftSpeed)
			{
				if (RimGlobalMask > 0)
				{
					Set_RimLightMask_var = maskBlend(Set_RimLightMask_var, poiMods.globalMask[RimGlobalMask - 1], RimGlobalMaskBlendType);
				}
				float3 rimColor = float3(poiThemeColor(poiMods, RimLightColor.rgb, RimLightColorThemeIndex));
				float3 _Is_LightColor_RimLight_var = lerp(rimColor, (rimColor * poiLight.directColor), Is_LightColor_RimLight);
				float _RimArea_var = (1.0 - dot(lerp(poiMesh.normals[0], poiMesh.normals[1], Is_NormalMapToRimLight), poiCam.viewDir));
				float _RimLightPower_var = pow(_RimArea_var, exp2(lerp(3, 0, RimLight_Power)));
				float _Rimlight_InsideMask_var = saturate(lerp((0.0 + ((_RimLightPower_var - RimLight_InsideMask) * (1.0 - 0.0)) / (1.0 - RimLight_InsideMask)), step(RimLight_InsideMask, _RimLightPower_var), RimLight_FeatherOff));
				float _VertHalfLambert_var = 0.5 * dot(poiMesh.normals[0], poiLight.direction) + 0.5;
				float3 _LightDirection_MaskOn_var = lerp((_Is_LightColor_RimLight_var * _Rimlight_InsideMask_var), (_Is_LightColor_RimLight_var * saturate((_Rimlight_InsideMask_var - ((1.0 - _VertHalfLambert_var) + Tweak_LightDirection_MaskLevel)))), LightDirection_MaskOn);
				float _ApRimLightPower_var = pow(_RimArea_var, exp2(lerp(3, 0, Ap_RimLight_Power)));
				float3 ApRimColor = float3(poiThemeColor(poiMods, Ap_RimLightColor.rgb, RimApColorThemeIndex));
				float3 _RimLight_var = (saturate((Set_RimLightMask_var + Tweak_RimLightMaskLevel)) * lerp(_LightDirection_MaskOn_var, (_LightDirection_MaskOn_var + (lerp(ApRimColor, (ApRimColor * poiLight.directColor), Is_LightColor_Ap_RimLight) * saturate((lerp((0.0 + ((_ApRimLightPower_var - RimLight_InsideMask) * (1.0 - 0.0)) / (1.0 - RimLight_InsideMask)), step(RimLight_InsideMask, _ApRimLightPower_var), Ap_RimLight_FeatherOff) - (saturate(_VertHalfLambert_var) + Tweak_LightDirection_MaskLevel))))), Add_Antipodean_RimLight));
				
				if (RimHueShiftEnabled)
				{
					_RimLight_var = hueShift(_RimLight_var, RimHueShift + _Time.x * RimHueShiftSpeed);
				}
				poiFragData.baseColor += _RimLight_var;
			}
			#endif
			#if defined(_RIMSTYLE_LILTOON) || defined(_RIM2STYLE_LILTOON)
			void ApplyLiltoonRimLighting(inout PoiFragData poiFragData, in PoiMesh poiMesh, in PoiCam poiCam, in PoiLight poiLight, in PoiMods poiMods, float4 RimColor, float4 RimIndirColor, float4 RimColorTex, float RimMainStrength, float RimNormalStrength, float RimDirRange, float RimIndirRange, float RimFresnelPower, float RimBackfaceMask, float RimDirStrength, float RimBorder, float RimBlur, float RimIndirBorder, float RimIndirBlur, float RimShadowMask, float RimEnableLighting, float RimVRParallaxStrength, float RimGlobalMask, float RimGlobalMaskBlendType, float RimHueShiftEnabled, float RimHueShift, float RimHueShiftSpeed, int RimBlendMode)
			{
				if (RimGlobalMask > 0)
				{
					RimColorTex.a = maskBlend(RimColorTex.a, poiMods.globalMask[RimGlobalMask - 1], RimGlobalMaskBlendType);
				}
				float4 rimColor = RimColor;
				float4 rimIndirColor = RimIndirColor;
				rimColor *= RimColorTex;
				rimIndirColor *= RimColorTex;
				if (RimHueShiftEnabled)
				{
					rimColor.rgb = hueShift(rimColor.rgb, RimHueShift + _Time.x * RimHueShiftSpeed);
					rimIndirColor.rgb = hueShift(rimIndirColor.rgb, RimHueShift + _Time.x * RimHueShiftSpeed);
				}
				rimColor.rgb = lerp(rimColor.rgb, rimColor.rgb * poiFragData.baseColor, RimMainStrength);
				float3 centerViewDir = !IsOrthographicCamera() ? normalize(getCameraPosition() - poiMesh.worldPos.xyz) : normalize(UNITY_MATRIX_I_V._m02_m12_m22);
				float3 viewDir = lerp(centerViewDir, poiCam.viewDir, RimVRParallaxStrength);
				float3 normal = lerp(poiMesh.normals[0], poiMesh.normals[1], RimNormalStrength);
				float nvabs = abs(dot(normal, viewDir));
				float lnRaw = dot(poiLight.direction, normal) * 0.5 + 0.5;
				float lnDir = saturate((lnRaw + RimDirRange) / (1.0 + RimDirRange));
				float lnIndir = saturate((1.0 - lnRaw + RimIndirRange) / (1.0 + RimIndirRange));
				float rim = pow(saturate(1.0 - nvabs), RimFresnelPower);
				rim = !poiMesh.isFrontFace && RimBackfaceMask ? 0.0 : rim;
				float rimDir = lerp(rim, rim * lnDir, RimDirStrength);
				float rimIndir = rim * lnIndir * RimDirStrength;
				rimDir = poiEdgeLinear(rimDir, RimBorder, RimBlur);
				rimIndir = poiEdgeLinear(rimIndir, RimIndirBorder, RimIndirBlur);
				rimDir = lerp(rimDir, rimDir * poiLight.rampedLightMap, RimShadowMask);
				rimIndir = lerp(rimIndir, rimIndir * poiLight.rampedLightMap, RimShadowMask);
				float3 lightCol = poiLight.finalLighting;
				#if !defined(POI_PASS_ADD)
				float3 rimLightMul = 1 - RimEnableLighting + lightCol * RimEnableLighting;
				#else
				float3 rimLightMul = RimBlendMode < 3 ? lightCol * RimEnableLighting : 1;
				#endif
				poiFragData.finalColor = lilBlendColor(poiFragData.finalColor, rimColor.rgb * rimLightMul, rimDir * rimColor.a, RimBlendMode);
				poiFragData.finalColor = lilBlendColor(poiFragData.finalColor, rimIndirColor.rgb * rimLightMul, rimIndir * rimIndirColor.a, RimBlendMode);
			}
			#endif
			#endif
			#ifdef _SUNDISK_SIMPLE
			float3 RandomColorFromPoint(float2 rando, PoiMods poiMods)
			{
				fixed hue = random2(rando.x + rando.y).x;
				fixed saturation = lerp(float4(0.8,1,0,1).x, float4(0.8,1,0,1).y, rando.x);
				fixed value = lerp(float4(0.8,1,0,1).x, float4(0.8,1,0,1).y, rando.y);
				float3 hsv = float3(hue, saturation, value);
				return HSVtoRGB(hsv);
			}
			void applyGlitter(inout PoiFragData poiFragData, in PoiMesh poiMesh, in PoiCam poiCam, in PoiLight poiLight, in PoiMods poiMods)
			{
				float glitterRotationTimeOffset = 0;
				#ifdef POI_AUDIOLINK
				if ((0.0 /*_GlitterALEnabled*/))
				{
					glitterRotationTimeOffset += AudioLinkGetChronoTime((0.0 /*_GlitterALChronoRotationSpeedType*/), (0.0 /*_GlitterALChronoRotationSpeedBand*/)) * (0.0 /*_GlitterALChronoRotationSpeed*/);
				}
				#endif
				for (int glitterLayer = 0; glitterLayer < (2.0 /*_GlitterLayers*/); glitterLayer++)
				{
					float2 st = (poiMesh.uv[(0.0 /*_GlitterUV*/)] + float4(0,0,0,0).xy * _Time.x) * (311.2 /*_GlitterFrequency*/);
					float2 i_st = floor(st);
					float2 f_st = frac(st);
					float m_dist = 10.;  // minimun distance
					float2 m_point = 0;        // minimum point
					float2 randoPoint = 0;
					float2 dank = 0;
					for (int j = -1; j <= 1; j++)
					{
						for (int i = -1; i <= 1; i++)
						{
							float2 neighbor = float2(i, j);
							float2 pos = random2(i_st + neighbor + glitterLayer * 0.5141);
							float2 rando = pos;
							pos = pos * (1.0 /*_GlitterRandomLocation*/);
							float2 diff = neighbor + pos - f_st;
							float dist = length(diff);
							if (dist < m_dist)
							{
								dank = diff;
								m_dist = dist;
								m_point = pos;
								randoPoint = rando;
							}
						}
					}
					float randomFromPoint = random(randoPoint);
					float size = (0.3 /*_GlitterSize*/);
					
					if ((1.0 /*_GlitterRandomSize*/))
					{
						size = lerp(float4(0.1500469,0.5500469,0,1).x, float4(0.1500469,0.5500469,0,1).y, randomFromPoint);
					}
					#ifdef POI_AUDIOLINK
					if ((0.0 /*_GlitterALEnabled*/))
					{
						size = saturate(size + lerp(float4(0,0,0,0).x, float4(0,0,0,0).y, poiMods.audioLink[(0.0 /*_GlitterALSizeAddBand*/)]));
					}
					#endif
					half glitterAlpha = 1;
					switch((0.0 /*_GlitterShape*/))
					{
						case 0: //circle
						glitterAlpha = saturate((size - m_dist) / clamp(fwidth(m_dist), 0.0001, 1.0));
						break;
						case 1: //sqaure
						float jaggyFix = pow(poiCam.distanceToVert, 2) * (0.0 /*_GlitterJaggyFix*/);
						
						if ((0.0 /*_GlitterRandomRotation*/) == 1 || (0.0 /*_GlitterTextureRotation*/) != 0 || float4(0,0,0,0).x != 0 || float4(0,0,0,0).y != 0 || glitterRotationTimeOffset != 0)
						{
							float2 center = float2(0, 0);
							float2 glitterRandomRotationSpeed = 0;
							float randomBoy = 0;
							
							if ((0.0 /*_GlitterRandomRotation*/) || float4(0,0,0,0).x != 0 || float4(0,0,0,0).y != 0)
							{
								randomBoy = random(m_point * 200);
								glitterRandomRotationSpeed = lerp(float4(0,0,0,0).x, float4(0,0,0,0).y, randomBoy);
							}
							if (glitterRandomRotationSpeed.x + glitterRandomRotationSpeed.y + (0.0 /*_GlitterTextureRotation*/) == 0 && glitterRotationTimeOffset != 0)
							{
								glitterRandomRotationSpeed = 1;
							}
							float theta = radians((randomBoy + (_Time.x + glitterRotationTimeOffset) * ((0.0 /*_GlitterTextureRotation*/) + glitterRandomRotationSpeed)) * 360);
							float cs = cos(theta);
							float sn = sin(theta);
							dank = float2((dank.x - center.x) * cs - (dank.y - center.y) * sn + center.x, (dank.x - center.x) * sn + (dank.y - center.y) * cs + center.y);
							glitterAlpha = (1. - smoothstep(size - .1 * jaggyFix, size, abs(dank.x))) * (1. - smoothstep(size - .1 * jaggyFix, size, abs(dank.y)));
						}
						else
						{
							glitterAlpha = (1. - smoothstep(size - .1 * jaggyFix, size, abs(dank.x))) * (1. - smoothstep(size - .1 * jaggyFix, size, abs(dank.y)));
						}
						break;
					}
					float3 finalGlitter = 0;
					half3 glitterColor = poiThemeColor(poiMods, float4(0.9698113,0.08600208,0.08600208,1).rgb, (0.0 /*_GlitterColorThemeIndex*/));
					float3 norm = lerp(poiMesh.normals[0], poiMesh.normals[1], (0.0 /*_GlitterUseNormals*/));
					float3 randomRotation = 0;
					float glitterSpeedOffset = 0;
					#ifdef POI_AUDIOLINK
					if ((0.0 /*_GlitterALEnabled*/))
					{
						glitterSpeedOffset += AudioLinkGetChronoTime((0.0 /*_GlitterALChronoSparkleSpeedType*/), (0.0 /*_GlitterALChronoSparkleSpeedBand*/)) * (0.0 /*_GlitterALChronoSparkleSpeed*/);
					}
					#endif
					switch((0.0 /*_GlitterMode*/))
					{
						case 0:
						
						if ((10.0 /*_GlitterSpeed*/) + glitterSpeedOffset > 0)
						{
							randomRotation = randomFloat3WiggleRange(randoPoint, (51.7 /*_GlitterAngleRange*/), (10.0 /*_GlitterSpeed*/), glitterSpeedOffset);
						}
						else
						{
							randomRotation = randomFloat3Range(randoPoint, (51.7 /*_GlitterAngleRange*/));
						}
						float3 glitterReflectionDirection = normalize(mul(poiRotationMatrixFromAngles(randomRotation), norm));
						finalGlitter = lerp(0, (0.0 /*_GlitterMinBrightness*/) * glitterAlpha, glitterAlpha) + max(pow(saturate(dot(lerp(glitterReflectionDirection, poiCam.viewDir, (0.985 /*_GlitterBias*/)), poiCam.viewDir)), (898.0 /*_GlitterContrast*/)), 0);
						finalGlitter *= glitterAlpha;
						break;
						case 1:
						float randomOffset = random(randoPoint);
						float brightness = (sin((_Time.x * 10 + randomOffset +glitterSpeedOffset) * (10.0 /*_GlitterSpeed*/)) * .5 + .5);
						finalGlitter = max((0.0 /*_GlitterMinBrightness*/) * glitterAlpha, brightness * glitterAlpha * smoothstep(0, 1, 1 - m_dist * (0.08 /*_GlitterCenterSize*/) * 10));
						break;
						case 2:
						if ((10.0 /*_GlitterSpeed*/) + glitterSpeedOffset > 0)
						{
							randomRotation = randomFloat3WiggleRange(randoPoint, (51.7 /*_GlitterAngleRange*/), (10.0 /*_GlitterSpeed*/), glitterSpeedOffset);
						}
						else
						{
							randomRotation = randomFloat3Range(randoPoint, (51.7 /*_GlitterAngleRange*/));
						}
						float3 glitterLightReflectionDirection = normalize(mul(poiRotationMatrixFromAngles(randomRotation), norm));
						glitterAlpha *= poiLight.nDotLSaturated;
						float3 halfDir = normalize(poiLight.direction + poiCam.viewDir);
						float specAngle = max(dot(halfDir, glitterLightReflectionDirection), 0.0);
						finalGlitter = lerp(0, (0.0 /*_GlitterMinBrightness*/) * glitterAlpha, glitterAlpha) + max(pow(specAngle, (898.0 /*_GlitterContrast*/)), 0);
						glitterColor *= poiLight.directColor;
						finalGlitter *= glitterAlpha;
						break;
					}
					glitterColor *= lerp(1, poiFragData.baseColor, (0.0 /*_GlitterUseSurfaceColor*/));
					#if defined(PROP_GLITTERCOLORMAP) || !defined(OPTIMIZER_ENABLED)
					glitterColor *= POI2D_SAMPLER_PAN(_GlitterColorMap, _MainTex, poiUV(poiMesh.uv[(0.0 /*_GlitterColorMapUV*/)], float4(1,1,0,0)), float4(0,0,0,0)).rgb;
					#endif
					float2 uv = remapClamped(-size, size, dank, 0, 1);
					
					if ((0.0 /*_GlitterRandomRotation*/) == 1 || (0.0 /*_GlitterTextureRotation*/) != 0 || float4(0,0,0,0).x != 0 || float4(0,0,0,0).y && !(0.0 /*_GlitterShape*/) || glitterRotationTimeOffset != 0)
					{
						float2 fakeUVCenter = float2(.5, .5);
						float randomBoy = 0;
						float2 glitterRandomRotationSpeed = 0;
						
						if ((0.0 /*_GlitterRandomRotation*/) || float4(0,0,0,0).x != 0 || float4(0,0,0,0).y != 0)
						{
							randomBoy = random(randoPoint * 20);
							glitterRandomRotationSpeed = lerp(float4(0,0,0,0).x, float4(0,0,0,0).y, randomBoy);
						}
						if (glitterRandomRotationSpeed.x + glitterRandomRotationSpeed.y + (0.0 /*_GlitterTextureRotation*/) == 0 && glitterRotationTimeOffset != 0)
						{
							glitterRandomRotationSpeed = 1;
						}
						float theta = radians((randomBoy + (_Time.x + glitterRotationTimeOffset) * ((0.0 /*_GlitterTextureRotation*/) + glitterRandomRotationSpeed)) * 360);
						float cs = cos(theta);
						float sn = sin(theta);
						uv = float2((uv.x - fakeUVCenter.x) * cs - (uv.y - fakeUVCenter.y) * sn + fakeUVCenter.x, (uv.x - fakeUVCenter.x) * sn + (uv.y - fakeUVCenter.y) * cs + fakeUVCenter.y);
					}
					#if defined(PROP_GLITTERTEXTURE) || !defined(OPTIMIZER_ENABLED)
					float4 glitterTexture = POI2D_SAMPLER_PANGRAD(_GlitterTexture, _linear_clamp, poiUV(uv, float4(1,1,0,0)), _GlitterTexturePan, poiMesh.dx, poiMesh.dy);
					#else
					float4 glitterTexture = 1;
					#endif
					glitterColor *= glitterTexture.rgb;
					#if defined(PROP_GLITTERMASK) || !defined(OPTIMIZER_ENABLED)
					float glitterMask = POI2D_SAMPLER_PAN(_GlitterMask, _MainTex, poiUV(poiMesh.uv[(0.0 /*_GlitterMaskUV*/)], float4(1,1,0,0)), float4(0,0,0,0))[(0.0 /*_GlitterMaskChannel*/)];
					#else
					float glitterMask = 1;
					#endif
					#ifdef POI_AUDIOLINK
					if ((0.0 /*_GlitterALEnabled*/))
					{
						glitterMask = clamp(glitterMask + lerp(float4(0,0,0,0).x, float4(0,0,0,0).y, poiMods.audioLink[(0.0 /*_GlitterALAlphaAddBand*/)]), 0, glitterMask);
					}
					#endif
					if ((0.0 /*_GlitterMaskInvert*/))
					{
						glitterMask = 1 - glitterMask;
					}
					glitterMask *= lerp(1, poiLight.rampedLightMap, (0.0 /*_GlitterHideInShadow*/));
					glitterMask *= lerp(1, poiLight.directLuminance, (0.0 /*_GlitterScaleWithLighting*/));
					glitterMask *= float4(0.9698113,0.08600208,0.08600208,1).a;
					if ((0.0 /*_GlitterMaskGlobalMask*/) > 0)
					{
						glitterMask = maskBlend(glitterMask, poiMods.globalMask[(0.0 /*_GlitterMaskGlobalMask*/) - 1], (2.0 /*_GlitterMaskGlobalMaskBlendType*/));
					}
					if ((0.0 /*_GlitterRandomColors*/))
					{
						glitterColor *= RandomColorFromPoint(random2(randoPoint.x + randoPoint.y), poiMods);
					}
					
					if ((1.0 /*_GlitterHueShiftEnabled*/))
					{
						glitterColor.rgb = hueShift(glitterColor.rgb, _GlitterHueShift + _Time.x * (0.0 /*_GlitterHueShiftSpeed*/));
					}
					float GlitterbrightnessOffset = 0;
					#ifdef POI_AUDIOLINK
					if ((0.0 /*_GlitterALEnabled*/))
					{
						GlitterbrightnessOffset = max(GlitterbrightnessOffset +lerp(float4(0,0,0,0).x, float4(0,0,0,0).y, poiMods.audioLink[(0.0 /*_GlitterALMaxBrightnessBand*/)]), 0);
					}
					#endif
					
					if ((0.0 /*_GlitterBlendType*/) == 1)
					{
						poiFragData.baseColor = lerp(poiFragData.baseColor, finalGlitter * glitterColor * ((5.3 /*_GlitterBrightness*/) + GlitterbrightnessOffset), finalGlitter * glitterTexture.a * glitterMask);
						poiFragData.emission += finalGlitter * glitterColor * max(0, (((5.3 /*_GlitterBrightness*/) + GlitterbrightnessOffset) - 1) * glitterTexture.a) * glitterMask;
					}
					else
					{
						poiFragData.emission += finalGlitter * glitterColor * ((5.3 /*_GlitterBrightness*/) + GlitterbrightnessOffset) * glitterTexture.a * glitterMask;
					}
				}
			}
			#endif
			float4 frag(VertexOut i, uint facing : SV_IsFrontFace) : SV_Target
			{
				UNITY_SETUP_INSTANCE_ID(i);
				UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
				PoiMesh poiMesh;
				PoiInitStruct(PoiMesh, poiMesh);
				PoiLight poiLight;
				PoiInitStruct(PoiLight, poiLight);
				PoiVertexLights poiVertexLights;
				PoiInitStruct(PoiVertexLights, poiVertexLights);
				PoiCam poiCam;
				PoiInitStruct(PoiCam, poiCam);
				PoiMods poiMods;
				PoiInitStruct(PoiMods, poiMods);
				poiMods.globalEmission = 1;
				PoiFragData poiFragData;
				poiFragData.smoothness = 1;
				poiFragData.smoothness2 = 1;
				poiFragData.metallic = 1;
				poiFragData.specularMask = 1;
				poiFragData.reflectionMask = 1;
				poiFragData.emission = 0;
				poiFragData.baseColor = float3(0, 0, 0);
				poiFragData.finalColor = float3(0, 0, 0);
				poiFragData.alpha = 1;
				poiFragData.toggleVertexLights = 0;
				#ifdef POI_UDIMDISCARD
				applyUDIMDiscard(i);
				#endif
				poiMesh.objectPosition = mul(unity_ObjectToWorld, float4(0, 0, 0, 1)).xyz;
				poiMesh.objNormal = mul(unity_WorldToObject, i.normal);
				poiMesh.normals[0] = i.normal;
				poiMesh.tangent[0] = i.tangent.xyz;
				poiMesh.binormal[0] = cross(i.normal, i.tangent.xyz) * (i.tangent.w * unity_WorldTransformParams.w);
				poiMesh.worldPos = i.worldPos.xyz;
				poiMesh.localPos = i.localPos.xyz;
				poiMesh.vertexColor = i.vertexColor;
				poiMesh.isFrontFace = facing;
				poiMesh.dx = ddx(poiMesh.uv[0]);
				poiMesh.dy = ddy(poiMesh.uv[0]);
				#ifndef POI_PASS_OUTLINE
				if (!poiMesh.isFrontFace && (1 /*_FlipBackfaceNormals*/))
				{
					poiMesh.normals[0] *= -1;
					poiMesh.tangent[0] *= -1;
					poiMesh.binormal[0] *= -1;
				}
				#endif
				poiCam.viewDir = !IsOrthographicCamera() ? normalize(_WorldSpaceCameraPos - i.worldPos.xyz) : normalize(UNITY_MATRIX_I_V._m02_m12_m22);
				float3 tanToWorld0 = float3(poiMesh.tangent[0].x, poiMesh.binormal[0].x, poiMesh.normals[0].x);
				float3 tanToWorld1 = float3(poiMesh.tangent[0].y, poiMesh.binormal[0].y, poiMesh.normals[0].y);
				float3 tanToWorld2 = float3(poiMesh.tangent[0].z, poiMesh.binormal[0].z, poiMesh.normals[0].z);
				float3 ase_tanViewDir = tanToWorld0 * poiCam.viewDir.x + tanToWorld1 * poiCam.viewDir.y + tanToWorld2 * poiCam.viewDir.z;
				poiCam.tangentViewDir = normalize(ase_tanViewDir);
				#if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)
				poiMesh.lightmapUV = i.lightmapUV;
				#endif
				poiMesh.parallaxUV = poiCam.tangentViewDir.xy / max(poiCam.tangentViewDir.z, 0.0001);
				poiMesh.uv[0] = i.uv[0].xy;
				poiMesh.uv[1] = i.uv[0].zw;
				poiMesh.uv[2] = i.uv[1].xy;
				poiMesh.uv[3] = i.uv[1].zw;
				poiMesh.uv[4] = poiMesh.uv[0];
				poiMesh.uv[5] = poiMesh.uv[0];
				poiMesh.uv[6] = poiMesh.uv[0];
				poiMesh.uv[7] = poiMesh.uv[0];
				poiMesh.uv[8] = poiMesh.uv[0];
				poiMesh.uv[4] = calculatePanosphereUV(poiMesh);
				poiMesh.uv[5] = calculateWorldUV(poiMesh);
				poiMesh.uv[6] = calculatePolarCoordinate(poiMesh);
				poiMesh.uv[8] = calculatelocalUV(poiMesh);
				poiMods.globalMask[0] = 1;
				poiMods.globalMask[1] = 1;
				poiMods.globalMask[2] = 1;
				poiMods.globalMask[3] = 1;
				poiMods.globalMask[4] = 1;
				poiMods.globalMask[5] = 1;
				poiMods.globalMask[6] = 1;
				poiMods.globalMask[7] = 1;
				poiMods.globalMask[8] = 1;
				poiMods.globalMask[9] = 1;
				poiMods.globalMask[10] = 1;
				poiMods.globalMask[11] = 1;
				poiMods.globalMask[12] = 1;
				poiMods.globalMask[13] = 1;
				poiMods.globalMask[14] = 1;
				poiMods.globalMask[15] = 1;
				ApplyGlobalMaskModifiers(poiMesh, poiMods, poiCam);
				float2 mainUV = poiUV(poiMesh.uv[(0.0 /*_MainTexUV*/)].xy, float4(1,1,0,0));
				if ((0.0 /*_MainPixelMode*/))
				{
					mainUV = sharpSample(float4(0.0002441406,0.0002441406,4096,4096), mainUV);
				}
				float4 mainTexture = POI2D_SAMPLER_PAN_STOCHASTIC(_MainTex, _MainTex, mainUV, float4(0,0,0,0), (0.0 /*_MainTexStochastic*/));
				#if defined(PROP_BUMPMAP) || !defined(OPTIMIZER_ENABLED)
				poiMesh.tangentSpaceNormal = UnpackScaleNormal(POI2D_SAMPLER_PAN_STOCHASTIC(_BumpMap, _MainTex, poiUV(poiMesh.uv[(0.0 /*_BumpMapUV*/)].xy, float4(1,1,0,0)), float4(0,0,0,0), (0.0 /*_BumpMapStochastic*/)), (4.13 /*_BumpScale*/));
				#else
				poiMesh.tangentSpaceNormal = UnpackNormal(float4(0.5, 0.5, 1, 1));
				#endif
				float3 tangentSpaceNormal = UnpackNormal(float4(0.5, 0.5, 1, 1));
				poiMesh.normals[0] = normalize(
				tangentSpaceNormal.x * poiMesh.tangent[0] +
				tangentSpaceNormal.y * poiMesh.binormal[0] +
				tangentSpaceNormal.z * poiMesh.normals[0]
				);
				poiMesh.normals[1] = normalize(
				poiMesh.tangentSpaceNormal.x * poiMesh.tangent[0] +
				poiMesh.tangentSpaceNormal.y * poiMesh.binormal[0] +
				poiMesh.tangentSpaceNormal.z * poiMesh.normals[0]
				);
				poiMesh.tangent[1] = cross(poiMesh.binormal[0], -poiMesh.normals[1]);
				poiMesh.binormal[1] = cross(-poiMesh.normals[1], poiMesh.tangent[0]);
				poiCam.forwardDir = getCameraForward();
				poiCam.worldPos = _WorldSpaceCameraPos;
				poiCam.reflectionDir = reflect(-poiCam.viewDir, poiMesh.normals[1]);
				poiCam.vertexReflectionDir = reflect(-poiCam.viewDir, poiMesh.normals[0]);
				poiCam.clipPos = i.pos;
				poiCam.distanceToVert = distance(poiMesh.worldPos, poiCam.worldPos);
				poiCam.posScreenSpace = poiTransformClipSpacetoScreenSpaceFrag(poiCam.clipPos);
				#if defined(POI_GRABPASS) && defined(POI_PASS_BASE)
				poiCam.screenUV = poiCam.clipPos.xy / poiGetWidthAndHeight(_PoiGrab2);
				#else
				poiCam.screenUV = poiCam.clipPos.xy / _ScreenParams.xy;
				#endif
				#ifdef UNITY_SINGLE_PASS_STEREO
				poiCam.posScreenSpace.x = poiCam.posScreenSpace.x * 0.5;
				#endif
				poiCam.posScreenPixels = calcPixelScreenUVs(poiCam.posScreenSpace);
				poiCam.vDotN = abs(dot(poiCam.viewDir, poiMesh.normals[1]));
				poiCam.worldDirection.xyz = poiMesh.worldPos.xyz - poiCam.worldPos;
				poiCam.worldDirection.w = dot(poiCam.clipPos, CalculateFrustumCorrection());
				calculateGlobalThemes(poiMods);
				poiLight.finalLightAdd = 0;
				#if defined(PROP_LIGHTINGAOMAPS) || !defined(OPTIMIZER_ENABLED)
				float4 AOMaps = POI2D_SAMPLER_PAN(_LightingAOMaps, _MainTex, poiUV(poiMesh.uv[(0.0 /*_LightingAOMapsUV*/)], float4(1,1,0,0)), float4(0,0,0,0));
				poiLight.occlusion = min(min(min(lerp(1, AOMaps.r, (1.0 /*_LightDataAOStrengthR*/)), lerp(1, AOMaps.g, (0.0 /*_LightDataAOStrengthG*/))), lerp(1, AOMaps.b, (0.0 /*_LightDataAOStrengthB*/))), lerp(1, AOMaps.a, (0.0 /*_LightDataAOStrengthA*/)));
				#else
				poiLight.occlusion = 1;
				#endif
				if ((0.0 /*_LightDataAOGlobalMaskR*/) > 0)
				{
					poiLight.occlusion = maskBlend(poiLight.occlusion, poiMods.globalMask[(0.0 /*_LightDataAOGlobalMaskR*/) - 1], (2.0 /*_LightDataAOGlobalMaskBlendTypeR*/));
				}
				#if defined(PROP_LIGHTINGDETAILSHADOWMAPS) || !defined(OPTIMIZER_ENABLED)
				float4 DetailShadows = POI2D_SAMPLER_PAN(_LightingDetailShadowMaps, _MainTex, poiUV(poiMesh.uv[(0.0 /*_LightingDetailShadowMapsUV*/)], float4(1,1,0,0)), float4(0,0,0,0));
				#ifndef POI_PASS_ADD
				poiLight.detailShadow = lerp(1, DetailShadows.r, (1.0 /*_LightingDetailShadowStrengthR*/)) * lerp(1, DetailShadows.g, (0.0 /*_LightingDetailShadowStrengthG*/)) * lerp(1, DetailShadows.b, (0.0 /*_LightingDetailShadowStrengthB*/)) * lerp(1, DetailShadows.a, (0.0 /*_LightingDetailShadowStrengthA*/));
				#else
				poiLight.detailShadow = lerp(1, DetailShadows.r, (1.0 /*_LightingAddDetailShadowStrengthR*/)) * lerp(1, DetailShadows.g, (0.0 /*_LightingAddDetailShadowStrengthG*/)) * lerp(1, DetailShadows.b, (0.0 /*_LightingAddDetailShadowStrengthB*/)) * lerp(1, DetailShadows.a, (0.0 /*_LightingAddDetailShadowStrengthA*/));
				#endif
				#else
				poiLight.detailShadow = 1;
				#endif
				if ((0.0 /*_LightDataDetailShadowGlobalMaskR*/) > 0)
				{
					poiLight.detailShadow = maskBlend(poiLight.detailShadow, poiMods.globalMask[(0.0 /*_LightDataDetailShadowGlobalMaskR*/) - 1], (2.0 /*_LightDataDetailShadowGlobalMaskBlendTypeR*/));
				}
				#if defined(PROP_LIGHTINGSHADOWMASKS) || !defined(OPTIMIZER_ENABLED)
				float4 ShadowMasks = POI2D_SAMPLER_PAN(_LightingShadowMasks, _MainTex, poiUV(poiMesh.uv[(0.0 /*_LightingShadowMasksUV*/)], float4(1,1,0,0)), float4(0,0,0,0));
				poiLight.shadowMask = lerp(1, ShadowMasks.r, (1.0 /*_LightingShadowMaskStrengthR*/)) * lerp(1, ShadowMasks.g, (0.0 /*_LightingShadowMaskStrengthG*/)) * lerp(1, ShadowMasks.b, (0.0 /*_LightingShadowMaskStrengthB*/)) * lerp(1, ShadowMasks.a, (0.0 /*_LightingShadowMaskStrengthA*/));
				#else
				poiLight.shadowMask = 1;
				#endif
				if ((0.0 /*_LightDataShadowMaskGlobalMaskR*/) > 0)
				{
					poiLight.shadowMask = maskBlend(poiLight.shadowMask, poiMods.globalMask[(0.0 /*_LightDataShadowMaskGlobalMaskR*/) - 1], (2.0 /*_LightDataShadowMaskGlobalMaskBlendTypeR*/));
				}
				#ifdef UNITY_PASS_FORWARDBASE
				bool lightExists = false;
				if (any(_LightColor0.rgb >= 0.002))
				{
					lightExists = true;
				}
				if ((1.0 /*_LightingVertexLightingEnabled*/))
				{
					poiFragData.toggleVertexLights = 1;
				}
				if (IsInMirror() && (1.0 /*_LightingMirrorVertexLightingEnabled*/) == 0)
				{
					poiFragData.toggleVertexLights = 0;
				}
				if ((1.0 /*_LightingVertexLightingEnabled*/))
				{
					#if defined(VERTEXLIGHT_ON)
					float4 toLightX = unity_4LightPosX0 - i.worldPos.x;
					float4 toLightY = unity_4LightPosY0 - i.worldPos.y;
					float4 toLightZ = unity_4LightPosZ0 - i.worldPos.z;
					float4 lengthSq = 0;
					lengthSq += toLightX * toLightX;
					lengthSq += toLightY * toLightY;
					lengthSq += toLightZ * toLightZ;
					float4 lightAttenSq = unity_4LightAtten0;
					float4 atten = 1.0 / (1.0 + lengthSq * lightAttenSq);
					float4 vLightWeight = saturate(1 - (lengthSq * lightAttenSq / 25));
					poiLight.vAttenuation = min(atten, vLightWeight * vLightWeight);
					poiLight.vDotNL = 0;
					poiLight.vDotNL += toLightX * poiMesh.normals[1].x;
					poiLight.vDotNL += toLightY * poiMesh.normals[1].y;
					poiLight.vDotNL += toLightZ * poiMesh.normals[1].z;
					float4 corr = rsqrt(lengthSq);
					poiLight.vertexVDotNL = max(0, poiLight.vDotNL * corr);
					poiLight.vertexVDotNL = 0;
					poiLight.vertexVDotNL += toLightX * poiMesh.normals[0].x;
					poiLight.vertexVDotNL += toLightY * poiMesh.normals[0].y;
					poiLight.vertexVDotNL += toLightZ * poiMesh.normals[0].z;
					poiLight.vertexVDotNL = max(0, poiLight.vDotNL * corr);
					poiLight.vSaturatedDotNL = saturate(poiLight.vDotNL);
					[unroll]
					for (int index = 0; index < 4; index++)
					{
						poiLight.vPosition[index] = float3(unity_4LightPosX0[index], unity_4LightPosY0[index], unity_4LightPosZ0[index]);
						float3 vertexToLightSource = poiLight.vPosition[index] - poiMesh.worldPos;
						poiLight.vDirection[index] = normalize(vertexToLightSource);
						poiLight.vColor[index] = (0.0 /*_LightingAdditiveLimited*/) ? MaxLuminance(unity_LightColor[index].rgb * poiLight.vAttenuation[index], (1.0 /*_LightingAdditiveLimit*/)) : unity_LightColor[index].rgb * poiLight.vAttenuation[index];
						poiLight.vColor[index] = lerp(poiLight.vColor[index], dot(poiLight.vColor[index], float3(0.299, 0.587, 0.114)), (0.0 /*_LightingAdditiveMonochromatic*/));
						poiLight.vHalfDir[index] = Unity_SafeNormalize(poiLight.vDirection[index] + poiCam.viewDir);
						poiLight.vDotNL[index] = dot(poiMesh.normals[1], poiLight.vDirection[index]);
						poiLight.vCorrectedDotNL[index] = .5 * (poiLight.vDotNL[index] + 1);
						poiLight.vDotLH[index] = saturate(dot(poiLight.vDirection[index], poiLight.vHalfDir[index]));
						poiLight.vDotNH[index] = dot(poiMesh.normals[1], poiLight.vHalfDir[index]);
						poiLight.vertexVDotNH[index] = saturate(dot(poiMesh.normals[0], poiLight.vHalfDir[index]));
					}
					#endif
				}
				if ((0.0 /*_LightingColorMode*/) == 0) // Poi Custom Light Color
				{
					float3 magic = max(BetterSH9(normalize(unity_SHAr + unity_SHAg + unity_SHAb)), 0);
					float3 normalLight = _LightColor0.rgb + BetterSH9(float4(0, 0, 0, 1));
					float magiLumi = calculateluminance(magic);
					float normaLumi = calculateluminance(normalLight);
					float maginormalumi = magiLumi + normaLumi;
					float magiratio = magiLumi / maginormalumi;
					float normaRatio = normaLumi / maginormalumi;
					float target = calculateluminance(magic * magiratio + normalLight * normaRatio);
					float3 properLightColor = magic + normalLight;
					float properLuminance = calculateluminance(magic + normalLight);
					poiLight.directColor = properLightColor * max(0.0001, (target / properLuminance));
					poiLight.indirectColor = BetterSH9(float4(lerp(0, poiMesh.normals[1], (0.0 /*_LightingIndirectUsesNormals*/)), 1));
				}
				if ((0.0 /*_LightingColorMode*/) == 1) // More standard approach to light color
				{
					float3 indirectColor = BetterSH9(float4(poiMesh.normals[1], 1));
					if (lightExists)
					{
						poiLight.directColor = _LightColor0.rgb;
						poiLight.indirectColor = indirectColor;
					}
					else
					{
						poiLight.directColor = indirectColor * 0.6;
						poiLight.indirectColor = indirectColor * 0.5;
					}
				}
				if ((0.0 /*_LightingColorMode*/) == 2) // UTS style
				{
					poiLight.indirectColor = saturate(max(half3(0.05, 0.05, 0.05) * (1.0 /*_Unlit_Intensity*/), max(ShadeSH9(half4(0.0, 0.0, 0.0, 1.0)), ShadeSH9(half4(0.0, -1.0, 0.0, 1.0)).rgb) * (1.0 /*_Unlit_Intensity*/)));
					poiLight.directColor = max(poiLight.indirectColor, _LightColor0.rgb);
				}
				if ((0.0 /*_LightingColorMode*/) == 3) // OpenLit
				{
					float3 lightDirectionForSH9 = OpenLitLightingDirectionForSH9();
					OpenLitShadeSH9ToonDouble(lightDirectionForSH9, poiLight.directColor, poiLight.indirectColor);
					poiLight.directColor += _LightColor0.rgb;
				}
				float lightMapMode = (0.0 /*_LightingMapMode*/);
				if ((0.0 /*_LightingDirectionMode*/) == 0)
				{
					poiLight.direction = _WorldSpaceLightPos0.xyz + unity_SHAr.xyz + unity_SHAg.xyz + unity_SHAb.xyz;
				}
				if ((0.0 /*_LightingDirectionMode*/) == 1 || (0.0 /*_LightingDirectionMode*/) == 2)
				{
					if ((0.0 /*_LightingDirectionMode*/) == 1)
					{
						poiLight.direction = mul(unity_ObjectToWorld, float4(0,0,0,1)).xyz;;
					}
					if ((0.0 /*_LightingDirectionMode*/) == 2)
					{
						poiLight.direction = float4(0,0,0,1);
					}
					if (lightMapMode == 0)
					{
						lightMapMode == 1;
					}
				}
				if ((0.0 /*_LightingDirectionMode*/) == 3) // UTS
				{
					float3 defaultLightDirection = normalize(UNITY_MATRIX_V[2].xyz + UNITY_MATRIX_V[1].xyz);
					float3 lightDirection = normalize(lerp(defaultLightDirection, _WorldSpaceLightPos0.xyz, any(_WorldSpaceLightPos0.xyz)));
					poiLight.direction = lightDirection;
				}
				if ((0.0 /*_LightingDirectionMode*/) == 4) // OpenLit
				{
					poiLight.direction = OpenLitLightingDirection(); // float4 customDir = 0; // Do we want to give users to alter this (OpenLit always does!)?
				}
				if ((0.0 /*_LightingDirectionMode*/) == 5) // View Direction
				{
					float3 upViewDir = normalize(UNITY_MATRIX_V[1].xyz);
					float3 rightViewDir = normalize(UNITY_MATRIX_V[0].xyz);
					float yawOffset_Rads = radians(!IsInMirror() ? - (0.0 /*_LightingViewDirOffsetYaw*/) : (0.0 /*_LightingViewDirOffsetYaw*/));
					float3 rotatedViewYaw = normalize(RotateAroundAxis(rightViewDir, upViewDir, yawOffset_Rads));
					float3 rotatedViewCameraMeshOffset = RotateAroundAxis((getCameraPosition() - (poiMesh.worldPos)), upViewDir, yawOffset_Rads);
					float pitchOffset_Rads = radians(!IsInMirror() ? (0.0 /*_LightingViewDirOffsetPitch*/) : - (0.0 /*_LightingViewDirOffsetPitch*/));
					float3 rotatedViewPitch = RotateAroundAxis(rotatedViewCameraMeshOffset, rotatedViewYaw, pitchOffset_Rads);
					poiLight.direction = normalize(rotatedViewPitch);
				}
				if (!any(poiLight.direction))
				{
					poiLight.direction = float3(.4, 1, .4);
				}
				poiLight.direction = normalize(poiLight.direction);
				poiLight.attenuationStrength = (0.0 /*_LightingCastedShadows*/);
				poiLight.attenuation = 1;
				if (!all(_LightColor0.rgb == 0.0))
				{
					UNITY_LIGHT_ATTENUATION(attenuation, i, poiMesh.worldPos)
					poiLight.attenuation *= attenuation;
				}
				#if defined(HANDLE_SHADOWS_BLENDING_IN_GI)
				half bakedAtten = UnitySampleBakedOcclusion(poiMesh.lightmapUV.xy, poiMesh.worldPos);
				float zDist = dot(_WorldSpaceCameraPos - poiMesh.worldPos, UNITY_MATRIX_V[2].xyz);
				float fadeDist = UnityComputeShadowFadeDistance(poiMesh.worldPos, zDist);
				poiLight.attenuation = UnityMixRealtimeAndBakedShadows(poiLight.attenuation, bakedAtten, UnityComputeShadowFade(fadeDist));
				#endif
				#ifdef RALIV_PENETRATION
				if ((0.0 /*_PenetratorEnabled*/) || (0.0 /*_OrifaceEnabled*/))
				{
					if ((1.0 /*_RalivDPSDisableShadowCaster*/))
					{
						poiLight.attenuation = 1;
					}
				}
				#endif
				if (!any(poiLight.directColor) && !any(poiLight.indirectColor) && lightMapMode == 0)
				{
					lightMapMode = 1;
					if ((0.0 /*_LightingDirectionMode*/) == 0)
					{
						poiLight.direction = normalize(float3(.4, 1, .4));
					}
				}
				poiLight.halfDir = normalize(poiLight.direction + poiCam.viewDir);
				poiLight.vertexNDotL = dot(poiMesh.normals[0], poiLight.direction);
				poiLight.nDotL = dot(poiMesh.normals[1], poiLight.direction);
				poiLight.nDotLSaturated = saturate(poiLight.nDotL);
				poiLight.nDotLNormalized = (poiLight.nDotL + 1) * 0.5;
				poiLight.nDotV = abs(dot(poiMesh.normals[1], poiCam.viewDir));
				poiLight.vertexNDotV = abs(dot(poiMesh.normals[0], poiCam.viewDir));
				poiLight.nDotH = dot(poiMesh.normals[1], poiLight.halfDir);
				poiLight.vertexNDotH = max(0.00001, dot(poiMesh.normals[0], poiLight.halfDir));
				poiLight.lDotv = dot(poiLight.direction, poiCam.viewDir);
				poiLight.lDotH = max(0.00001, dot(poiLight.direction, poiLight.halfDir));
				if (lightMapMode == 0)
				{
					float3 ShadeSH9Plus = GetSHLength();
					float3 ShadeSH9Minus = float3(unity_SHAr.w, unity_SHAg.w, unity_SHAb.w) + float3(unity_SHBr.z, unity_SHBg.z, unity_SHBb.z) / 3.0;
					float3 greyScaleVector = float3(.33333, .33333, .33333);
					float bw_lightColor = dot(poiLight.directColor, greyScaleVector);
					float bw_directLighting = (((poiLight.nDotL * 0.5 + 0.5) * bw_lightColor * lerp(1, poiLight.attenuation, poiLight.attenuationStrength)) + dot(ShadeSH9(float4(poiMesh.normals[1], 1)), greyScaleVector));
					float bw_directLightingNoAtten = (((poiLight.nDotL * 0.5 + 0.5) * bw_lightColor) + dot(ShadeSH9(float4(poiMesh.normals[1], 1)), greyScaleVector));
					float bw_bottomIndirectLighting = dot(ShadeSH9Minus, greyScaleVector);
					float bw_topIndirectLighting = dot(ShadeSH9Plus, greyScaleVector);
					float lightDifference = ((bw_topIndirectLighting + bw_lightColor) - bw_bottomIndirectLighting);
					poiLight.lightMap = smoothstep(0, lightDifference, bw_directLighting - bw_bottomIndirectLighting);
					poiLight.lightMapNoAttenuation = smoothstep(0, lightDifference, bw_directLightingNoAtten - bw_bottomIndirectLighting);
				}
				if (lightMapMode == 1)
				{
					poiLight.lightMapNoAttenuation = poiLight.nDotLNormalized;
					poiLight.lightMap = poiLight.nDotLNormalized * lerp(1, poiLight.attenuation, poiLight.attenuationStrength);
				}
				if (lightMapMode == 2)
				{
					poiLight.lightMapNoAttenuation = poiLight.nDotLSaturated;
					poiLight.lightMap = poiLight.nDotLSaturated * lerp(1, poiLight.attenuation, poiLight.attenuationStrength);
				}
				if (lightMapMode == 3)
				{
					poiLight.lightMapNoAttenuation = 1;
					poiLight.lightMap = lerp(1, poiLight.attenuation, poiLight.attenuationStrength);
				}
				poiLight.lightMapNoAttenuation *= poiLight.detailShadow;
				poiLight.lightMap *= poiLight.detailShadow;
				poiLight.directColor = max(poiLight.directColor, 0.0001);
				poiLight.indirectColor = max(poiLight.indirectColor, 0.0001);
				if ((0.0 /*_LightingColorMode*/) == 3)
				{
					poiLight.directColor = max(poiLight.directColor, (0.0 /*_LightingMinLightBrightness*/));
				}
				else
				{
					poiLight.directColor = max(poiLight.directColor, poiLight.directColor * min(10000, ((0.0 /*_LightingMinLightBrightness*/) * rcp(calculateluminance(poiLight.directColor)))));
					poiLight.indirectColor = max(poiLight.indirectColor, poiLight.indirectColor * min(10000, ((0.0 /*_LightingMinLightBrightness*/) * rcp(calculateluminance(poiLight.indirectColor)))));
				}
				poiLight.directColor = lerp(poiLight.directColor, dot(poiLight.directColor, float3(0.299, 0.587, 0.114)), (0.0 /*_LightingMonochromatic*/));
				poiLight.indirectColor = lerp(poiLight.indirectColor, dot(poiLight.indirectColor, float3(0.299, 0.587, 0.114)), (0.0 /*_LightingMonochromatic*/));
				if ((1.0 /*_LightingCapEnabled*/))
				{
					poiLight.directColor = min(poiLight.directColor, (1.0 /*_LightingCap*/));
					poiLight.indirectColor = min(poiLight.indirectColor, (1.0 /*_LightingCap*/));
				}
				if ((0.0 /*_LightingForceColorEnabled*/))
				{
					poiLight.directColor = poiThemeColor(poiMods, float4(1,1,1,1), (0.0 /*_LightingForcedColorThemeIndex*/));
				}
				#ifdef UNITY_PASS_FORWARDBASE
				poiLight.directColor = max(poiLight.directColor * (1.0 /*_PPLightingMultiplier*/), 0);
				poiLight.directColor = max(poiLight.directColor + (0.0 /*_PPLightingAddition*/), 0);
				poiLight.indirectColor = max(poiLight.indirectColor * (1.0 /*_PPLightingMultiplier*/), 0);
				poiLight.indirectColor = max(poiLight.indirectColor + (0.0 /*_PPLightingAddition*/), 0);
				#endif
				#endif
				#ifdef POI_PASS_ADD
				if (!(1.0 /*_LightingAdditiveEnable*/))
				{
					return float4(mainTexture.rgb * .0001, 1);
				}
				#if defined(DIRECTIONAL)
				if ((1.0 /*_DisableDirectionalInAdd*/))
				{
					return float4(mainTexture.rgb * .0001, 1);
				}
				#endif
				poiLight.direction = normalize(_WorldSpaceLightPos0.xyz - i.worldPos.xyz * _WorldSpaceLightPos0.w);
				#if defined(POINT) || defined(SPOT)
				#ifdef POINT
				unityShadowCoord3 lightCoord = mul(unity_WorldToLight, unityShadowCoord4(poiMesh.worldPos, 1)).xyz;
				poiLight.attenuation = tex2D(_LightTexture0, dot(lightCoord, lightCoord).rr).r;
				#endif
				#ifdef SPOT
				unityShadowCoord4 lightCoord = mul(unity_WorldToLight, unityShadowCoord4(poiMesh.worldPos, 1));
				poiLight.attenuation = (lightCoord.z > 0) * UnitySpotCookie(lightCoord) * UnitySpotAttenuate(lightCoord.xyz);
				#endif
				#else
				UNITY_LIGHT_ATTENUATION(attenuation, i, poiMesh.worldPos)
				poiLight.attenuation = attenuation;
				#endif
				poiLight.additiveShadow = UNITY_SHADOW_ATTENUATION(i, poiMesh.worldPos);
				poiLight.attenuationStrength = (1.0 /*_LightingAdditiveCastedShadows*/);
				poiLight.directColor = (0.0 /*_LightingAdditiveLimited*/) ? MaxLuminance(_LightColor0.rgb * poiLight.attenuation, (1.0 /*_LightingAdditiveLimit*/)) : _LightColor0.rgb * poiLight.attenuation;
				#if defined(POINT_COOKIE) || defined(DIRECTIONAL_COOKIE)
				poiLight.indirectColor = 0;
				#else
				poiLight.indirectColor = lerp(0, poiLight.directColor, (0.5 /*_LightingAdditivePassthrough*/));
				poiLight.indirectColor = (0.0 /*_LightingAdditiveLimited*/) ? MaxLuminance(poiLight.indirectColor, (1.0 /*_LightingAdditiveLimit*/)) : poiLight.indirectColor;
				#endif
				poiLight.directColor = lerp(poiLight.directColor, dot(poiLight.directColor, float3(0.299, 0.587, 0.114)), (0.0 /*_LightingAdditiveMonochromatic*/));
				poiLight.indirectColor = lerp(poiLight.indirectColor, dot(poiLight.indirectColor, float3(0.299, 0.587, 0.114)), (0.0 /*_LightingAdditiveMonochromatic*/));
				poiLight.halfDir = normalize(poiLight.direction + poiCam.viewDir);
				poiLight.nDotL = dot(poiMesh.normals[1], poiLight.direction);
				poiLight.nDotLSaturated = saturate(poiLight.nDotL);
				poiLight.nDotLNormalized = (poiLight.nDotL + 1) * 0.5;
				poiLight.nDotV = abs(dot(poiMesh.normals[1], poiCam.viewDir));
				poiLight.nDotH = dot(poiMesh.normals[1], poiLight.halfDir);
				poiLight.lDotv = dot(poiLight.direction, poiCam.viewDir);
				poiLight.lDotH = dot(poiLight.direction, poiLight.halfDir);
				poiLight.vertexNDotL = dot(poiMesh.normals[0], poiLight.direction);
				poiLight.vertexNDotV = abs(dot(poiMesh.normals[0], poiCam.viewDir));
				poiLight.vertexNDotH = max(0.00001, dot(poiMesh.normals[0], poiLight.halfDir));
				if ((0.0 /*_LightingMapMode*/) == 0 || (0.0 /*_LightingMapMode*/) == 1 || (0.0 /*_LightingMapMode*/) == 2)
				{
					poiLight.lightMap = poiLight.nDotLNormalized;
				}
				if ((0.0 /*_LightingMapMode*/) == 3)
				{
					poiLight.lightMap = 1;
				}
				poiLight.lightMap *= poiLight.detailShadow;
				poiLight.lightMapNoAttenuation = poiLight.lightMap;
				poiLight.lightMap *= lerp(1, poiLight.additiveShadow, poiLight.attenuationStrength);
				#endif
				poiFragData.baseColor = mainTexture.rgb * poiThemeColor(poiMods, float4(1,1,1,1).rgb, (0.0 /*_ColorThemeIndex*/));
				poiFragData.alpha = mainTexture.a * float4(1,1,1,1).a;
				#ifdef COLOR_GRADING_HDR
				#if defined(PROP_MAINCOLORADJUSTTEXTURE) || !defined(OPTIMIZER_ENABLED)
				float4 hueShiftAlpha = POI2D_SAMPLER_PAN(_MainColorAdjustTexture, _MainTex, poiUV(poiMesh.uv[(0.0 /*_MainColorAdjustTextureUV*/)], float4(1,1,0,0)), float4(0,0,0,0));
				#else
				float4 hueShiftAlpha = 1;
				#endif
				if ((0.0 /*_MainHueGlobalMask*/) > 0)
				{
					hueShiftAlpha.r = maskBlend(hueShiftAlpha.r, poiMods.globalMask[(0.0 /*_MainHueGlobalMask*/) - 1], (2.0 /*_MainHueGlobalMaskBlendType*/));
				}
				if ((0.0 /*_MainSaturationGlobalMask*/) > 0)
				{
					hueShiftAlpha.b = maskBlend(hueShiftAlpha.b, poiMods.globalMask[(0.0 /*_MainSaturationGlobalMask*/) - 1], (2.0 /*_MainSaturationGlobalMaskBlendType*/));
				}
				if ((0.0 /*_MainBrightnessGlobalMask*/) > 0)
				{
					hueShiftAlpha.g = maskBlend(hueShiftAlpha.g, poiMods.globalMask[(0.0 /*_MainBrightnessGlobalMask*/) - 1], (2.0 /*_MainBrightnessGlobalMaskBlendType*/));
				}
				if ((1.0 /*_MainHueShiftToggle*/) == 1)
				{
					float shift = _MainHueShift;
					#ifdef POI_AUDIOLINK
					if (poiMods.audioLinkAvailable && (0.0 /*_MainHueALCTEnabled*/))
					{
						shift += AudioLinkGetChronoTime((0.0 /*_MainALHueShiftCTIndex*/), (0.0 /*_MainALHueShiftBand*/)) * (1.0 /*_MainHueALMotionSpeed*/);
					}
					#endif
					if ((1.0 /*_MainHueShiftReplace*/))
					{
						poiFragData.baseColor = lerp(poiFragData.baseColor, hueShift(poiFragData.baseColor, shift + (0.0 /*_MainHueShiftSpeed*/) * _Time.x), hueShiftAlpha.r);
					}
					else
					{
						poiFragData.baseColor = hueShift(poiFragData.baseColor, frac((shift - (1 - hueShiftAlpha.r) + (0.0 /*_MainHueShiftSpeed*/) * _Time.x)));
					}
				}
				if ((0.0 /*_MainGradationStrength*/) && (0.0 /*_ColorGradingToggle*/))
				{
					#if !defined(UNITY_COLORSPACE_GAMMA)
					float3 tempColor = OpenLitLinearToSRGB(poiFragData.baseColor);
					#else
					float3 tempColor = poiFragData.baseColor;
					#endif
					#if defined(PROP_MAINGRADATIONTEX) || !defined(OPTIMIZER_ENABLED)
					tempColor.r = POI_SAMPLE_1D_X(_MainGradationTex, sampler_linear_clamp, tempColor.r).r;
					tempColor.g = POI_SAMPLE_1D_X(_MainGradationTex, sampler_linear_clamp, tempColor.g).g;
					tempColor.b = POI_SAMPLE_1D_X(_MainGradationTex, sampler_linear_clamp, tempColor.b).b;
					#else
					tempColor = float3(1, 1, 1);
					#endif
					#if !defined(UNITY_COLORSPACE_GAMMA)
					tempColor = OpenLitSRGBToLinear(tempColor);
					#endif
					poiFragData.baseColor = lerp(poiFragData.baseColor, tempColor, (0.0 /*_MainGradationStrength*/));
				}
				poiFragData.baseColor = lerp(poiFragData.baseColor, dot(poiFragData.baseColor, float3(0.3, 0.59, 0.11)), - ((0.0 /*_Saturation*/)) * hueShiftAlpha.b);
				poiFragData.baseColor = saturate(lerp(poiFragData.baseColor, poiFragData.baseColor * ((0.0 /*_MainBrightness*/) + 1), hueShiftAlpha.g));
				#endif
				#if defined(PROP_ALPHAMASK) || !defined(OPTIMIZER_ENABLED)
				if ((2.0 /*_MainAlphaMaskMode*/))
				{
					float alphaMask = POI2D_SAMPLER_PAN(_AlphaMask, _MainTex, poiUV(poiMesh.uv[(0.0 /*_AlphaMaskUV*/)], float4(1,1,0,0)), float4(0,0,0,0).xy).r;
					alphaMask = saturate(alphaMask * (1.0 /*_AlphaMaskScale*/) + (0.0 /*_AlphaMaskValue*/));
					if ((0.0 /*_AlphaMaskInvert*/)) alphaMask = 1 - alphaMask;
					if ((2.0 /*_MainAlphaMaskMode*/) == 1) poiFragData.alpha = alphaMask;
					if ((2.0 /*_MainAlphaMaskMode*/) == 2) poiFragData.alpha = poiFragData.alpha * alphaMask;
					if ((2.0 /*_MainAlphaMaskMode*/) == 3) poiFragData.alpha = saturate(poiFragData.alpha + alphaMask);
					if ((2.0 /*_MainAlphaMaskMode*/) == 4) poiFragData.alpha = saturate(poiFragData.alpha - alphaMask);
				}
				#endif
				applyAlphaOptions(poiFragData, poiMesh, poiCam, poiMods);
				#if defined(_LIGHTINGMODE_SHADEMAP) && defined(VIGNETTE_MASKED)
				#ifndef POI_PASS_OUTLINE
				#endif
				#endif
				#ifdef VIGNETTE_MASKED
				#ifdef POI_PASS_OUTLINE
				if ((1.0 /*_OutlineLit*/))
				{
					calculateShading(poiLight, poiFragData, poiMesh, poiCam);
				}
				else
				{
					poiLight.finalLighting = 1;
				}
				#else
				calculateShading(poiLight, poiFragData, poiMesh, poiCam);
				#endif
				#else
				poiLight.finalLighting = 1;
				poiLight.rampedLightMap = poiEdgeNonLinear(poiLight.nDotL, 0.1, .1);
				#endif
				if ((0.0 /*_ShadingRampedLightMapApplyGlobalMaskIndex*/) > 0)
				{
					applyToGlobalMask(poiMods, (0.0 /*_ShadingRampedLightMapApplyGlobalMaskIndex*/) - 1, (2.0 /*_ShadingRampedLightMapApplyGlobalMaskBlendType*/), poiLight.rampedLightMap);
				}
				if ((0.0 /*_ShadingRampedLightMapInverseApplyGlobalMaskIndex*/) > 0)
				{
					applyToGlobalMask(poiMods, (0.0 /*_ShadingRampedLightMapInverseApplyGlobalMaskIndex*/) - 1, (2.0 /*_ShadingRampedLightMapInverseApplyGlobalMaskBlendType*/), 1 - poiLight.rampedLightMap);
				}
				poiLight.directLuminance = dot(poiLight.directColor, float3(0.299, 0.587, 0.114));
				poiLight.indirectLuminance = dot(poiLight.directColor, float3(0.299, 0.587, 0.114));
				poiLight.finalLuminance = dot(poiLight.finalLighting, float3(0.299, 0.587, 0.114));
				#if defined(GEOM_TYPE_BRANCH) || defined(GEOM_TYPE_BRANCH_DETAIL) || defined(GEOM_TYPE_FROND) || defined(DEPTH_OF_FIELD_COC_VIEW)
				applyDecals(poiFragData, poiMesh, poiCam, poiMods, poiLight);
				#endif
				#ifdef _CUBEMAP
				applyCubemap(poiFragData, poiCam, poiMesh, poiLight, poiMods);
				#endif
				#ifdef _GLOSSYREFLECTIONS_OFF
				#ifdef _RIMSTYLE_POIYOMI
				#if defined(PROP_RIMMASK) || !defined(OPTIMIZER_ENABLED)
				float4 rimMaskAndBias = POI2D_SAMPLER_PAN(_RimMask, _MainTex, poiUV(poiMesh.uv[(0.0 /*_RimMaskUV*/)], float4(1,1,0,0)), float4(0,0,0,0));
				float rimMask = rimMaskAndBias[(0.0 /*_RimMaskChannel*/)];
				float rimBias = rimMaskAndBias.a;
				#else
				float rimMask = 1;
				float rimBias = 0;
				#endif
				if ((0.0 /*_RimMaskInvert*/))
				{
					rimMask = 1 - rimMask;
				}
				#if defined(PROP_RIMTEX) || !defined(OPTIMIZER_ENABLED)
				float4 rimColor = POI2D_SAMPLER_PAN(_RimTex, _MainTex, poiUV(poiMesh.uv[(0.0 /*_RimTexUV*/)], float4(1,1,0,0)), float4(0,0,0,0));
				#else
				float4 rimColor = 1;
				#endif
				half AudioLinkRimWidthBand = 0;
				float2 AudioLinkRimWidthAdd = 0;
				half AudioLinkRimEmissionBand = 0;
				float2 AudioLinkRimEmissionAdd = 0;
				half AudioLinkRimBrightnessBand = 0;
				float2 AudioLinkRimBrightnessAdd = 0;
				#ifdef POI_AUDIOLINK
				AudioLinkRimWidthBand = (0.0 /*_AudioLinkRimWidthBand*/);
				AudioLinkRimWidthAdd = float4(0,0,0,0);
				AudioLinkRimEmissionBand = (0.0 /*_AudioLinkRimEmissionBand*/);
				AudioLinkRimEmissionAdd = float4(0,0,0,0);
				AudioLinkRimBrightnessBand = (0.0 /*_AudioLinkRimBrightnessBand*/);
				AudioLinkRimBrightnessAdd = float4(0,0,0,0);
				#endif
				ApplyPoiyomiRimLighting(poiFragData, poiMesh, poiCam, poiLight, poiMods, (1.0 /*_Is_NormalMapToRimLight*/), (0.0 /*_RimLightingInvert*/), (1.58 /*_RimPower*/), (0.0 /*_RimStrength*/), (0.0 /*_RimShadowWidth*/), (0.0 /*_RimShadowToggle*/), (0.684 /*_RimWidth*/), (0.635 /*_RimBlendStrength*/), rimMask, (0.0 /*_RimGlobalMask*/), (2.0 /*_RimGlobalMaskBlendType*/), rimColor, float4(0.3572768,0.2459571,0.2459571,1), (0.0 /*_RimLightColorThemeIndex*/), (1.0 /*_RimHueShiftEnabled*/), _RimHueShift, (0.0 /*_RimHueShiftSpeed*/), (0.0 /*_RimSharpness*/), (0.0 /*_RimShadowMaskRampType*/), (0.0 /*_RimShadowMaskInvert*/), (1.0 /*_RimShadowMaskStrength*/), float4(0,0,0,1), (0.0 /*_RimApplyGlobalMaskIndex*/), (2.0 /*_RimApplyGlobalMaskBlendType*/), (1.0 /*_RimBaseColorMix*/), (1.0 /*_RimBrightness*/), (2.0 /*_RimPoiBlendMode*/), AudioLinkRimWidthBand, AudioLinkRimWidthAdd, AudioLinkRimEmissionBand, AudioLinkRimEmissionAdd, AudioLinkRimBrightnessBand, AudioLinkRimBrightnessAdd, rimBias, (0.0 /*_RimBiasIntensity*/), (0 /*_RimApplyAlpha*/), (1.0 /*_RimApplyAlphaBlend*/));
				#endif
				#endif
				#ifdef POI_RIM2
				#ifdef _RIM2STYLE_POIYOMI
				#if defined(PROP_RIM2MASK) || !defined(OPTIMIZER_ENABLED)
				float4 rim2MaskAndBias = POI2D_SAMPLER_PAN(_Rim2Mask, _MainTex, poiUV(poiMesh.uv[(0.0 /*_Rim2MaskUV*/)], float4(1,1,0,0)), float4(0,0,0,0));
				float rim2Mask = rim2MaskAndBias[(0.0 /*_Rim2MaskChannel*/)];
				float rim2Bias = rim2MaskAndBias.a;
				#else
				float rim2Mask = 1;
				float rim2Bias = 0;
				#endif
				if ((0.0 /*_Rim2MaskInvert*/))
				{
					rim2Mask = 1 - rim2Mask;
				}
				#if defined(PROP_RIM2TEX) || !defined(OPTIMIZER_ENABLED)
				float4 rim2Color = POI2D_SAMPLER_PAN(_Rim2Tex, _MainTex, poiUV(poiMesh.uv[(0.0 /*_Rim2TexUV*/)], float4(1,1,0,0)), float4(0,0,0,0));
				#else
				float4 rim2Color = 1;
				#endif
				half AudioLinkRim2WidthBand = 0;
				float2 AudioLinkRim2WidthAdd = 0;
				half AudioLinkRim2EmissionBand = 0;
				float2 AudioLinkRim2EmissionAdd = 0;
				half AudioLinkRim2BrightnessBand = 0;
				float2 AudioLinkRim2BrightnessAdd = 0;
				#ifdef POI_AUDIOLINK
				AudioLinkRim2WidthBand = (0.0 /*_AudioLinkRim2WidthBand*/);
				AudioLinkRim2WidthAdd = float4(0,0,0,0);
				AudioLinkRim2EmissionBand = (0.0 /*_AudioLinkRim2EmissionBand*/);
				AudioLinkRim2EmissionAdd = float4(0,0,0,0);
				AudioLinkRim2BrightnessBand = (0.0 /*_AudioLinkRim2BrightnessBand*/);
				AudioLinkRim2BrightnessAdd = float4(0,0,0,0);
				#endif
				ApplyPoiyomiRimLighting(poiFragData, poiMesh, poiCam, poiLight, poiMods, (1.0 /*_Is_NormalMapToRim2Light*/), (1.0 /*_Rim2LightingInvert*/), (0.23 /*_Rim2Power*/), (0.0 /*_Rim2Strength*/), (0.0 /*_Rim2ShadowWidth*/), (0.0 /*_Rim2ShadowToggle*/), (1.0 /*_Rim2Width*/), (1.0 /*_Rim2BlendStrength*/), rim2Mask, (0.0 /*_Rim2GlobalMask*/), (2.0 /*_Rim2GlobalMaskBlendType*/), rim2Color, float4(0.3691636,0.2299591,0.2299591,1), (0.0 /*_Rim2LightColorThemeIndex*/), (1.0 /*_Rim2HueShiftEnabled*/), _Rim2HueShift, (0.0 /*_Rim2HueShiftSpeed*/), (0.0 /*_Rim2Sharpness*/), (0.0 /*_Rim2ShadowMaskRampType*/), (0.0 /*_Rim2ShadowMaskInvert*/), (1.0 /*_Rim2ShadowMaskStrength*/), float4(0,0,0,1), (0.0 /*_Rim2ApplyGlobalMaskIndex*/), (2.0 /*_Rim2ApplyGlobalMaskBlendType*/), (1.0 /*_Rim2BaseColorMix*/), (1.0 /*_Rim2Brightness*/), (0.0 /*_RimPoi2BlendMode*/), AudioLinkRim2WidthBand, AudioLinkRim2WidthAdd, AudioLinkRim2EmissionBand, AudioLinkRim2EmissionAdd, AudioLinkRim2BrightnessBand, AudioLinkRim2BrightnessAdd, rim2Bias, (0.0 /*_Rim2BiasIntensity*/), (0 /*_Rim2ApplyAlpha*/), (1.0 /*_Rim2ApplyAlphaBlend*/));
				#endif
				#endif
				#ifdef _SUNDISK_SIMPLE
				applyGlitter(poiFragData, poiMesh, poiCam, poiLight, poiMods);
				#endif
				
				if ((0.0 /*_AlphaPremultiply*/))
				{
					poiFragData.baseColor *= saturate(poiFragData.alpha);
				}
				poiFragData.finalColor = poiFragData.baseColor;
				poiFragData.finalColor = poiFragData.baseColor * poiLight.finalLighting;
				#ifdef _GLOSSYREFLECTIONS_OFF
				#endif
				#ifdef POI_RIM2
				#endif
				#if defined(_EMISSION) || defined(POI_EMISSION_1) || defined(POI_EMISSION_2) || defined(POI_EMISSION_3)
				float3 emissionBaseReplace = 0;
				#endif
				#ifdef POI_EMISSION_2
				emissionBaseReplace += applyEmission2(poiFragData, poiMesh, poiLight, poiCam, poiMods);
				#endif
				#if defined(_EMISSION) || defined(POI_EMISSION_1) || defined(POI_EMISSION_2) || defined(POI_EMISSION_3)
				poiFragData.finalColor.rgb = lerp(poiFragData.finalColor.rgb, saturate(emissionBaseReplace), poiMax(emissionBaseReplace));
				#endif
				if ((0.0 /*_IgnoreFog*/) == 0)
				{
					UNITY_APPLY_FOG(i.fogCoord, poiFragData.finalColor);
				}
				poiFragData.alpha = (1.0 /*_AlphaForceOpaque*/) ? 1 : poiFragData.alpha;
				poiFragData.finalColor += poiLight.finalLightAdd;
				#ifdef UNITY_PASS_FORWARDBASE
				poiFragData.emission = max(poiFragData.emission * (1.0 /*_PPEmissionMultiplier*/), 0);
				poiFragData.finalColor = max(poiFragData.finalColor * (1.0 /*_PPFinalColorMultiplier*/), 0);
				#endif
				if ((0.0 /*_Mode*/) == POI_MODE_OPAQUE)
				{
				}
				clip(poiFragData.alpha - (0.0 /*_Cutoff*/));
				if ((0.0 /*_Mode*/) == POI_MODE_CUTOUT && !(0.0 /*_AlphaToCoverage*/))
				{
					poiFragData.alpha = 1;
				}
				return float4(poiFragData.finalColor + poiFragData.emission * poiMods.globalEmission, poiFragData.alpha) + POI_SAFE_RGB0;
			}
			ENDCG
		}
		Pass
		{
			Name "Add"
			Tags { "LightMode" = "ForwardAdd" }
			Stencil
			{
				Ref [_StencilRef]
				ReadMask [_StencilReadMask]
				WriteMask [_StencilWriteMask]
				Comp [_StencilCompareFunction]
				Pass [_StencilPassOp]
				Fail [_StencilFailOp]
				ZFail [_StencilZFailOp]
			}
			ZWrite Off
			Cull [_Cull]
			AlphaToMask [_AlphaToCoverage]
			ZTest [_ZTest]
			ColorMask [_ColorMask]
			Offset [_OffsetFactor], [_OffsetUnits]
			BlendOp [_AddBlendOp], [_AddBlendOpAlpha]
			Blend [_AddSrcBlend] [_AddDstBlend], [_AddSrcBlendAlpha] [_AddDstBlendAlpha]
			CGPROGRAM
 #define COLOR_GRADING_HDR 
 #define POI_EMISSION_2 
 #define POI_RIM2 
 #define VIGNETTE_MASKED 
 #define _CUBEMAP 
 #define _GLOSSYREFLECTIONS_OFF 
 #define _LIGHTINGMODE_FLAT 
 #define _RIM2STYLE_POIYOMI 
 #define _RIMSTYLE_POIYOMI 
 #define _STOCHASTICMODE_DELIOT_HEITZ 
 #define _SUNDISK_SIMPLE 
 #define PROP_BUMPMAP 
 #define PROP_CUBEMAP 
 #define PROP_CUBEMAPMASK 
 #define PROP_GLITTERTEXTURE 
 #define PROP_GLITTERCOLORMAP 
 #define OPTIMIZER_ENABLED 
			#pragma target 5.0
			#pragma skip_variants LIGHTMAP_ON DYNAMICLIGHTMAP_ON LIGHTMAP_SHADOW_MIXING SHADOWS_SHADOWMASK DIRLIGHTMAP_COMBINED _MIXED_LIGHTING_SUBTRACTIVE
			#pragma skip_variants DECALS_OFF DECALS_3RT DECALS_4RT DECAL_SURFACE_GRADIENT _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
			#pragma skip_variants _ADDITIONAL_LIGHT_SHADOWS
			#pragma skip_variants PROBE_VOLUMES_OFF PROBE_VOLUMES_L1 PROBE_VOLUMES_L2
			#pragma skip_variants _SCREEN_SPACE_OCCLUSION
			#pragma multi_compile_fwdadd_fullshadows
			#pragma multi_compile_instancing
			#pragma multi_compile_fog
			#define POI_PASS_ADD
			#include "UnityCG.cginc"
			#include "UnityStandardUtils.cginc"
			#include "AutoLight.cginc"
			#include "UnityLightingCommon.cginc"
			#include "UnityPBSLighting.cginc"
			#ifdef POI_PASS_META
			#include "UnityMetaPass.cginc"
			#endif
			#pragma vertex vert
			#pragma fragment frag
			#define DielectricSpec float4(0.04, 0.04, 0.04, 1.0 - 0.04)
			#define PI float(3.14159265359)
			#define Epsilon float(1e-10)
			#define POI2D_SAMPLE_TEX2D_SAMPLERGRAD(tex, samplertex, coord, dx, dy) tex.SampleGrad(sampler##samplertex, coord, dx, dy)
			#define POI2D_SAMPLE_TEX2D_SAMPLERGRADD(tex, samp, uv, pan, dx, dy) tex.SampleGrad(samp, POI_PAN_UV(uv, pan), dx, dy)
			#define POI_PAN_UV(uv, pan) (uv + _Time.x * pan)
			#define POI2D_SAMPLER_PAN(tex, texSampler, uv, pan) (UNITY_SAMPLE_TEX2D_SAMPLER(tex, texSampler, POI_PAN_UV(uv, pan)))
			#define POI2D_SAMPLER_PANGRAD(tex, texSampler, uv, pan, dx, dy) (POI2D_SAMPLE_TEX2D_SAMPLERGRAD(tex, texSampler, POI_PAN_UV(uv, pan), dx, dy))
			#define POI2D_SAMPLER(tex, texSampler, uv) (UNITY_SAMPLE_TEX2D_SAMPLER(tex, texSampler, uv))
			#define POI_SAMPLE_1D_X(tex, samp, uv) tex.Sample(samp, float2(uv, 0.5))
			#define POI2D_SAMPLER_GRAD(tex, texSampler, uv, dx, dy) (POI2D_SAMPLE_TEX2D_SAMPLERGRAD(tex, texSampler, uv, dx, dy))
			#define POI2D_SAMPLER_GRADD(tex, texSampler, uv, dx, dy) tex.SampleGrad(texSampler, uv, dx, dy)
			#define POI2D_PAN(tex, uv, pan) (tex2D(tex, POI_PAN_UV(uv, pan)))
			#define POI2D(tex, uv) (tex2D(tex, uv))
			#define POI_SAMPLE_TEX2D(tex, uv) (UNITY_SAMPLE_TEX2D(tex, uv))
			#define POI_SAMPLE_TEX2D_PAN(tex, uv, pan) (UNITY_SAMPLE_TEX2D(tex, POI_PAN_UV(uv, pan)))
			#define POI_SAMPLE_CUBE_LOD(tex, samp, uv, lod) texCUBElod(tex, float4(uv, 0, lod))
			#if defined(UNITY_STEREO_INSTANCING_ENABLED) || defined(UNITY_STEREO_MULTIVIEW_ENABLED)
			#define POI_SAMPLE_SCREEN(tex, samp, uv)          tex.Sample(samp, float3(uv, unity_StereoEyeIndex))
			#else
			#define POI_SAMPLE_SCREEN(tex, samp, uv)          tex.Sample(samp, uv)
			#endif
			#define POI_SAFE_RGB0 float4(mainTexture.rgb * .0001, 0)
			#define POI_SAFE_RGB1 float4(mainTexture.rgb * .0001, 1)
			#define POI_SAFE_RGBA mainTexture
			#if defined(UNITY_COMPILER_HLSL)
			#define PoiInitStruct(type, name) name = (type)0;
			#else
			#define PoiInitStruct(type, name)
			#endif
			#define POI_ERROR(poiMesh, gridSize) lerp(float3(1, 0, 1), float3(0, 0, 0), fmod(floor((poiMesh.worldPos.x) * gridSize) + floor((poiMesh.worldPos.y) * gridSize) + floor((poiMesh.worldPos.z) * gridSize), 2) == 0)
			#define POI_NAN (asfloat(-1))
			#define POI_MODE_OPAQUE 0
			#define POI_MODE_CUTOUT 1
			#define POI_MODE_FADE 2
			#define POI_MODE_TRANSPARENT 3
			#define POI_MODE_ADDITIVE 4
			#define POI_MODE_SOFTADDITIVE 5
			#define POI_MODE_MULTIPLICATIVE 6
			#define POI_MODE_2XMULTIPLICATIVE 7
			#define POI_MODE_TRANSCLIPPING 9
			float _GrabMode;
			float _Mode;
			float _StochasticDeliotHeitzDensity;
			float _StochasticHexGridDensity;
			float _StochasticHexRotationStrength;
			float _StochasticHexFallOffContrast;
			float _StochasticHexFallOffPower;
			#if defined(PROP_LIGHTINGAOMAPS) || !defined(OPTIMIZER_ENABLED)
			Texture2D _LightingAOMaps;
			#endif
			float4 _LightingAOMaps_ST;
			float2 _LightingAOMapsPan;
			float _LightingAOMapsUV;
			float _LightDataAOStrengthR;
			float _LightDataAOStrengthG;
			float _LightDataAOStrengthB;
			float _LightDataAOStrengthA;
			float _LightDataAOGlobalMaskR;
			float _LightDataAOGlobalMaskBlendTypeR;
			#if defined(PROP_LIGHTINGDETAILSHADOWMAPS) || !defined(OPTIMIZER_ENABLED)
			Texture2D _LightingDetailShadowMaps;
			#endif
			float4 _LightingDetailShadowMaps_ST;
			float2 _LightingDetailShadowMapsPan;
			float _LightingDetailShadowMapsUV;
			float _LightingDetailShadowStrengthR;
			float _LightingDetailShadowStrengthG;
			float _LightingDetailShadowStrengthB;
			float _LightingDetailShadowStrengthA;
			float _LightingAddDetailShadowStrengthR;
			float _LightingAddDetailShadowStrengthG;
			float _LightingAddDetailShadowStrengthB;
			float _LightingAddDetailShadowStrengthA;
			float _LightDataDetailShadowGlobalMaskR;
			float _LightDataDetailShadowGlobalMaskBlendTypeR;
			#if defined(PROP_LIGHTINGSHADOWMASKS) || !defined(OPTIMIZER_ENABLED)
			Texture2D _LightingShadowMasks;
			#endif
			float4 _LightingShadowMasks_ST;
			float2 _LightingShadowMasksPan;
			float _LightingShadowMasksUV;
			float _LightingShadowMaskStrengthR;
			float _LightingShadowMaskStrengthG;
			float _LightingShadowMaskStrengthB;
			float _LightingShadowMaskStrengthA;
			float _LightDataShadowMaskGlobalMaskR;
			float _LightDataShadowMaskGlobalMaskBlendTypeR;
			float _Unlit_Intensity;
			float _LightingColorMode;
			float _LightingMapMode;
			float _LightingDirectionMode;
			float3 _LightngForcedDirection;
			float _LightingViewDirOffsetPitch;
			float _LightingViewDirOffsetYaw;
			float _LightingIndirectUsesNormals;
			float _LightingCapEnabled;
			float _LightingCap;
			float _LightingForceColorEnabled;
			float3 _LightingForcedColor;
			float _LightingForcedColorThemeIndex;
			float _LightingCastedShadows;
			float _LightingMonochromatic;
			float _LightingMinLightBrightness;
			float _LightingAdditiveEnable;
			float _LightingAdditiveLimited;
			float _LightingAdditiveLimit;
			float _LightingAdditiveCastedShadows;
			float _LightingAdditiveMonochromatic;
			float _LightingAdditivePassthrough;
			float _DisableDirectionalInAdd;
			float _LightingVertexLightingEnabled;
			float _LightingMirrorVertexLightingEnabled;
			float _LightDataDebugEnabled;
			float _LightingDebugVisualize;
			float _IgnoreFog;
			float _RenderingReduceClipDistance;
			int _FlipBackfaceNormals;
			float _AddBlendOp;
			float _Cull;
			float4 _Color;
			float _ColorThemeIndex;
			UNITY_DECLARE_TEX2D(_MainTex);
			UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture);
			float _MainPixelMode;
			float4 _MainTex_ST;
			float2 _MainTexPan;
			float _MainTexUV;
			float4 _MainTex_TexelSize;
			float _MainTexStochastic;
			#if defined(PROP_BUMPMAP) || !defined(OPTIMIZER_ENABLED)
			Texture2D _BumpMap;
			#endif
			float4 _BumpMap_ST;
			float2 _BumpMapPan;
			float _BumpMapUV;
			float _BumpScale;
			float _BumpMapStochastic;
			#if defined(PROP_ALPHAMASK) || !defined(OPTIMIZER_ENABLED)
			Texture2D _AlphaMask;
			float4 _AlphaMask_ST;
			float2 _AlphaMaskPan;
			float _AlphaMaskUV;
			float _AlphaMaskInvert;
			float _MainAlphaMaskMode;
			float _AlphaMaskScale;
			float _AlphaMaskValue;
			#endif
			float _Cutoff;
			#ifdef COLOR_GRADING_HDR
			float _MainColorAdjustToggle;
			#if defined(PROP_MAINCOLORADJUSTTEXTURE) || !defined(OPTIMIZER_ENABLED)
			Texture2D _MainColorAdjustTexture;
			#endif
			float4 _MainColorAdjustTexture_ST;
			float2 _MainColorAdjustTexturePan;
			float _MainColorAdjustTextureUV;
			float _MainHueShiftToggle;
			float _MainHueShiftReplace;
			float _MainHueShift;
			float _MainHueShiftSpeed;
			float _Saturation;
			float _MainBrightness;
			float _MainHueALCTEnabled;
			float _MainALHueShiftBand;
			float _MainALHueShiftCTIndex;
			float _MainHueALMotionSpeed;
			float _MainHueGlobalMask;
			float _MainHueGlobalMaskBlendType;
			float _MainSaturationGlobalMask;
			float _MainSaturationGlobalMaskBlendType;
			float _MainBrightnessGlobalMask;
			float _MainBrightnessGlobalMaskBlendType;
			#if defined(PROP_MAINGRADATIONTEX) || !defined(OPTIMIZER_ENABLED)
			Texture2D _MainGradationTex;
			#endif
			float _ColorGradingToggle;
			float _MainGradationStrength;
			#endif
			SamplerState sampler_linear_clamp;
			SamplerState sampler_linear_repeat;
			SamplerState sampler_trilinear_repeat;
			float _AlphaForceOpaque;
			float _AlphaMod;
			float _AlphaPremultiply;
			float _AlphaBoostFA;
			float _AlphaGlobalMask;
			float _AlphaGlobalMaskBlendType;
			float4 _GlobalThemeColor0;
			float4 _GlobalThemeColor1;
			float4 _GlobalThemeColor2;
			float4 _GlobalThemeColor3;
			float _GlobalThemeHue0;
			float _GlobalThemeHue1;
			float _GlobalThemeHue2;
			float _GlobalThemeHue3;
			float _GlobalThemeHueSpeed0;
			float _GlobalThemeHueSpeed1;
			float _GlobalThemeHueSpeed2;
			float _GlobalThemeHueSpeed3;
			float _GlobalThemeSaturation0;
			float _GlobalThemeSaturation1;
			float _GlobalThemeSaturation2;
			float _GlobalThemeSaturation3;
			float _GlobalThemeValue0;
			float _GlobalThemeValue1;
			float _GlobalThemeValue2;
			float _GlobalThemeValue3;
			int _GlobalMaskVertexColorLinearSpace;
			float _StereoEnabled;
			float _PolarUV;
			float2 _PolarCenter;
			float _PolarRadialScale;
			float _PolarLengthScale;
			float _PolarSpiralPower;
			float _PanoUseBothEyes;
			float _UVModWorldPos0;
			float _UVModWorldPos1;
			float _UVModLocalPos0;
			float _UVModLocalPos1;
			float _ShadowStrength;
			float _LightingIgnoreAmbientColor;
			float3 _LightingShadowColor;
			float _ShadingRampedLightMapApplyGlobalMaskIndex;
			float _ShadingRampedLightMapApplyGlobalMaskBlendType;
			float _ShadingRampedLightMapInverseApplyGlobalMaskIndex;
			float _ShadingRampedLightMapInverseApplyGlobalMaskBlendType;
			#ifdef _LIGHTINGMODE_FLAT
			float _ForceFlatRampedLightmap;
			#endif
			float _LightingAdditiveType;
			float _LightingAdditiveGradientStart;
			float _LightingAdditiveGradientEnd;
			float _LightingAdditiveDetailStrength;
			struct MatcapAudioLinkData
			{
				float matcapALEnabled;
				float matcapALAlphaAddBand;
				float4 matcapALAlphaAdd;
				float matcapALEmissionAddBand;
				float4 matcapALEmissionAdd;
				float matcapALIntensityAddBand;
				float4 matcapALIntensityAdd;
				float matcapALChronoPanType;
				float matcapALChronoPanBand;
				float matcapALChronoPanSpeed;
			};
			#ifdef _CUBEMAP
			#if defined(PROP_CUBEMAP) || !defined(OPTIMIZER_ENABLED)
			samplerCUBE _CubeMap;
			float3 _CubeMapRotation;
			float3 _CubeMapRotationPan;
			#endif
			#if defined(PROP_CUBEMAPMASK) || !defined(OPTIMIZER_ENABLED)
			Texture2D _CubeMapMask;
			float4 _CubeMapMask_ST;
			float2 _CubeMapMaskPan;
			float _CubeMapMaskUV;
			float _CubeMapMaskChannel;
			#endif
			float _CubeMapUVMode;
			float _CubeMapWorldNormalsStrength;
			float _CubeMapMaskInvert;
			float _CubeMapMaskGlobalMask;
			float _CubeMapMaskGlobalMaskBlendType;
			float4 _CubeMapColor;
			float _CubeMapColorThemeIndex;
			float _CubeMapIntensity;
			float _CubemapBlendType;
			float _CubeMapBlendAmount;
			float _CubeMapEnable;
			float _CubeMapLightMask;
			float _CubeMapEmissionStrength;
			float _CubeMapNormal;
			float _CubeMapHueShiftEnabled;
			float _CubeMapHueShiftSpeed;
			float _CubeMapHueShift;
			float _CubeMapSaturation;
			float _CubeMapBrightness;
			float _CubeMapContrast;
			float _CubeMapSmoothness;
			#endif
			#ifdef _GLOSSYREFLECTIONS_OFF
			float _Is_NormalMapToRimLight;
			float4 _RimLightColor;
			float _RimLightColorThemeIndex;
			#ifdef _RIMSTYLE_POIYOMI
			float _RimLightingInvert;
			float _RimWidth;
			float _RimStrength;
			float _RimSharpness;
			float _RimBaseColorMix;
			float _EnableRimLighting;
			float _RimWidthNoiseStrength;
			float4 _RimShadowAlpha;
			float _RimShadowWidth;
			float _RimBlendStrength;
			float _RimPoiBlendMode;
			float _RimShadowToggle;
			float _RimPower;
			float _RimShadowMaskStrength;
			float _RimShadowMaskRampType;
			float _RimShadowMaskInvert;
			float _RimBrightness;
			#if defined(PROP_RIMTEX) || !defined(OPTIMIZER_ENABLED)
			Texture2D _RimTex;
			#endif
			float4 _RimTex_ST;
			float2 _RimTexPan;
			float _RimTexUV;
			#if defined(PROP_RIMMASK) || !defined(OPTIMIZER_ENABLED)
			Texture2D _RimMask;
			#endif
			float4 _RimMask_ST;
			float2 _RimMaskPan;
			float _RimMaskUV;
			float _RimMaskChannel;
			float _RimMaskInvert;
			float _RimBiasIntensity;
			int _RimApplyAlpha;
			float _RimApplyAlphaBlend;
			#ifdef POI_AUDIOLINK
			half _AudioLinkRimWidthBand;
			float2 _AudioLinkRimWidthAdd;
			half _AudioLinkRimEmissionBand;
			float2 _AudioLinkRimEmissionAdd;
			half _AudioLinkRimBrightnessBand;
			float2 _AudioLinkRimBrightnessAdd;
			#endif
			#endif
			float _RimGlobalMask;
			float _RimGlobalMaskBlendType;
			float _RimApplyGlobalMaskIndex;
			float _RimApplyGlobalMaskBlendType;
			float _RimHueShiftEnabled;
			float _RimHueShiftSpeed;
			float _RimHueShift;
			#endif
			#ifdef POI_RIM2
			float _Is_NormalMapToRim2Light;
			float4 _Rim2LightColor;
			float _Rim2LightColorThemeIndex;
			#ifdef _RIM2STYLE_POIYOMI
			float _Rim2LightingInvert;
			float _Rim2Width;
			float _Rim2Strength;
			float _Rim2Sharpness;
			float _Rim2BaseColorMix;
			float _EnableRim2Lighting;
			float _Rim2WidthNoiseStrength;
			float4 _Rim2ShadowAlpha;
			float _Rim2ShadowWidth;
			float _Rim2BlendStrength;
			float _RimPoi2BlendMode;
			float _Rim2ShadowToggle;
			float _Rim2Power;
			float _Rim2ShadowMaskStrength;
			float _Rim2ShadowMaskRampType;
			float _Rim2ShadowMaskInvert;
			float _Rim2Brightness;
			#if defined(PROP_RIM2TEX) || !defined(OPTIMIZER_ENABLED)
			Texture2D _Rim2Tex;
			#endif
			float4 _Rim2Tex_ST;
			float2 _Rim2TexPan;
			float _Rim2TexUV;
			#if defined(PROP_RIM2MASK) || !defined(OPTIMIZER_ENABLED)
			Texture2D _Rim2Mask;
			#endif
			float4 _Rim2Mask_ST;
			float2 _Rim2MaskPan;
			float _Rim2MaskUV;
			float _Rim2MaskChannel;
			float _Rim2MaskInvert;
			float _Rim2BiasIntensity;
			int _Rim2ApplyAlpha;
			float _Rim2ApplyAlphaBlend;
			#if defined(PROP_RIM2WIDTHNOISETEXTURE) || !defined(OPTIMIZER_ENABLED)
			Texture2D _Rim2WidthNoiseTexture;
			#endif
			#ifdef POI_AUDIOLINK
			half _AudioLinkRim2WidthBand;
			float2 _AudioLinkRim2WidthAdd;
			half _AudioLinkRim2EmissionBand;
			float2 _AudioLinkRim2EmissionAdd;
			half _AudioLinkRim2BrightnessBand;
			float2 _AudioLinkRim2BrightnessAdd;
			#endif
			#endif
			float _Rim2GlobalMask;
			float _Rim2GlobalMaskBlendType;
			float _Rim2ApplyGlobalMaskIndex;
			float _Rim2ApplyGlobalMaskBlendType;
			float _Rim2HueShiftEnabled;
			float _Rim2HueShiftSpeed;
			float _Rim2HueShift;
			#endif
			#ifdef _SUNDISK_SIMPLE
			float4 _GlitterRandomRotationSpeed;
			float _GlitterLayers;
			float _GlitterUseNormals;
			float _GlitterUV;
			float4 _GlitterColor;
			float _GlitterColorThemeIndex;
			float2 _GlitterPan;
			half _GlitterSpeed;
			half _GlitterBrightness;
			float _GlitterFrequency;
			float _GlitterRandomLocation;
			half _GlitterSize;
			half _GlitterContrast;
			half _GlitterAngleRange;
			half _GlitterMinBrightness;
			half _GlitterBias;
			fixed _GlitterUseSurfaceColor;
			float _GlitterBlendType;
			float _GlitterMode;
			float _GlitterShape;
			float _GlitterCenterSize;
			float _GlitterJaggyFix;
			float _GlitterTextureRotation;
			float2 _GlitterUVPanning;
			float _GlitterHueShiftEnabled;
			float _GlitterHueShiftSpeed;
			float _GlitterHueShift;
			float _GlitterHideInShadow;
			float _GlitterScaleWithLighting;
			float _GlitterRandomColors;
			float2 _GlitterMinMaxSaturation;
			float2 _GlitterMinMaxBrightness;
			float _GlitterRandomSize;
			float4 _GlitterMinMaxSize;
			float _GlitterRandomRotation;
			#if defined(PROP_GLITTERMASK) || !defined(OPTIMIZER_ENABLED)
			Texture2D _GlitterMask;
			#endif
			float4 _GlitterMask_ST;
			float2 _GlitterMaskPan;
			float _GlitterMaskUV;
			float _GlitterMaskChannel;
			float _GlitterMaskInvert;
			float _GlitterMaskGlobalMask;
			float _GlitterMaskGlobalMaskBlendType;
			#if defined(PROP_GLITTERCOLORMAP) || !defined(OPTIMIZER_ENABLED)
			Texture2D _GlitterColorMap;
			#endif
			float4 _GlitterColorMap_ST;
			float2 _GlitterColorMapPan;
			float _GlitterColorMapUV;
			#if defined(PROP_GLITTERTEXTURE) || !defined(OPTIMIZER_ENABLED)
			Texture2D _GlitterTexture;
			#endif
			float4 _GlitterTexture_ST;
			float2 _GlitterTexturePan;
			float _GlitterTextureUV;
			float _GlitterALEnabled;
			float _GlitterALAlphaAddBand;
			float4 _GlitterALAlphaAdd;
			float _GlitterALMinBrightnessBand;
			float4 _GlitterALMinBrightnessAdd;
			float _GlitterALMaxBrightnessBand;
			float4 _GlitterALMaxBrightnessAdd;
			float _GlitterALSizeAddBand;
			float4 _GlitterALSizeAdd;
			float _GlitterALChronoSparkleSpeedType;
			float _GlitterALChronoSparkleSpeedBand;
			float _GlitterALChronoSparkleSpeed;
			float _GlitterALChronoRotationSpeedType;
			float _GlitterALChronoRotationSpeedBand;
			float _GlitterALChronoRotationSpeed;
			#endif
			struct appdata
			{
				float4 vertex : POSITION;
				float3 normal : NORMAL;
				float4 tangent : TANGENT;
				float4 color : COLOR;
				float2 uv0 : TEXCOORD0;
				float2 uv1 : TEXCOORD1;
				float2 uv2 : TEXCOORD2;
				float2 uv3 : TEXCOORD3;
				uint vertexId : SV_VertexID;
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};
			struct VertexOut
			{
				float4 pos : SV_POSITION;
				float4 uv[2] : TEXCOORD0;
				float3 normal : TEXCOORD2;
				float4 tangent : TEXCOORD3;
				float4 worldPos : TEXCOORD4;
				float4 localPos : TEXCOORD5;
				float4 vertexColor : TEXCOORD6;
				float4 lightmapUV : TEXCOORD7;
				float2 fogCoord: TEXCOORD10;
				UNITY_SHADOW_COORDS(11)
				UNITY_VERTEX_INPUT_INSTANCE_ID
				UNITY_VERTEX_OUTPUT_STEREO
			};
			struct PoiMesh
			{
				float3 normals[2];
				float3 objNormal;
				float3 tangentSpaceNormal;
				float3 binormal[2];
				float3 tangent[2];
				float3 worldPos;
				float3 localPos;
				float3 objectPosition;
				float isFrontFace;
				float4 vertexColor;
				float4 lightmapUV;
				float2 uv[9];
				float2 parallaxUV;
				float2 dx;
				float2 dy;
			};
			struct PoiCam
			{
				float3 viewDir;
				float3 forwardDir;
				float3 worldPos;
				float distanceToVert;
				float4 clipPos;
				float4 screenSpacePosition;
				float3 reflectionDir;
				float3 vertexReflectionDir;
				float3 tangentViewDir;
				float4 posScreenSpace;
				float2 posScreenPixels;
				float2 screenUV;
				float vDotN;
				float4 worldDirection;
			};
			struct PoiMods
			{
				float4 Mask;
				float audioLink[5];
				float audioLinkAvailable;
				float audioLinkVersion;
				float4 audioLinkTexture;
				float2 detailMask;
				float2 backFaceDetailIntensity;
				float globalEmission;
				float4 globalColorTheme[12];
				float globalMask[16];
				float ALTime[8];
			};
			struct PoiLight
			{
				float3 direction;
				float attenuation;
				float attenuationStrength;
				float3 directColor;
				float3 indirectColor;
				float occlusion;
				float shadowMask;
				float detailShadow;
				float3 halfDir;
				float lightMap;
				float lightMapNoAttenuation;
				float3 rampedLightMap;
				float vertexNDotL;
				float nDotL;
				float nDotV;
				float vertexNDotV;
				float nDotH;
				float vertexNDotH;
				float lDotv;
				float lDotH;
				float nDotLSaturated;
				float nDotLNormalized;
				#ifdef POI_PASS_ADD
				float additiveShadow;
				#endif
				float3 finalLighting;
				float3 finalLightAdd;
				float3 LTCGISpecular;
				float3 LTCGIDiffuse;
				float directLuminance;
				float indirectLuminance;
				float finalLuminance;
				#if defined(VERTEXLIGHT_ON)
				float4 vDotNL;
				float4 vertexVDotNL;
				float3 vColor[4];
				float4 vCorrectedDotNL;
				float4 vAttenuation;
				float4 vSaturatedDotNL;
				float3 vPosition[4];
				float3 vDirection[4];
				float3 vFinalLighting;
				float3 vHalfDir[4];
				half4 vDotNH;
				half4 vertexVDotNH;
				half4 vDotLH;
				#endif
			};
			struct PoiVertexLights
			{
				float3 direction;
				float3 color;
				float attenuation;
			};
			struct PoiFragData
			{
				float smoothness;
				float smoothness2;
				float metallic;
				float specularMask;
				float reflectionMask;
				float3 baseColor;
				float3 finalColor;
				float alpha;
				float3 emission;
				float toggleVertexLights;
			};
			float4 poiTransformClipSpacetoScreenSpaceFrag(float4 clipPos)
			{
				float4 positionSS = float4(clipPos.xyz * clipPos.w, clipPos.w);
				positionSS.xy = positionSS.xy / _ScreenParams.xy;
				return positionSS;
			}
			#ifndef glsl_mod
			#define glsl_mod(x, y) (((x) - (y) * floor((x) / (y))))
			#endif
			uniform float random_uniform_float_only_used_to_stop_compiler_warnings = 0.0f;
			float2 poiUV(float2 uv, float4 tex_st)
			{
				return uv * tex_st.xy + tex_st.zw;
			}
			float2 vertexUV(in VertexOut o, int index)
			{
				switch(index)
				{
					case 0:
					return o.uv[0].xy;
					case 1:
					return o.uv[0].zw;
					case 2:
					return o.uv[1].xy;
					case 3:
					return o.uv[1].zw;
					default:
					return o.uv[0].xy;
				}
			}
			float2 vertexUV(in appdata v, int index)
			{
				switch(index)
				{
					case 0:
					return v.uv0.xy;
					case 1:
					return v.uv1.xy;
					case 2:
					return v.uv2.xy;
					case 3:
					return v.uv3.xy;
					default:
					return v.uv0.xy;
				}
			}
			float calculateluminance(float3 color)
			{
				return color.r * 0.299 + color.g * 0.587 + color.b * 0.114;
			}
			float _VRChatCameraMode;
			float _VRChatMirrorMode;
			float VRCCameraMode()
			{
				return _VRChatCameraMode;
			}
			float VRCMirrorMode()
			{
				return _VRChatMirrorMode;
			}
			bool IsInMirror()
			{
				return unity_CameraProjection[2][0] != 0.f || unity_CameraProjection[2][1] != 0.f;
			}
			bool IsOrthographicCamera()
			{
				return unity_OrthoParams.w == 1 || UNITY_MATRIX_P[3][3] == 1;
			}
			float shEvaluateDiffuseL1Geomerics_local(float L0, float3 L1, float3 n)
			{
				float R0 = max(0, L0);
				float3 R1 = 0.5f * L1;
				float lenR1 = length(R1);
				float q = dot(normalize(R1), n) * 0.5 + 0.5;
				q = saturate(q); // Thanks to ScruffyRuffles for the bug identity.
				float p = 1.0f + 2.0f * lenR1 / R0;
				float a = (1.0f - lenR1 / R0) / (1.0f + lenR1 / R0);
				return R0 * (a + (1.0f - a) * (p + 1.0f) * pow(q, p));
			}
			half3 BetterSH9(half4 normal)
			{
				float3 indirect;
				float3 L0 = float3(unity_SHAr.w, unity_SHAg.w, unity_SHAb.w) + float3(unity_SHBr.z, unity_SHBg.z, unity_SHBb.z) / 3.0;
				indirect.r = shEvaluateDiffuseL1Geomerics_local(L0.r, unity_SHAr.xyz, normal.xyz);
				indirect.g = shEvaluateDiffuseL1Geomerics_local(L0.g, unity_SHAg.xyz, normal.xyz);
				indirect.b = shEvaluateDiffuseL1Geomerics_local(L0.b, unity_SHAb.xyz, normal.xyz);
				indirect = max(0, indirect);
				indirect += SHEvalLinearL2(normal);
				return indirect;
			}
			float3 getCameraForward()
			{
				#if UNITY_SINGLE_PASS_STEREO
				float3 p1 = mul(unity_StereoCameraToWorld[0], float4(0, 0, 1, 1));
				float3 p2 = mul(unity_StereoCameraToWorld[0], float4(0, 0, 0, 1));
				#else
				float3 p1 = mul(unity_CameraToWorld, float4(0, 0, 1, 1)).xyz;
				float3 p2 = mul(unity_CameraToWorld, float4(0, 0, 0, 1)).xyz;
				#endif
				return normalize(p2 - p1);
			}
			half3 GetSHLength()
			{
				half3 x, x1;
				x.r = length(unity_SHAr);
				x.g = length(unity_SHAg);
				x.b = length(unity_SHAb);
				x1.r = length(unity_SHBr);
				x1.g = length(unity_SHBg);
				x1.b = length(unity_SHBb);
				return x + x1;
			}
			float3 BoxProjection(float3 direction, float3 position, float4 cubemapPosition, float3 boxMin, float3 boxMax)
			{
				#if UNITY_SPECCUBE_BOX_PROJECTION
				if (cubemapPosition.w > 0)
				{
					float3 factors = ((direction > 0 ? boxMax : boxMin) - position) / direction;
					float scalar = min(min(factors.x, factors.y), factors.z);
					direction = direction * scalar + (position - cubemapPosition.xyz);
				}
				#endif
				return direction;
			}
			float poiMax(float2 i)
			{
				return max(i.x, i.y);
			}
			float poiMax(float3 i)
			{
				return max(max(i.x, i.y), i.z);
			}
			float poiMax(float4 i)
			{
				return max(max(max(i.x, i.y), i.z), i.w);
			}
			float3 calculateNormal(in float3 baseNormal, in PoiMesh poiMesh, in Texture2D normalTexture, in float4 normal_ST, in float2 normalPan, in float normalUV, in float normalIntensity)
			{
				float3 normal = UnpackScaleNormal(POI2D_SAMPLER_PAN(normalTexture, _MainTex, poiUV(poiMesh.uv[normalUV], normal_ST), normalPan), normalIntensity);
				return normalize(
				normal.x * poiMesh.tangent[0] +
				normal.y * poiMesh.binormal[0] +
				normal.z * baseNormal
				);
			}
			float remap(float x, float minOld, float maxOld, float minNew = 0, float maxNew = 1)
			{
				return minNew + (x - minOld) * (maxNew - minNew) / (maxOld - minOld);
			}
			float2 remap(float2 x, float2 minOld, float2 maxOld, float2 minNew = 0, float2 maxNew = 1)
			{
				return minNew + (x - minOld) * (maxNew - minNew) / (maxOld - minOld);
			}
			float3 remap(float3 x, float3 minOld, float3 maxOld, float3 minNew = 0, float3 maxNew = 1)
			{
				return minNew + (x - minOld) * (maxNew - minNew) / (maxOld - minOld);
			}
			float4 remap(float4 x, float4 minOld, float4 maxOld, float4 minNew = 0, float4 maxNew = 1)
			{
				return minNew + (x - minOld) * (maxNew - minNew) / (maxOld - minOld);
			}
			float remapClamped(float minOld, float maxOld, float x, float minNew = 0, float maxNew = 1)
			{
				return clamp(minNew + (x - minOld) * (maxNew - minNew) / (maxOld - minOld), minNew, maxNew);
			}
			float2 remapClamped(float2 minOld, float2 maxOld, float2 x, float2 minNew, float2 maxNew)
			{
				return clamp(minNew + (x - minOld) * (maxNew - minNew) / (maxOld - minOld), minNew, maxNew);
			}
			float3 remapClamped(float3 minOld, float3 maxOld, float3 x, float3 minNew, float3 maxNew)
			{
				return clamp(minNew + (x - minOld) * (maxNew - minNew) / (maxOld - minOld), minNew, maxNew);
			}
			float4 remapClamped(float4 minOld, float4 maxOld, float4 x, float4 minNew, float4 maxNew)
			{
				return clamp(minNew + (x - minOld) * (maxNew - minNew) / (maxOld - minOld), minNew, maxNew);
			}
			float2 calcParallax(in float height, in PoiCam poiCam)
			{
				return ((height * - 1) + 1) * (poiCam.tangentViewDir.xy / poiCam.tangentViewDir.z);
			}
			float4 poiBlend(const float sourceFactor, const  float4 sourceColor, const  float destinationFactor, const  float4 destinationColor, const float4 blendFactor)
			{
				float4 sA = 1 - blendFactor;
				const float4 blendData[11] = {
					float4(0.0, 0.0, 0.0, 0.0),
					float4(1.0, 1.0, 1.0, 1.0),
					destinationColor,
					sourceColor,
					float4(1.0, 1.0, 1.0, 1.0) - destinationColor,
					sA,
					float4(1.0, 1.0, 1.0, 1.0) - sourceColor,
					sA,
					float4(1.0, 1.0, 1.0, 1.0) - sA,
					saturate(sourceColor.aaaa),
					1 - sA,
				};
				return lerp(blendData[sourceFactor] * sourceColor + blendData[destinationFactor] * destinationColor, sourceColor, sA);
			}
			float blendAverage(float base, float blend)
			{
				return (base + blend) / 2.0;
			}
			float3 blendAverage(float3 base, float3 blend)
			{
				return (base + blend) / 2.0;
			}
			float blendColorBurn(float base, float blend)
			{
				return (blend == 0.0) ? blend : max((1.0 - ((1.0 - base) * rcp(random_uniform_float_only_used_to_stop_compiler_warnings + blend))), 0.0);
			}
			float3 blendColorBurn(float3 base, float3 blend)
			{
				return float3(blendColorBurn(base.r, blend.r), blendColorBurn(base.g, blend.g), blendColorBurn(base.b, blend.b));
			}
			float blendColorDodge(float base, float blend)
			{
				return (blend == 1.0) ? blend : min(base / (1.0 - blend), 1.0);
			}
			float3 blendColorDodge(float3 base, float3 blend)
			{
				return float3(blendColorDodge(base.r, blend.r), blendColorDodge(base.g, blend.g), blendColorDodge(base.b, blend.b));
			}
			float blendDarken(float base, float blend)
			{
				return min(blend, base);
			}
			float3 blendDarken(float3 base, float3 blend)
			{
				return float3(blendDarken(base.r, blend.r), blendDarken(base.g, blend.g), blendDarken(base.b, blend.b));
			}
			float blendExclusion(float base, float blend)
			{
				return base + blend - 2.0 * base * blend;
			}
			float3 blendExclusion(float3 base, float3 blend)
			{
				return base + blend - 2.0 * base * blend;
			}
			float blendReflect(float base, float blend)
			{
				return (blend == 1.0) ? blend : min(base * base / (1.0 - blend), 1.0);
			}
			float3 blendReflect(float3 base, float3 blend)
			{
				return float3(blendReflect(base.r, blend.r), blendReflect(base.g, blend.g), blendReflect(base.b, blend.b));
			}
			float blendGlow(float base, float blend)
			{
				return blendReflect(blend, base);
			}
			float3 blendGlow(float3 base, float3 blend)
			{
				return blendReflect(blend, base);
			}
			float blendOverlay(float base, float blend)
			{
				return base < 0.5 ? (2.0 * base * blend) : (1.0 - 2.0 * (1.0 - base) * (1.0 - blend));
			}
			float3 blendOverlay(float3 base, float3 blend)
			{
				return float3(blendOverlay(base.r, blend.r), blendOverlay(base.g, blend.g), blendOverlay(base.b, blend.b));
			}
			float blendHardLight(float base, float blend)
			{
				return blendOverlay(blend, base);
			}
			float3 blendHardLight(float3 base, float3 blend)
			{
				return blendOverlay(blend, base);
			}
			float blendVividLight(float base, float blend)
			{
				return (blend < 0.5) ? blendColorBurn(base, (2.0 * blend)) : blendColorDodge(base, (2.0 * (blend - 0.5)));
			}
			float3 blendVividLight(float3 base, float3 blend)
			{
				return float3(blendVividLight(base.r, blend.r), blendVividLight(base.g, blend.g), blendVividLight(base.b, blend.b));
			}
			float blendHardMix(float base, float blend)
			{
				return (blendVividLight(base, blend) < 0.5) ? 0.0 : 1.0;
			}
			float3 blendHardMix(float3 base, float3 blend)
			{
				return float3(blendHardMix(base.r, blend.r), blendHardMix(base.g, blend.g), blendHardMix(base.b, blend.b));
			}
			float blendLighten(float base, float blend)
			{
				return max(blend, base);
			}
			float3 blendLighten(float3 base, float3 blend)
			{
				return float3(blendLighten(base.r, blend.r), blendLighten(base.g, blend.g), blendLighten(base.b, blend.b));
			}
			float blendLinearBurn(float base, float blend)
			{
				return max(base + blend - 1.0, 0.0);
			}
			float3 blendLinearBurn(float3 base, float3 blend)
			{
				return max(base + blend - float3(1.0, 1.0, 1.0), float3(0.0, 0.0, 0.0));
			}
			float blendLinearDodge(float base, float blend)
			{
				return min(base + blend, 1.0);
			}
			float3 blendLinearDodge(float3 base, float3 blend)
			{
				return base + blend;
			}
			float blendLinearLight(float base, float blend)
			{
				return blend < 0.5 ? blendLinearBurn(base, (2.0 * blend)) : blendLinearDodge(base, (2.0 * (blend - 0.5)));
			}
			float3 blendLinearLight(float3 base, float3 blend)
			{
				return float3(blendLinearLight(base.r, blend.r), blendLinearLight(base.g, blend.g), blendLinearLight(base.b, blend.b));
			}
			float blendMultiply(float base, float blend)
			{
				return base * blend;
			}
			float3 blendMultiply(float3 base, float3 blend)
			{
				return base * blend;
			}
			float blendNegation(float base, float blend)
			{
				return 1.0 - abs(1.0 - base - blend);
			}
			float3 blendNegation(float3 base, float3 blend)
			{
				return float3(1.0, 1.0, 1.0) - abs(float3(1.0, 1.0, 1.0) - base - blend);
			}
			float blendNormal(float base, float blend)
			{
				return blend;
			}
			float3 blendNormal(float3 base, float3 blend)
			{
				return blend;
			}
			float blendPhoenix(float base, float blend)
			{
				return min(base, blend) - max(base, blend) + 1.0;
			}
			float3 blendPhoenix(float3 base, float3 blend)
			{
				return min(base, blend) - max(base, blend) + float3(1.0, 1.0, 1.0);
			}
			float blendPinLight(float base, float blend)
			{
				return (blend < 0.5) ? blendDarken(base, (2.0 * blend)) : blendLighten(base, (2.0 * (blend - 0.5)));
			}
			float3 blendPinLight(float3 base, float3 blend)
			{
				return float3(blendPinLight(base.r, blend.r), blendPinLight(base.g, blend.g), blendPinLight(base.b, blend.b));
			}
			float blendScreen(float base, float blend)
			{
				return 1.0 - ((1.0 - base) * (1.0 - blend));
			}
			float3 blendScreen(float3 base, float3 blend)
			{
				return float3(blendScreen(base.r, blend.r), blendScreen(base.g, blend.g), blendScreen(base.b, blend.b));
			}
			float blendSoftLight(float base, float blend)
			{
				return (blend < 0.5) ? (2.0 * base * blend + base * base * (1.0 - 2.0 * blend)) : (sqrt(base) * (2.0 * blend - 1.0) + 2.0 * base * (1.0 - blend));
			}
			float3 blendSoftLight(float3 base, float3 blend)
			{
				return float3(blendSoftLight(base.r, blend.r), blendSoftLight(base.g, blend.g), blendSoftLight(base.b, blend.b));
			}
			float blendSubtract(float base, float blend)
			{
				return max(base - blend, 0.0);
			}
			float3 blendSubtract(float3 base, float3 blend)
			{
				return max(base - blend, 0.0);
			}
			float blendDifference(float base, float blend)
			{
				return abs(base - blend);
			}
			float3 blendDifference(float3 base, float3 blend)
			{
				return abs(base - blend);
			}
			float blendDivide(float base, float blend)
			{
				return base / max(blend, 0.0001);
			}
			float3 blendDivide(float3 base, float3 blend)
			{
				return base / max(blend, 0.0001);
			}
			float blendMixed(float base, float blend)
			{
				return base + base * blend;
			}
			float3 blendMixed(float3 base, float3 blend)
			{
				return base + base * blend;
			}
			float3 customBlend(float3 base, float3 blend, float blendType, float alpha = 1)
			{
				float3 output = base;
				switch(blendType)
				{
					case 0: output = lerp(base, blend, alpha); break;
					case 1: output = lerp(base, blendDarken(base, blend), alpha); break;
					case 2: output = base * lerp(1, blend, alpha); break;
					case 5: output = lerp(base, blendLighten(base, blend), alpha); break;
					case 6: output = lerp(base, blendScreen(base, blend), alpha); break;
					case 7: output = blendSubtract(base, blend * alpha); break;
					case 8: output = lerp(base, blendLinearDodge(base, blend), alpha); break;
					case 9: output = lerp(base, blendOverlay(base, blend), alpha); break;
					case 20: output = lerp(base, blendMixed(base, blend), alpha); break;
					default: output = 0; break;
				}
				return output;
			}
			float3 customBlend(float base, float blend, float blendType, float alpha = 1)
			{
				float3 output = base;
				switch(blendType)
				{
					case 0: output = lerp(base, blend, alpha); break;
					case 2: output = base * lerp(1, blend, alpha); break;
					case 5: output = lerp(base, blendLighten(base, blend), alpha); break;
					case 6: output = lerp(base, blendScreen(base, blend), alpha); break;
					case 7: output = blendSubtract(base, blend * alpha); break;
					case 8: output = lerp(base, blendLinearDodge(base, blend), alpha); break;
					case 9: output = lerp(base, blendOverlay(base, blend), alpha); break;
					case 20: output = lerp(base, blendMixed(base, blend), alpha); break;
					default: output = 0; break;
				}
				return output;
			}
			#define REPLACE 0
			#define SUBSTRACT 1
			#define MULTIPLY 2
			#define DIVIDE 3
			#define MIN 4
			#define MAX 5
			#define AVERAGE 6
			#define ADD 7
			float maskBlend(float baseMask, float blendMask, float blendType)
			{
				float output = 0;
				switch(blendType)
				{
					case REPLACE: output = blendMask; break;
					case SUBSTRACT: output = baseMask - blendMask; break;
					case MULTIPLY: output = baseMask * blendMask; break;
					case DIVIDE: output = baseMask / blendMask; break;
					case MIN: output = min(baseMask, blendMask); break;
					case MAX: output = max(baseMask, blendMask); break;
					case AVERAGE: output = (baseMask + blendMask) * 0.5; break;
					case ADD: output = baseMask + blendMask; break;
				}
				return saturate(output);
			}
			float globalMaskBlend(float baseMask, float globalMaskIndex, float blendType, PoiMods poiMods)
			{
				if (globalMaskIndex == 0)
				{
					return baseMask;
				}
				else
				{
					return maskBlend(baseMask, poiMods.globalMask[globalMaskIndex - 1], blendType);
				}
			}
			float random(float2 p)
			{
				return frac(sin(dot(p, float2(12.9898, 78.2383))) * 43758.5453123);
			}
			float2 random2(float2 p)
			{
				return frac(sin(float2(dot(p, float2(127.1, 311.7)), dot(p, float2(269.5, 183.3)))) * 43758.5453);
			}
			float3 random3(float2 p)
			{
				return frac(sin(float3(dot(p, float2(127.1, 311.7)), dot(p, float2(269.5, 183.3)), dot(p, float2(248.3, 315.9)))) * 43758.5453);
			}
			float3 random3(float3 p)
			{
				return frac(sin(float3(dot(p, float3(127.1, 311.7, 248.6)), dot(p, float3(269.5, 183.3, 423.3)), dot(p, float3(248.3, 315.9, 184.2)))) * 43758.5453);
			}
			float3 randomFloat3(float2 Seed, float maximum)
			{
				return (.5 + float3(
				frac(sin(dot(Seed.xy, float2(12.9898, 78.233))) * 43758.5453),
				frac(sin(dot(Seed.yx, float2(12.9898, 78.233))) * 43758.5453),
				frac(sin(dot(float2(Seed), float2(12.9898, 78.233))) * 43758.5453)
				) * .5) * (maximum);
			}
			float3 randomFloat3Range(float2 Seed, float Range)
			{
				return (float3(
				frac(sin(dot(Seed.xy, float2(12.9898, 78.233))) * 43758.5453),
				frac(sin(dot(Seed.yx, float2(12.9898, 78.233))) * 43758.5453),
				frac(sin(dot(float2(Seed.x * Seed.y, Seed.y + Seed.x), float2(12.9898, 78.233))) * 43758.5453)
				) * 2 - 1) * Range;
			}
			float3 randomFloat3WiggleRange(float2 Seed, float Range, float wiggleSpeed, float timeOffset)
			{
				float3 rando = (float3(
				frac(sin(dot(Seed.xy, float2(12.9898, 78.233))) * 43758.5453),
				frac(sin(dot(Seed.yx, float2(12.9898, 78.233))) * 43758.5453),
				frac(sin(dot(float2(Seed.x * Seed.y, Seed.y + Seed.x), float2(12.9898, 78.233))) * 43758.5453)
				) * 2 - 1);
				float speed = 1 + wiggleSpeed;
				return float3(sin(((_Time.x + timeOffset) + rando.x * PI) * speed), sin(((_Time.x + timeOffset) + rando.y * PI) * speed), sin(((_Time.x + timeOffset) + rando.z * PI) * speed)) * Range;
			}
			void poiDither(float4 In, float4 ScreenPosition, out float4 Out)
			{
				float2 uv = ScreenPosition.xy * _ScreenParams.xy;
				float DITHER_THRESHOLDS[16] = {
					1.0 / 17.0, 9.0 / 17.0, 3.0 / 17.0, 11.0 / 17.0,
					13.0 / 17.0, 5.0 / 17.0, 15.0 / 17.0, 7.0 / 17.0,
					4.0 / 17.0, 12.0 / 17.0, 2.0 / 17.0, 10.0 / 17.0,
					16.0 / 17.0, 8.0 / 17.0, 14.0 / 17.0, 6.0 / 17.0
				};
				uint index = (uint(uv.x) % 4) * 4 + uint(uv.y) % 4;
				Out = In - DITHER_THRESHOLDS[index];
			}
			static const float3 HCYwts = float3(0.299, 0.587, 0.114);
			static const float HCLgamma = 3;
			static const float HCLy0 = 100;
			static const float HCLmaxL = 0.530454533953517; // == exp(HCLgamma / HCLy0) - 0.5
			static const float3 wref = float3(1.0, 1.0, 1.0);
			#define TAU 6.28318531
			float3 HUEtoRGB(in float H)
			{
				float R = abs(H * 6 - 3) - 1;
				float G = 2 - abs(H * 6 - 2);
				float B = 2 - abs(H * 6 - 4);
				return saturate(float3(R, G, B));
			}
			float3 RGBtoHCV(in float3 RGB)
			{
				float4 P = (RGB.g < RGB.b) ? float4(RGB.bg, -1.0, 2.0 / 3.0) : float4(RGB.gb, 0.0, -1.0 / 3.0);
				float4 Q = (RGB.r < P.x) ? float4(P.xyw, RGB.r) : float4(RGB.r, P.yzx);
				float C = Q.x - min(Q.w, Q.y);
				float H = abs((Q.w - Q.y) / (6 * C + Epsilon) + Q.z);
				return float3(H, C, Q.x);
			}
			float3 HSVtoRGB(in float3 HSV)
			{
				float3 RGB = HUEtoRGB(HSV.x);
				return ((RGB - 1) * HSV.y + 1) * HSV.z;
			}
			float3 RGBtoHSV(in float3 RGB)
			{
				float3 HCV = RGBtoHCV(RGB);
				float S = HCV.y / (HCV.z + Epsilon);
				return float3(HCV.x, S, HCV.z);
			}
			float3 HSLtoRGB(in float3 HSL)
			{
				float3 RGB = HUEtoRGB(HSL.x);
				float C = (1 - abs(2 * HSL.z - 1)) * HSL.y;
				return (RGB - 0.5) * C + HSL.z;
			}
			float3 RGBtoHSL(in float3 RGB)
			{
				float3 HCV = RGBtoHCV(RGB);
				float L = HCV.z - HCV.y * 0.5;
				float S = HCV.y / (1 - abs(L * 2 - 1) + Epsilon);
				return float3(HCV.x, S, L);
			}
			void DecomposeHDRColor(in float3 linearColorHDR, out float3 baseLinearColor, out float exposure)
			{
				float maxColorComponent = max(linearColorHDR.r, max(linearColorHDR.g, linearColorHDR.b));
				bool isSDR = maxColorComponent <= 1.0;
				float scaleFactor = isSDR ? 1.0 : (1.0 / maxColorComponent);
				exposure = isSDR ? 0.0 : log(maxColorComponent) * 1.44269504089; // ln(2)
				baseLinearColor = scaleFactor * linearColorHDR;
			}
			float3 ApplyHDRExposure(float3 linearColor, float exposure)
			{
				return linearColor * pow(2, exposure);
			}
			float3 ModifyViaHSV(float3 color, float h, float s, float v)
			{
				float3 colorHSV = RGBtoHSV(color);
				colorHSV.x = frac(colorHSV.x + h);
				colorHSV.y = saturate(colorHSV.y + s);
				colorHSV.z = saturate(colorHSV.z + v);
				return HSVtoRGB(colorHSV);
			}
			float3 ModifyViaHSV(float3 color, float3 HSVMod)
			{
				return ModifyViaHSV(color, HSVMod.x, HSVMod.y, HSVMod.z);
			}
			float4x4 brightnessMatrix(float brightness)
			{
				return float4x4(
				1, 0, 0, 0,
				0, 1, 0, 0,
				0, 0, 1, 0,
				brightness, brightness, brightness, 1
				);
			}
			float4x4 contrastMatrix(float contrast)
			{
				float t = (1.0 - contrast) / 2.0;
				return float4x4(
				contrast, 0, 0, 0,
				0, contrast, 0, 0,
				0, 0, contrast, 0,
				t, t, t, 1
				);
			}
			float4x4 saturationMatrix(float saturation)
			{
				float3 luminance = float3(0.3086, 0.6094, 0.0820);
				float oneMinusSat = 1.0 - saturation;
				float3 red = luminance.x * oneMinusSat;
				red += float3(saturation, 0, 0);
				float3 green = luminance.y * oneMinusSat;
				green += float3(0, saturation, 0);
				float3 blue = luminance.z * oneMinusSat;
				blue += float3(0, 0, saturation);
				return float4x4(
				red, 0,
				green, 0,
				blue, 0,
				0, 0, 0, 1
				);
			}
			float4 PoiColorBCS(float4 color, float brightness, float contrast, float saturation)
			{
				return mul(color, mul(brightnessMatrix(brightness), mul(contrastMatrix(contrast), saturationMatrix(saturation))));
			}
			float3 PoiColorBCS(float3 color, float brightness, float contrast, float saturation)
			{
				return mul(float4(color, 1), mul(brightnessMatrix(brightness), mul(contrastMatrix(contrast), saturationMatrix(saturation)))).rgb;
			}
			float3 linear_srgb_to_oklab(float3 c)
			{
				float l = 0.4122214708 * c.x + 0.5363325363 * c.y + 0.0514459929 * c.z;
				float m = 0.2119034982 * c.x + 0.6806995451 * c.y + 0.1073969566 * c.z;
				float s = 0.0883024619 * c.x + 0.2817188376 * c.y + 0.6299787005 * c.z;
				float l_ = pow(l, 1.0 / 3.0);
				float m_ = pow(m, 1.0 / 3.0);
				float s_ = pow(s, 1.0 / 3.0);
				return float3(
				0.2104542553 * l_ + 0.7936177850 * m_ - 0.0040720468 * s_,
				1.9779984951 * l_ - 2.4285922050 * m_ + 0.4505937099 * s_,
				0.0259040371 * l_ + 0.7827717662 * m_ - 0.8086757660 * s_
				);
			}
			float3 oklab_to_linear_srgb(float3 c)
			{
				float l_ = c.x + 0.3963377774 * c.y + 0.2158037573 * c.z;
				float m_ = c.x - 0.1055613458 * c.y - 0.0638541728 * c.z;
				float s_ = c.x - 0.0894841775 * c.y - 1.2914855480 * c.z;
				float l = l_ * l_ * l_;
				float m = m_ * m_ * m_;
				float s = s_ * s_ * s_;
				return float3(
				+ 4.0767416621 * l - 3.3077115913 * m + 0.2309699292 * s,
				- 1.2684380046 * l + 2.6097574011 * m - 0.3413193965 * s,
				- 0.0041960863 * l - 0.7034186147 * m + 1.7076147010 * s
				);
			}
			float3 hueShift(float3 color, float shift)
			{
				float3 oklab = linear_srgb_to_oklab(color + 0.0000001);
				float hue = atan2(oklab.z, oklab.y);
				hue += shift * PI * 2;  // Add the hue shift
				float chroma = length(oklab.yz);
				oklab.y = cos(hue) * chroma;
				oklab.z = sin(hue) * chroma;
				return oklab_to_linear_srgb(oklab);
			}
			float3 hueShift(float4 color, float shift)
			{
				return hueShift(color.rgb, shift);
			}
			float xyzF(float t)
			{
				return lerp(pow(t, 1. / 3.), 7.787037 * t + 0.139731, step(t, 0.00885645));
			}
			float xyzR(float t)
			{
				return lerp(t * t * t, 0.1284185 * (t - 0.139731), step(t, 0.20689655));
			}
			float4x4 poiRotationMatrixFromAngles(float x, float y, float z)
			{
				float angleX = radians(x);
				float c = cos(angleX);
				float s = sin(angleX);
				float4x4 rotateXMatrix = float4x4(1, 0, 0, 0,
				0, c, -s, 0,
				0, s, c, 0,
				0, 0, 0, 1);
				float angleY = radians(y);
				c = cos(angleY);
				s = sin(angleY);
				float4x4 rotateYMatrix = float4x4(c, 0, s, 0,
				0, 1, 0, 0,
				- s, 0, c, 0,
				0, 0, 0, 1);
				float angleZ = radians(z);
				c = cos(angleZ);
				s = sin(angleZ);
				float4x4 rotateZMatrix = float4x4(c, -s, 0, 0,
				s, c, 0, 0,
				0, 0, 1, 0,
				0, 0, 0, 1);
				return mul(mul(rotateXMatrix, rotateYMatrix), rotateZMatrix);
			}
			float4x4 poiRotationMatrixFromAngles(float3 angles)
			{
				float angleX = radians(angles.x);
				float c = cos(angleX);
				float s = sin(angleX);
				float4x4 rotateXMatrix = float4x4(1, 0, 0, 0,
				0, c, -s, 0,
				0, s, c, 0,
				0, 0, 0, 1);
				float angleY = radians(angles.y);
				c = cos(angleY);
				s = sin(angleY);
				float4x4 rotateYMatrix = float4x4(c, 0, s, 0,
				0, 1, 0, 0,
				- s, 0, c, 0,
				0, 0, 0, 1);
				float angleZ = radians(angles.z);
				c = cos(angleZ);
				s = sin(angleZ);
				float4x4 rotateZMatrix = float4x4(c, -s, 0, 0,
				s, c, 0, 0,
				0, 0, 1, 0,
				0, 0, 0, 1);
				return mul(mul(rotateXMatrix, rotateYMatrix), rotateZMatrix);
			}
			float3 getCameraPosition()
			{
				#ifdef USING_STEREO_MATRICES
				return lerp(unity_StereoWorldSpaceCameraPos[0], unity_StereoWorldSpaceCameraPos[1], 0.5);
				#endif
				return _WorldSpaceCameraPos;
			}
			float2 calcPixelScreenUVs(half4 grabPos)
			{
				half2 uv = grabPos.xy / (grabPos.w + 0.0000000001);
				#if UNITY_SINGLE_PASS_STEREO
				uv.xy *= half2(_ScreenParams.x * 2, _ScreenParams.y);
				#else
				uv.xy *= _ScreenParams.xy;
				#endif
				return uv;
			}
			float CalcMipLevel(float2 texture_coord)
			{
				float2 dx = ddx(texture_coord);
				float2 dy = ddy(texture_coord);
				float delta_max_sqr = max(dot(dx, dx), dot(dy, dy));
				return 0.5 * log2(delta_max_sqr);
			}
			float inverseLerp(float A, float B, float T)
			{
				return (T - A) / (B - A);
			}
			float inverseLerp2(float2 a, float2 b, float2 value)
			{
				float2 AB = b - a;
				float2 AV = value - a;
				return dot(AV, AB) / dot(AB, AB);
			}
			float inverseLerp3(float3 a, float3 b, float3 value)
			{
				float3 AB = b - a;
				float3 AV = value - a;
				return dot(AV, AB) / dot(AB, AB);
			}
			float inverseLerp4(float4 a, float4 b, float4 value)
			{
				float4 AB = b - a;
				float4 AV = value - a;
				return dot(AV, AB) / dot(AB, AB);
			}
			float4 quaternion_conjugate(float4 v)
			{
				return float4(
				v.x, -v.yzw
				);
			}
			float4 quaternion_mul(float4 v1, float4 v2)
			{
				float4 result1 = (v1.x * v2 + v1 * v2.x);
				float4 result2 = float4(
				- dot(v1.yzw, v2.yzw),
				cross(v1.yzw, v2.yzw)
				);
				return float4(result1 + result2);
			}
			float4 get_quaternion_from_angle(float3 axis, float angle)
			{
				float sn = sin(angle * 0.5);
				float cs = cos(angle * 0.5);
				return float4(axis * sn, cs);
			}
			float4 quaternion_from_vector(float3 inVec)
			{
				return float4(0.0, inVec);
			}
			float degree_to_radius(float degree)
			{
				return (
				degree / 180.0 * PI
				);
			}
			float3 rotate_with_quaternion(float3 inVec, float3 rotation)
			{
				float4 qx = get_quaternion_from_angle(float3(1, 0, 0), radians(rotation.x));
				float4 qy = get_quaternion_from_angle(float3(0, 1, 0), radians(rotation.y));
				float4 qz = get_quaternion_from_angle(float3(0, 0, 1), radians(rotation.z));
				#define MUL3(A, B, C) quaternion_mul(quaternion_mul((A), (B)), (C))
				float4 quaternion = normalize(MUL3(qx, qy, qz));
				float4 conjugate = quaternion_conjugate(quaternion);
				float4 inVecQ = quaternion_from_vector(inVec);
				float3 rotated = (
				MUL3(quaternion, inVecQ, conjugate)
				).yzw;
				return rotated;
			}
			float4 transform(float4 input, float4 pos, float4 rotation, float4 scale)
			{
				input.rgb *= (scale.xyz * scale.w);
				input = float4(rotate_with_quaternion(input.xyz, rotation.xyz * rotation.w) + (pos.xyz * pos.w), input.w);
				return input;
			}
			float2 RotateUV(float2 _uv, float _radian, float2 _piv, float _time)
			{
				float RotateUV_ang = _radian;
				float RotateUV_cos = cos(_time * RotateUV_ang);
				float RotateUV_sin = sin(_time * RotateUV_ang);
				return (mul(_uv - _piv, float2x2(RotateUV_cos, -RotateUV_sin, RotateUV_sin, RotateUV_cos)) + _piv);
			}
			float3 RotateAroundAxis(float3 original, float3 axis, float radian)
			{
				float s = sin(radian);
				float c = cos(radian);
				float one_minus_c = 1.0 - c;
				axis = normalize(axis);
				float3x3 rot_mat = {
					one_minus_c * axis.x * axis.x + c, one_minus_c * axis.x * axis.y - axis.z * s, one_minus_c * axis.z * axis.x + axis.y * s,
					one_minus_c * axis.x * axis.y + axis.z * s, one_minus_c * axis.y * axis.y + c, one_minus_c * axis.y * axis.z - axis.x * s,
					one_minus_c * axis.z * axis.x - axis.y * s, one_minus_c * axis.y * axis.z + axis.x * s, one_minus_c * axis.z * axis.z + c
				};
				return mul(rot_mat, original);
			}
			float3 poiThemeColor(in PoiMods poiMods, in float3 srcColor, in float themeIndex)
			{
				float3 outputColor = srcColor;
				if (themeIndex != 0)
				{
					themeIndex = max(themeIndex - 1, 0);
					if (themeIndex <= 3)
					{
						outputColor = poiMods.globalColorTheme[themeIndex];
					}
					else
					{
						#ifdef POI_AUDIOLINK
						if (poiMods.audioLinkAvailable)
						{
							outputColor = poiMods.globalColorTheme[themeIndex];
						}
						#endif
					}
				}
				return outputColor;
			}
			float3 lilToneCorrection(float3 c, float4 hsvg)
			{
				c = pow(abs(c), hsvg.w);
				float4 p = (c.b > c.g) ? float4(c.bg, -1.0, 2.0 / 3.0) : float4(c.gb, 0.0, -1.0 / 3.0);
				float4 q = (p.x > c.r) ? float4(p.xyw, c.r) : float4(c.r, p.yzx);
				float d = q.x - min(q.w, q.y);
				float e = 1.0e-10;
				float3 hsv = float3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
				hsv = float3(hsv.x + hsvg.x, saturate(hsv.y * hsvg.y), saturate(hsv.z * hsvg.z));
				return hsv.z - hsv.z * hsv.y + hsv.z * hsv.y * saturate(abs(frac(hsv.x + float3(1.0, 2.0 / 3.0, 1.0 / 3.0)) * 6.0 - 3.0) - 1.0);
			}
			float3 lilBlendColor(float3 dstCol, float3 srcCol, float3 srcA, int blendMode)
			{
				float3 ad = dstCol + srcCol;
				float3 mu = dstCol * srcCol;
				float3 outCol = float3(0, 0, 0);
				if (blendMode == 0) outCol = srcCol; // Normal
				if (blendMode == 1) outCol = ad; // Add
				if (blendMode == 2) outCol = max(ad - mu, dstCol); // Screen
				if (blendMode == 3) outCol = mu; // Multiply
				return lerp(dstCol, outCol, srcA);
			}
			float lilIsIn0to1(float f)
			{
				float value = 0.5 - abs(f - 0.5);
				return saturate(value / clamp(fwidth(value), 0.0001, 1.0));
			}
			float lilIsIn0to1(float f, float nv)
			{
				float value = 0.5 - abs(f - 0.5);
				return saturate(value / clamp(fwidth(value), 0.0001, nv));
			}
			float poiEdgeLinearNoSaturate(float value, float border)
			{
				return (value - border) / clamp(fwidth(value), 0.0001, 1.0);
			}
			float3 poiEdgeLinearNoSaturate(float value, float3 border)
			{
				return float3(
				(value - border.x) / clamp(fwidth(value), 0.0001, 1.0),
				(value - border.y) / clamp(fwidth(value), 0.0001, 1.0),
				(value - border.z) / clamp(fwidth(value), 0.0001, 1.0)
				);
			}
			float poiEdgeLinearNoSaturate(float value, float border, float blur)
			{
				float borderMin = saturate(border - blur * 0.5);
				float borderMax = saturate(border + blur * 0.5);
				return (value - borderMin) / saturate(borderMax - borderMin + fwidth(value));
			}
			float poiEdgeLinearNoSaturate(float value, float border, float blur, float borderRange)
			{
				float borderMin = saturate(border - blur * 0.5 - borderRange);
				float borderMax = saturate(border + blur * 0.5);
				return (value - borderMin) / saturate(borderMax - borderMin + fwidth(value));
			}
			float poiEdgeNonLinearNoSaturate(float value, float border)
			{
				float fwidthValue = fwidth(value);
				return smoothstep(border - fwidthValue, border + fwidthValue, value);
			}
			float poiEdgeNonLinearNoSaturate(float value, float border, float blur)
			{
				float fwidthValue = fwidth(value);
				float borderMin = saturate(border - blur * 0.5);
				float borderMax = saturate(border + blur * 0.5);
				return smoothstep(borderMin - fwidthValue, borderMax + fwidthValue, value);
			}
			float poiEdgeNonLinearNoSaturate(float value, float border, float blur, float borderRange)
			{
				float fwidthValue = fwidth(value);
				float borderMin = saturate(border - blur * 0.5 - borderRange);
				float borderMax = saturate(border + blur * 0.5);
				return smoothstep(borderMin - fwidthValue, borderMax + fwidthValue, value);
			}
			float poiEdgeNonLinear(float value, float border)
			{
				return saturate(poiEdgeNonLinearNoSaturate(value, border));
			}
			float poiEdgeNonLinear(float value, float border, float blur)
			{
				return saturate(poiEdgeNonLinearNoSaturate(value, border, blur));
			}
			float poiEdgeNonLinear(float value, float border, float blur, float borderRange)
			{
				return saturate(poiEdgeNonLinearNoSaturate(value, border, blur, borderRange));
			}
			float poiEdgeLinear(float value, float border)
			{
				return saturate(poiEdgeLinearNoSaturate(value, border));
			}
			float poiEdgeLinear(float value, float border, float blur)
			{
				return saturate(poiEdgeLinearNoSaturate(value, border, blur));
			}
			float poiEdgeLinear(float value, float border, float blur, float borderRange)
			{
				return saturate(poiEdgeLinearNoSaturate(value, border, blur, borderRange));
			}
			float3 OpenLitLinearToSRGB(float3 col)
			{
				return LinearToGammaSpace(col);
			}
			float3 OpenLitSRGBToLinear(float3 col)
			{
				return GammaToLinearSpace(col);
			}
			float OpenLitLuminance(float3 rgb)
			{
				#if defined(UNITY_COLORSPACE_GAMMA)
				return dot(rgb, float3(0.22, 0.707, 0.071));
				#else
				return dot(rgb, float3(0.0396819152, 0.458021790, 0.00609653955));
				#endif
			}
			float3 AdjustLitLuminance(float3 rgb, float targetLuminance)
			{
				float currentLuminance;
				#if defined(UNITY_COLORSPACE_GAMMA)
				currentLuminance = dot(rgb, float3(0.22, 0.707, 0.071));
				#else
				currentLuminance = dot(rgb, float3(0.0396819152, 0.458021790, 0.00609653955));
				#endif
				float luminanceRatio = targetLuminance / currentLuminance;
				return rgb * luminanceRatio;
			}
			float3 ClampLuminance(float3 rgb, float minLuminance, float maxLuminance)
			{
				float currentLuminance = dot(rgb, float3(0.299, 0.587, 0.114));
				float minRatio = (currentLuminance != 0) ? minLuminance / currentLuminance : 1.0;
				float maxRatio = (currentLuminance != 0) ? maxLuminance / currentLuminance : 1.0;
				float luminanceRatio = clamp(min(maxRatio, max(minRatio, 1.0)), 0.0, 1.0);
				return lerp(rgb, rgb * luminanceRatio, luminanceRatio < 1.0);
			}
			float3 MaxLuminance(float3 rgb, float maxLuminance)
			{
				float currentLuminance = dot(rgb, float3(0.299, 0.587, 0.114));
				float luminanceRatio = (currentLuminance != 0) ? maxLuminance / max(currentLuminance, 0.00001) : 1.0;
				return lerp(rgb, rgb * luminanceRatio, currentLuminance > maxLuminance);
			}
			float OpenLitGray(float3 rgb)
			{
				return dot(rgb, float3(1.0 / 3.0, 1.0 / 3.0, 1.0 / 3.0));
			}
			void OpenLitShadeSH9ToonDouble(float3 lightDirection, out float3 shMax, out float3 shMin)
			{
				#if !defined(LIGHTMAP_ON)
				float3 N = lightDirection * 0.666666;
				float4 vB = N.xyzz * N.yzzx;
				float3 res = float3(unity_SHAr.w, unity_SHAg.w, unity_SHAb.w);
				res.r += dot(unity_SHBr, vB);
				res.g += dot(unity_SHBg, vB);
				res.b += dot(unity_SHBb, vB);
				res += unity_SHC.rgb * (N.x * N.x - N.y * N.y);
				float3 l1;
				l1.r = dot(unity_SHAr.rgb, N);
				l1.g = dot(unity_SHAg.rgb, N);
				l1.b = dot(unity_SHAb.rgb, N);
				shMax = res + l1;
				shMin = res - l1;
				#if defined(UNITY_COLORSPACE_GAMMA)
				shMax = OpenLitLinearToSRGB(shMax);
				shMin = OpenLitLinearToSRGB(shMin);
				#endif
				#else
				shMax = 0.0;
				shMin = 0.0;
				#endif
			}
			float3 OpenLitComputeCustomLightDirection(float4 lightDirectionOverride)
			{
				float3 customDir = length(lightDirectionOverride.xyz) * normalize(mul((float3x3)unity_ObjectToWorld, lightDirectionOverride.xyz));
				return lightDirectionOverride.w ? customDir : lightDirectionOverride.xyz; // .w isn't doc'd anywhere and is always 0 unless end user changes it
			}
			float3 OpenLitLightingDirectionForSH9()
			{
				float3 mainDir = _WorldSpaceLightPos0.xyz * OpenLitLuminance(_LightColor0.rgb);
				#if !defined(LIGHTMAP_ON)
				float3 sh9Dir = unity_SHAr.xyz * 0.333333 + unity_SHAg.xyz * 0.333333 + unity_SHAb.xyz * 0.333333;
				float3 sh9DirAbs = float3(sh9Dir.x, abs(sh9Dir.y), sh9Dir.z);
				#else
				float3 sh9Dir = 0;
				float3 sh9DirAbs = 0;
				#endif
				float3 lightDirectionForSH9 = sh9Dir + mainDir;
				lightDirectionForSH9 = dot(lightDirectionForSH9, lightDirectionForSH9) < 0.000001 ? 0 : normalize(lightDirectionForSH9);
				return lightDirectionForSH9;
			}
			float3 OpenLitLightingDirection(float4 lightDirectionOverride)
			{
				float3 mainDir = _WorldSpaceLightPos0.xyz * OpenLitLuminance(_LightColor0.rgb);
				#if !defined(LIGHTMAP_ON) && UNITY_SHOULD_SAMPLE_SH
				float3 sh9Dir = unity_SHAr.xyz * 0.333333 + unity_SHAg.xyz * 0.333333 + unity_SHAb.xyz * 0.333333;
				float3 sh9DirAbs = float3(sh9Dir.x, abs(sh9Dir.y), sh9Dir.z);
				#else
				float3 sh9Dir = 0;
				float3 sh9DirAbs = 0;
				#endif
				float3 customDir = OpenLitComputeCustomLightDirection(lightDirectionOverride);
				return normalize(sh9DirAbs + mainDir + customDir);
			}
			float3 OpenLitLightingDirection()
			{
				float4 customDir = float4(0.001, 0.002, 0.001, 0.0);
				return OpenLitLightingDirection(customDir);
			}
			inline float4 CalculateFrustumCorrection()
			{
				float x1 = -UNITY_MATRIX_P._31 / (UNITY_MATRIX_P._11 * UNITY_MATRIX_P._34);
				float x2 = -UNITY_MATRIX_P._32 / (UNITY_MATRIX_P._22 * UNITY_MATRIX_P._34);
				return float4(x1, x2, 0, UNITY_MATRIX_P._33 / UNITY_MATRIX_P._34 + x1 * UNITY_MATRIX_P._13 + x2 * UNITY_MATRIX_P._23);
			}
			inline float CorrectedLinearEyeDepth(float z, float B)
			{
				return 1.0 / (z / UNITY_MATRIX_P._34 + B);
			}
			float2 sharpSample(float4 texelSize, float2 p)
			{
				p = p * texelSize.zw;
				float2 c = max(0.0, fwidth(p));
				p = floor(p) + saturate(frac(p) / c);
				p = (p - 0.5) * texelSize.xy;
				return p;
			}
			void applyToGlobalMask(inout PoiMods poiMods, int index, int blendType, float val)
			{
				float valBlended = saturate(maskBlend(poiMods.globalMask[index], val, blendType));
				switch(index)
				{
					case 0: poiMods.globalMask[0] = valBlended; break;
					case 1: poiMods.globalMask[1] = valBlended; break;
					case 2: poiMods.globalMask[2] = valBlended; break;
					case 3: poiMods.globalMask[3] = valBlended; break;
					case 4: poiMods.globalMask[4] = valBlended; break;
					case 5: poiMods.globalMask[5] = valBlended; break;
					case 6: poiMods.globalMask[6] = valBlended; break;
					case 7: poiMods.globalMask[7] = valBlended; break;
					case 8: poiMods.globalMask[8] = valBlended; break;
					case 9: poiMods.globalMask[9] = valBlended; break;
					case 10: poiMods.globalMask[10] = valBlended; break;
					case 11: poiMods.globalMask[11] = valBlended; break;
					case 12: poiMods.globalMask[12] = valBlended; break;
					case 13: poiMods.globalMask[13] = valBlended; break;
					case 14: poiMods.globalMask[14] = valBlended; break;
					case 15: poiMods.globalMask[15] = valBlended; break;
				}
			}
			void assignValueToVectorFromIndex(inout float4 vec, int index, float value)
			{
				switch(index)
				{
					case 0: vec[0] = value; break;
					case 1: vec[1] = value; break;
					case 2: vec[2] = value; break;
					case 3: vec[3] = value; break;
				}
			}
			float3 mod289(float3 x)
			{
				return x - floor(x * (1.0 / 289.0)) * 289.0;
			}
			float2 mod289(float2 x)
			{
				return x - floor(x * (1.0 / 289.0)) * 289.0;
			}
			float3 permute(float3 x)
			{
				return mod289(((x * 34.0) + 1.0) * x);
			}
			float snoise(float2 v)
			{
				const float4 C = float4(0.211324865405187, // (3.0 - sqrt(3.0)) / 6.0
				0.366025403784439, // 0.5 * (sqrt(3.0) - 1.0)
				- 0.577350269189626, // - 1.0 + 2.0 * C.x
				0.024390243902439); // 1.0 / 41.0
				float2 i = floor(v + dot(v, C.yy));
				float2 x0 = v - i + dot(i, C.xx);
				float2 i1;
				i1 = (x0.x > x0.y) ? float2(1.0, 0.0) : float2(0.0, 1.0);
				float4 x12 = x0.xyxy + C.xxzz;
				x12.xy -= i1;
				i = mod289(i); // Avoid truncation effects in permutation
				float3 p = permute(permute(i.y + float3(0.0, i1.y, 1.0))
				+ i.x + float3(0.0, i1.x, 1.0));
				float3 m = max(0.5 - float3(dot(x0, x0), dot(x12.xy, x12.xy), dot(x12.zw, x12.zw)), 0.0);
				m = m * m ;
				m = m * m ;
				float3 x = 2.0 * frac(p * C.www) - 1.0;
				float3 h = abs(x) - 0.5;
				float3 ox = floor(x + 0.5);
				float3 a0 = x - ox;
				m *= 1.79284291400159 - 0.85373472095314 * (a0 * a0 + h * h);
				float3 g;
				g.x = a0.x * x0.x + h.x * x0.y;
				g.yz = a0.yz * x12.xz + h.yz * x12.yw;
				return 130.0 * dot(m, g);
			}
			float nsqDistance(float2 a, float2 b)
			{
				return dot(a - b, a - b);
			}
			float poiInvertToggle(in float value, in float toggle)
			{
				return (toggle == 0 ? value : 1 - value);
			}
			float3 PoiBlendNormal(float3 dstNormal, float3 srcNormal)
			{
				return float3(dstNormal.xy + srcNormal.xy, dstNormal.z * srcNormal.z);
			}
			float3 lilTransformDirOStoWS(float3 directionOS, bool doNormalize)
			{
				if (doNormalize) return normalize(mul((float3x3)unity_ObjectToWorld, directionOS));
				else            return mul((float3x3)unity_ObjectToWorld, directionOS);
			}
			float2 poiGetWidthAndHeight(Texture2D tex)
			{
				uint width, height;
				tex.GetDimensions(width, height);
				return float2(width, height);
			}
			float2 poiGetWidthAndHeight(Texture2DArray tex)
			{
				uint width, height, element;
				tex.GetDimensions(width, height, element);
				return float2(width, height);
			}
			VertexOut vert(
			#ifndef POI_TESSELLATED
			appdata v
			#else
			tessAppData v
			#endif
			)
			{
				UNITY_SETUP_INSTANCE_ID(v);
				VertexOut o;
				PoiInitStruct(VertexOut, o);
				UNITY_TRANSFER_INSTANCE_ID(v, o);
				#ifdef POI_TESSELLATED
				UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(v);
				#endif
				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
				o.normal = UnityObjectToWorldNormal(v.normal);
				o.tangent.xyz = UnityObjectToWorldDir(v.tangent);
				o.tangent.w = v.tangent.w;
				o.vertexColor = v.color;
				o.uv[0] = float4(v.uv0.xy, v.uv1.xy);
				o.uv[1] = float4(v.uv2.xy, v.uv3.xy);
				#if defined(LIGHTMAP_ON)
				o.lightmapUV.xy = v.uv1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
				#endif
				#ifdef DYNAMICLIGHTMAP_ON
				o.lightmapUV.zw = v.uv2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
				#endif
				o.localPos = v.vertex;
				o.worldPos = mul(unity_ObjectToWorld, o.localPos);
				float3 localOffset = float3(0, 0, 0);
				float3 worldOffset = float3(0, 0, 0);
				o.localPos.rgb += localOffset;
				o.worldPos.rgb += worldOffset;
				o.pos = UnityObjectToClipPos(o.localPos);
				#ifdef POI_PASS_OUTLINE
				#if defined(UNITY_REVERSED_Z)
				o.pos.z += (0.0 /*_Offset_Z*/) * - 0.01;
				#else
				o.pos.z += (0.0 /*_Offset_Z*/) * 0.01;
				#endif
				#endif
				#ifndef FORWARD_META_PASS
				#if !defined(UNITY_PASS_SHADOWCASTER)
				UNITY_TRANSFER_SHADOW(o, o.uv[0].xy);
				#else
				v.vertex.xyz = o.localPos.xyz;
				TRANSFER_SHADOW_CASTER_NOPOS(o, o.pos);
				#endif
				#endif
				UNITY_TRANSFER_FOG(o, o.pos);
				if ((0.0 /*_RenderingReduceClipDistance*/))
				{
					if (o.pos.w < _ProjectionParams.y * 1.01 && o.pos.w > 0)
					{
						#if defined(UNITY_REVERSED_Z) // DirectX
						o.pos.z = o.pos.z * 0.0001 + o.pos.w * 0.999;
						#else // OpenGL
						o.pos.z = o.pos.z * 0.0001 - o.pos.w * 0.999;
						#endif
					}
				}
				#ifdef POI_PASS_META
				o.pos = UnityMetaVertexPosition(v.vertex, v.uv1.xy, v.uv2.xy, unity_LightmapST, unity_DynamicLightmapST);
				#endif
				return o;
			}
			#if defined(_STOCHASTICMODE_DELIOT_HEITZ)
			#define POI2D_SAMPLER_STOCHASTIC(tex, texSampler, uv, useStochastic) (useStochastic ? DeliotHeitzSampleTexture(tex, sampler##texSampler, uv) : POI2D_SAMPLER(tex, texSampler, uv))
			#define POI2D_SAMPLER_PAN_STOCHASTIC(tex, texSampler, uv, pan, useStochastic) (useStochastic ? DeliotHeitzSampleTexture(tex, sampler##texSampler, POI_PAN_UV(uv, pan)) : POI2D_SAMPLER_PAN(tex, texSampler, uv, pan))
			#define POI2D_SAMPLER_PANGRAD_STOCHASTIC(tex, texSampler, uv, pan, dx, dy, useStochastic) (useStochastic ? DeliotHeitzSampleTexture(tex, sampler##texSampler, POI_PAN_UV(uv, pan), dx, dy) : POI2D_SAMPLER_PANGRAD(tex, texSampler, uv, pan, dx, dy))
			#endif
			#if defined(_STOCHASTICMODE_HEXTILE)
			#define POI2D_SAMPLER_STOCHASTIC(tex, texSampler, uv, useStochastic) (useStochastic ? HextileSampleTexture(tex, sampler##texSampler, uv, false) : POI2D_SAMPLER(tex, texSampler, uv))
			#define POI2D_SAMPLER_PAN_STOCHASTIC(tex, texSampler, uv, pan, useStochastic) (useStochastic ? HextileSampleTexture(tex, sampler##texSampler, POI_PAN_UV(uv, pan), false) : POI2D_SAMPLER_PAN(tex, texSampler, uv, pan))
			#define POI2D_SAMPLER_PANGRAD_STOCHASTIC(tex, texSampler, uv, pan, dx, dy, useStochastic) (useStochastic ? HextileSampleTexture(tex, sampler##texSampler, POI_PAN_UV(uv, pan), false, dx, dy) : POI2D_SAMPLER_PANGRAD(tex, texSampler, uv, pan, dx, dy))
			#endif
			#ifndef POI2D_SAMPLER_STOCHASTIC
			#define POI2D_SAMPLER_STOCHASTIC(tex, texSampler, uv, useStochastic) (POI2D_SAMPLER(tex, texSampler, uv))
			#endif
			#ifndef POI2D_SAMPLER_PAN_STOCHASTIC
			#define POI2D_SAMPLER_PAN_STOCHASTIC(tex, texSampler, uv, pan, useStochastic) (POI2D_SAMPLER_PAN(tex, texSampler, uv, pan))
			#endif
			#ifndef POI2D_SAMPLER_PANGRAD_STOCHASTIC
			#define POI2D_SAMPLER_PANGRAD_STOCHASTIC(tex, texSampler, uv, pan, dx, dy, useStochastic) (POI2D_SAMPLER_PANGRAD(tex, texSampler, uv, pan, dx, dy))
			#endif
			#if !defined(_STOCHASTICMODE_NONE)
			float2 StochasticHash2D2D (float2 s)
			{
				return frac(sin(glsl_mod(float2(dot(s, float2(127.1,311.7)), dot(s, float2(269.5,183.3))), 3.14159)) * 43758.5453);
			}
			#endif
			#if defined(_STOCHASTICMODE_DELIOT_HEITZ)
			float3x3 DeliotHeitzStochasticUVBW(float2 uv)
			{
				const float2x2 stochasticSkewedGrid = float2x2(1.0, -0.57735027, 0.0, 1.15470054);
				float2 skewUV = mul(stochasticSkewedGrid, uv * 3.4641 * (1.0 /*_StochasticDeliotHeitzDensity*/));
				float2 vxID = floor(skewUV);
				float3 bary = float3(frac(skewUV), 0);
				bary.z = 1.0 - bary.x - bary.y;
				float3x3 pos = float3x3(
				float3(vxID, 				bary.z),
				float3(vxID + float2(0, 1), bary.y),
				float3(vxID + float2(1, 0), bary.x)
				);
				float3x3 neg = float3x3(
				float3(vxID + float2(1, 1), 	 -bary.z),
				float3(vxID + float2(1, 0), 1.0 - bary.y),
				float3(vxID + float2(0, 1), 1.0 - bary.x)
				);
				return (bary.z > 0) ? pos : neg;
			}
			float4 DeliotHeitzSampleTexture(Texture2D tex, SamplerState texSampler, float2 uv, float2 dx, float2 dy)
			{
				float3x3 UVBW = DeliotHeitzStochasticUVBW(uv);
				return 	mul(tex.SampleGrad(texSampler, uv + StochasticHash2D2D(UVBW[0].xy), dx, dy), UVBW[0].z) +
				mul(tex.SampleGrad(texSampler, uv + StochasticHash2D2D(UVBW[1].xy), dx, dy), UVBW[1].z) +
				mul(tex.SampleGrad(texSampler, uv + StochasticHash2D2D(UVBW[2].xy), dx, dy), UVBW[2].z) ;
			}
			float4 DeliotHeitzSampleTexture(Texture2D tex, SamplerState texSampler, float2 uv)
			{
				float2 dx = ddx(uv), dy = ddy(uv);
				return DeliotHeitzSampleTexture(tex, texSampler, uv, dx, dy);
			}
			#endif // defined(_STOCHASTICMODE_DELIOT_HEITZ)
			#if defined(_STOCHASTICMODE_HEXTILE)
			float2 HextileMakeCenUV(float2 vertex)
			{
				const float2x2 stochasticInverseSkewedGrid = float2x2(1.0, 0.5, 0.0, 1.0/1.15470054);
				return mul(stochasticInverseSkewedGrid, vertex) * 0.288675;
			}
			float2x2 HextileLoadRot2x2(float2 idx, float rotStrength)
			{
				float angle = abs(idx.x * idx.y) + abs(idx.x + idx.y) + PI;
				angle = glsl_mod(angle, 2 * PI);
				if(angle < 0)  angle += 2 * PI;
				if(angle > PI) angle -= 2 * PI;
				angle *= rotStrength;
				float cs = cos(angle), si = sin(angle);
				return float2x2(cs, -si, si, cs);
			}
			float4x4 HextileUVBWR(float2 uv)
			{
				const float2x2 stochasticSkewedGrid = float2x2(1.0, -0.57735027, 0.0, 1.15470054);
				float2 skewedCoord = mul(stochasticSkewedGrid, uv * 3.4641 * (1.0 /*_StochasticHexGridDensity*/));
				float2 baseId = float2(floor(skewedCoord));
				float3 temp = float3(frac(skewedCoord), 0);
				temp.z = 1 - temp.x - temp.y;
				float s = step(0.0, -temp.z);
				float s2 = 2 * s - 1;
				float3 weights = float3(-temp.z * s2, s - temp.y * s2, s - temp.x * s2);
				float2 vertex0 = baseId + float2(s, s);
				float2 vertex1 = baseId + float2(s, 1 - s);
				float2 vertex2 = baseId + float2(1 - s, s);
				float2 cen0 = HextileMakeCenUV(vertex0), cen1 = HextileMakeCenUV(vertex1), cen2 = HextileMakeCenUV(vertex2);
				float2x2 rot0 = float2x2(1, 0, 0, 1), rot1 = float2x2(1, 0, 0, 1), rot2 = float2x2(1, 0, 0, 1);
				if((0.0 /*_StochasticHexRotationStrength*/) > 0)
				{
					rot0 = HextileLoadRot2x2(vertex0, (0.0 /*_StochasticHexRotationStrength*/));
					rot1 = HextileLoadRot2x2(vertex1, (0.0 /*_StochasticHexRotationStrength*/));
					rot2 = HextileLoadRot2x2(vertex2, (0.0 /*_StochasticHexRotationStrength*/));
				}
				return float4x4(
				float4(mul(uv - cen0, rot0) + cen0 + StochasticHash2D2D(vertex0), rot0[0].x, -rot0[0].y),
				float4(mul(uv - cen1, rot1) + cen1 + StochasticHash2D2D(vertex1), rot1[0].x, -rot1[0].y),
				float4(mul(uv - cen2, rot2) + cen2 + StochasticHash2D2D(vertex2), rot2[0].x, -rot2[0].y),
				float4(weights, 0)
				);
			}
			float4 HextileSampleTexture(Texture2D tex, SamplerState texSampler, float2 uv, bool isNormalMap, float2 dUVdx, float2 dUVdy)
			{
				float4x4 UVBWR = HextileUVBWR(uv);
				float2x2 rot0 = float2x2(1, 0, 0, 1), rot1 = float2x2(1, 0, 0, 1), rot2 = float2x2(1, 0, 0, 1);
				if((0.0 /*_StochasticHexRotationStrength*/) > 0)
				{
					rot0 = float2x2(UVBWR[0].z, -UVBWR[0].w, UVBWR[0].w, UVBWR[0].z);
					rot1 = float2x2(UVBWR[1].z, -UVBWR[1].w, UVBWR[1].w, UVBWR[1].z);
					rot2 = float2x2(UVBWR[2].z, -UVBWR[2].w, UVBWR[2].w, UVBWR[2].z);
				}
				float3 W = UVBWR[3].xyz;
				float4 c0 = tex.SampleGrad(texSampler, UVBWR[0].xy, mul(dUVdx, rot0), mul(dUVdy, rot0));
				float4 c1 = tex.SampleGrad(texSampler, UVBWR[1].xy, mul(dUVdx, rot1), mul(dUVdy, rot1));
				float4 c2 = tex.SampleGrad(texSampler, UVBWR[2].xy, mul(dUVdx, rot2), mul(dUVdy, rot2));
				const float3 Lw = float3(0.299, 0.587, 0.114);
				float3 Dw = float3(dot(c0.xyz, Lw), dot(c1.xyz, Lw), dot(c2.xyz, Lw));
				Dw = lerp(1.0, Dw, (0.6 /*_StochasticHexFallOffContrast*/));
				W = Dw * pow(W, (7.0 /*_StochasticHexFallOffPower*/));
				W /= (W.x + W.y + W.z);
				return W.x * c0 + W.y * c1 + W.z * c2;
			}
			float4 HextileSampleTexture(Texture2D tex, SamplerState texSampler, float2 uv, bool isNormalMap)
			{
				return HextileSampleTexture(tex, texSampler, uv, isNormalMap, ddx(uv), ddy(uv));
			}
			#endif // defined(_STOCHASTICMODE_HEXTILE)
			void applyAlphaOptions(inout PoiFragData poiFragData, in PoiMesh poiMesh, in PoiCam poiCam, in PoiMods poiMods)
			{
				poiFragData.alpha = saturate(poiFragData.alpha + (0.0 /*_AlphaMod*/));
				if ((0.0 /*_AlphaGlobalMask*/) > 0)
				{
					poiFragData.alpha = maskBlend(poiFragData.alpha, poiMods.globalMask[(0.0 /*_AlphaGlobalMask*/) - 1], (2.0 /*_AlphaGlobalMaskBlendType*/));
				}
			}
			void calculateGlobalThemes(inout PoiMods poiMods)
			{
				float4 themeColorExposures = 0;
				float4 themeColor0, themeColor1, themeColor2, themeColor3 = 0;
				DecomposeHDRColor(float4(1,1,1,1).rgb, themeColor0.rgb, themeColorExposures.x);
				DecomposeHDRColor(float4(1,1,1,1).rgb, themeColor1.rgb, themeColorExposures.y);
				DecomposeHDRColor(float4(1,1,1,1).rgb, themeColor2.rgb, themeColorExposures.z);
				DecomposeHDRColor(float4(1,1,1,1).rgb, themeColor3.rgb, themeColorExposures.w);
				poiMods.globalColorTheme[0] = float4(ApplyHDRExposure(ModifyViaHSV(themeColor0.rgb, frac((0.0 /*_GlobalThemeHue0*/) + (0.0 /*_GlobalThemeHueSpeed0*/) * _Time.x), (0.0 /*_GlobalThemeSaturation0*/), (0.0 /*_GlobalThemeValue0*/)), themeColorExposures.x), float4(1,1,1,1).a);
				poiMods.globalColorTheme[1] = float4(ApplyHDRExposure(ModifyViaHSV(themeColor1.rgb, frac((0.0 /*_GlobalThemeHue1*/) + (0.0 /*_GlobalThemeHueSpeed1*/) * _Time.x), (0.0 /*_GlobalThemeSaturation1*/), (0.0 /*_GlobalThemeValue1*/)), themeColorExposures.y), float4(1,1,1,1).a);
				poiMods.globalColorTheme[2] = float4(ApplyHDRExposure(ModifyViaHSV(themeColor2.rgb, frac((0.0 /*_GlobalThemeHue2*/) + (0.0 /*_GlobalThemeHueSpeed2*/) * _Time.x), (0.0 /*_GlobalThemeSaturation2*/), (0.0 /*_GlobalThemeValue2*/)), themeColorExposures.z), float4(1,1,1,1).a);
				poiMods.globalColorTheme[3] = float4(ApplyHDRExposure(ModifyViaHSV(themeColor3.rgb, frac((0.0 /*_GlobalThemeHue3*/) + (0.0 /*_GlobalThemeHueSpeed3*/) * _Time.x), (0.0 /*_GlobalThemeSaturation3*/), (0.0 /*_GlobalThemeValue3*/)), themeColorExposures.w), float4(1,1,1,1).a);
			}
			float customDistanceBlend(float base, float blend, float blendType)
			{
				switch(blendType)
				{
					case 0: return blendNormal(base, blend); break;
					case 2: return blendMultiply(base, blend); break;
					default: return 0; break;
				}
			}
			void handleGlobalMaskDistance(int index, bool enable, bool type, float minAlpha, float maxAlpha, float min, float max, int blendType, in PoiMesh poiMesh, inout PoiMods poiMods)
			{
				if (enable)
				{
					float3 position = type ? poiMesh.worldPos : poiMesh.objectPosition;
					float val = lerp(minAlpha, maxAlpha, smoothstep(min, max, distance(position, _WorldSpaceCameraPos)));
					poiMods.globalMask[index] = saturate(customDistanceBlend(poiMods.globalMask[index], val, blendType));
				}
			}
			void ApplyGlobalMaskModifiers(in PoiMesh poiMesh, inout PoiMods poiMods, in PoiCam poiCam)
			{
			}
			float2 calculatePolarCoordinate(in PoiMesh poiMesh)
			{
				float2 delta = poiMesh.uv[(0.0 /*_PolarUV*/)] - float4(0.5,0.5,0,0);
				float radius = length(delta) * 2 * (1.0 /*_PolarRadialScale*/);
				float angle = atan2(delta.x, delta.y);
				float phi = angle / (UNITY_PI * 2.0);
				float phi_frac = frac(phi);
				angle = fwidth(phi) - 0.0001 < fwidth(phi_frac) ? phi : phi_frac;
				angle *= (1.0 /*_PolarLengthScale*/);
				return float2(radius, angle + distance(poiMesh.uv[(0.0 /*_PolarUV*/)], float4(0.5,0.5,0,0)) * (0.0 /*_PolarSpiralPower*/));
			}
			float2 MonoPanoProjection(float3 coords)
			{
				float3 normalizedCoords = normalize(coords);
				float latitude = acos(normalizedCoords.y);
				float longitude = atan2(normalizedCoords.z, normalizedCoords.x);
				float phi = longitude / (UNITY_PI * 2.0);
				float phi_frac = frac(phi);
				longitude = fwidth(phi) - 0.0001 < fwidth(phi_frac) ? phi : phi_frac;
				longitude *= 2;
				float2 sphereCoords = float2(longitude, latitude) * float2(1.0, 1.0 / UNITY_PI);
				sphereCoords = float2(1.0, 1.0) - sphereCoords;
				return (sphereCoords + float4(0, 1 - unity_StereoEyeIndex, 1, 1.0).xy) * float4(0, 1 - unity_StereoEyeIndex, 1, 1.0).zw;
			}
			float2 StereoPanoProjection(float3 coords)
			{
				float3 normalizedCoords = normalize(coords);
				float latitude = acos(normalizedCoords.y);
				float longitude = atan2(normalizedCoords.z, normalizedCoords.x);
				float phi = longitude / (UNITY_PI * 2.0);
				float phi_frac = frac(phi);
				longitude = fwidth(phi) - 0.0001 < fwidth(phi_frac) ? phi : phi_frac;
				longitude *= 2;
				float2 sphereCoords = float2(longitude, latitude) * float2(0.5, 1.0 / UNITY_PI);
				sphereCoords = float2(0.5, 1.0) - sphereCoords;
				return (sphereCoords + float4(0, 1 - unity_StereoEyeIndex, 1, 0.5).xy) * float4(0, 1 - unity_StereoEyeIndex, 1, 0.5).zw;
			}
			float2 calculateWorldUV(in PoiMesh poiMesh)
			{
				return float2((0.0 /*_UVModWorldPos0*/) != 3 ? poiMesh.worldPos[ (0.0 /*_UVModWorldPos0*/)] : 0.0f, (2.0 /*_UVModWorldPos1*/) != 3 ? poiMesh.worldPos[(2.0 /*_UVModWorldPos1*/)] : 0.0f);
			}
			float2 calculatelocalUV(in PoiMesh poiMesh)
			{
				float localUVs[8];
				localUVs[0] = poiMesh.localPos.x;
				localUVs[1] = poiMesh.localPos.y;
				localUVs[2] = poiMesh.localPos.z;
				localUVs[3] = 0;
				localUVs[4] = poiMesh.vertexColor.r;
				localUVs[5] = poiMesh.vertexColor.g;
				localUVs[6] = poiMesh.vertexColor.b;
				localUVs[7] = poiMesh.vertexColor.a;
				return float2(localUVs[(0.0 /*_UVModLocalPos0*/)],localUVs[(1.0 /*_UVModLocalPos1*/)]);
			}
			float2 calculatePanosphereUV(in PoiMesh poiMesh)
			{
				float3 viewDirection = normalize(lerp(getCameraPosition().xyz, _WorldSpaceCameraPos.xyz, (1.0 /*_PanoUseBothEyes*/)) - poiMesh.worldPos.xyz) * - 1;
				return lerp(MonoPanoProjection(viewDirection), StereoPanoProjection(viewDirection), (0.0 /*_StereoEnabled*/));
			}
			#ifdef VIGNETTE_MASKED
			float GetRemapMinValue(float scale, float offset)
			{
				return clamp(-offset / scale, -0.01f, 1.01f); // Remap min
			}
			float GetRemapMaxValue(float scale, float offset)
			{
				return clamp((1.0f - offset) / scale, -0.01f, 1.01f); // Remap Max
			}
			half4 POI_BRDF_PBS(half3 diffColor, half3 specColor, half oneMinusReflectivity, half smoothness, float3 normal, float3 viewDir, UnityLight light, UnityIndirect gi)
			{
				float3 reflDir = reflect(viewDir, normal);
				half nl = saturate(dot(normal, light.dir));
				half nv = saturate(dot(normal, viewDir));
				half2 rlPow4AndFresnelTerm = Pow4(float2(dot(reflDir, light.dir), 1 - nv));  // use R.L instead of N.H to save couple of instructions
				half rlPow4 = rlPow4AndFresnelTerm.x; // power exponent must match kHorizontalWarpExp in NHxRoughness() function in GeneratedTextures.cpp
				half fresnelTerm = rlPow4AndFresnelTerm.y;
				half grazingTerm = saturate(smoothness + (1 - oneMinusReflectivity));
				half3 color = BRDF3_Direct(diffColor, specColor, rlPow4, smoothness);
				color *= light.color * nl;
				color += BRDF3_Indirect(diffColor, specColor, gi, grazingTerm, fresnelTerm);
				return half4(color, 1);
			}
			void calculateShading(inout PoiLight poiLight, inout PoiFragData poiFragData, in PoiMesh poiMesh, in PoiCam poiCam)
			{
				float shadowAttenuation = lerp(1, poiLight.attenuation, poiLight.attenuationStrength);
				float attenuation = 1;
				#if defined(POINT) || defined(SPOT)
				shadowAttenuation = lerp(1, poiLight.additiveShadow, poiLight.attenuationStrength);
				#endif
				#ifdef POI_PASS_ADD
				if ((1.0 /*_LightingAdditiveType*/) == 3)
				{
					#if defined(POINT) || defined(SPOT)
					#if defined(_LIGHTINGMODE_REALISTIC) || defined(_LIGHTINGMODE_CLOTH) || defined(_LIGHTINGMODE_WRAPPED)
					poiLight.rampedLightMap = max(0, poiLight.nDotL);
					poiLight.finalLighting = poiLight.directColor * attenuation * max(0, poiLight.nDotL) * poiLight.detailShadow * shadowAttenuation;
					return;
					#endif
					#endif
				}
				if ((1.0 /*_LightingAdditiveType*/) == 0)
				{
					poiLight.rampedLightMap = max(0, poiLight.nDotL);
					poiLight.finalLighting = poiLight.directColor * attenuation * max(0, poiLight.nDotL) * poiLight.detailShadow * shadowAttenuation;
					return;
				}
				if ((1.0 /*_LightingAdditiveType*/) == 1)
				{
					#if defined(POINT_COOKIE) || defined(DIRECTIONAL_COOKIE)
					float passthrough = 0;
					#else
					float passthrough = (0.5 /*_LightingAdditivePassthrough*/);
					#endif
					float2 ToonAddGradient = float2((0.0 /*_LightingAdditiveGradientStart*/), (0.5 /*_LightingAdditiveGradientEnd*/));
					if (ToonAddGradient.x == ToonAddGradient.y) ToonAddGradient.y += 0.0001;
					poiLight.rampedLightMap = smoothstep(ToonAddGradient.y, ToonAddGradient.x, 1 - (.5 * poiLight.nDotL + .5));
					#if defined(POINT) || defined(SPOT)
					poiLight.finalLighting = lerp(poiLight.directColor * max(min(poiLight.additiveShadow, poiLight.detailShadow), passthrough), poiLight.indirectColor, smoothstep(ToonAddGradient.x, ToonAddGradient.y, 1 - (.5 * poiLight.nDotL + .5)));
					#else
					poiLight.finalLighting = lerp(poiLight.directColor * max(min(poiLight.attenuation, poiLight.detailShadow), passthrough), poiLight.indirectColor, smoothstep(ToonAddGradient.x, ToonAddGradient.y, 1 - (.5 * poiLight.nDotL + .5)));
					#endif
					return;
				}
				#endif
				float shadowStrength = (0.5 /*_ShadowStrength*/) * poiLight.shadowMask;
				#ifdef POI_PASS_OUTLINE
				shadowStrength = lerp(0, shadowStrength, (1.0 /*_OutlineShadowStrength*/));
				#endif
				#ifdef _LIGHTINGMODE_FLAT
				poiLight.finalLighting = poiLight.directColor * attenuation * shadowAttenuation;
				if ((1.0 /*_ForceFlatRampedLightmap*/))
				{
					poiLight.rampedLightMap = smoothstep(0.4, 0.6, poiLight.nDotLNormalized);
				}
				else
				{
					poiLight.rampedLightMap = 1;
				}
				#endif
				if (poiFragData.toggleVertexLights)
				{
					#if defined(VERTEXLIGHT_ON)
					float3 vertexLighting = float3(0, 0, 0);
					for (int index = 0; index < 4; index++)
					{
						float lightingMode = (1.0 /*_LightingAdditiveType*/);
						if (lightingMode == 3)
						{
							#if defined(_LIGHTINGMODE_REALISTIC)
							lightingMode = 0;
							#else
							lightingMode = 1;
							#endif
						}
						if (lightingMode == 0)
						{
							vertexLighting = max(vertexLighting, poiLight.vColor[index] * poiLight.vSaturatedDotNL[index] * poiLight.detailShadow); // Realistic
						}
						if (lightingMode == 1)
						{
							float2 ToonAddGradient = float2((0.0 /*_LightingAdditiveGradientStart*/), (0.5 /*_LightingAdditiveGradientEnd*/));
							if (ToonAddGradient.x == ToonAddGradient.y) ToonAddGradient.y += 0.0001;
							vertexLighting = max(vertexLighting, lerp(poiLight.vColor[index], poiLight.vColor[index] * (0.5 /*_LightingAdditivePassthrough*/), smoothstep(ToonAddGradient.x, ToonAddGradient.y, 1 - (.5 * poiLight.vDotNL[index] + .5))) * poiLight.detailShadow);
						}
					}
					float3 mixedLight = poiLight.finalLighting;
					poiLight.finalLighting = max(vertexLighting, poiLight.finalLighting);
					#endif
				}
			}
			#endif
			#if defined(GEOM_TYPE_BRANCH) || defined(GEOM_TYPE_BRANCH_DETAIL) || defined(GEOM_TYPE_FROND) || defined(DEPTH_OF_FIELD_COC_VIEW)
			float2 decalUV(float uvNumber, float2 position, half rotation, half rotationSpeed, half2 scale, float4 scaleOffset, float depth, in PoiMesh poiMesh, in PoiCam poiCam)
			{
				scaleOffset = float4(-scaleOffset.x, scaleOffset.y, -scaleOffset.z, scaleOffset.w);
				float2 centerOffset = float2((scaleOffset.x + scaleOffset.y) / 2, (scaleOffset.z + scaleOffset.w) / 2);
				float2 uv = poiMesh.uv[uvNumber] + calcParallax(depth + 1, poiCam);
				float2 decalCenter = position + centerOffset;
				float theta = radians(rotation + _Time.z * rotationSpeed);
				float cs = cos(theta);
				float sn = sin(theta);
				uv = float2((uv.x - decalCenter.x) * cs - (uv.y - decalCenter.y) * sn + decalCenter.x, (uv.x - decalCenter.x) * sn + (uv.y - decalCenter.y) * cs + decalCenter.y);
				uv = remap(uv, float2(0, 0) - scale / 2 + position + scaleOffset.xz, scale / 2 + position + scaleOffset.yw, float2(0, 0), float2(1, 1));
				return uv;
			}
			inline float3 decalHueShift(float enabled, float3 color, float shift, float shiftSpeed)
			{
				if (enabled)
				{
					color = hueShift(color, shift + _Time.x * shiftSpeed);
				}
				return color;
			}
			inline float applyTilingClipping(float enabled, float2 uv)
			{
				float ret = 1;
				if (!enabled)
				{
					if (uv.x > 1 || uv.y > 1 || uv.x < 0 || uv.y < 0)
					{
						ret = 0;
					}
				}
				return ret;
			}
			struct PoiDecal
			{
				float m_DecalFaceMask;
				float m_DecalMaskChannel;
				float m_DecalGlobalMask;
				float m_DecalGlobalMaskBlendType;
				float m_DecalApplyGlobalMaskIndex;
				float m_DecalApplyGlobalMaskBlendType;
				float4 m_DecalTexture_ST;
				float2 m_DecalTexturePan;
				float m_DecalTextureUV;
				float4 m_DecalColor;
				float m_DecalColorThemeIndex;
				fixed m_DecalTiled;
				float m_DecalBlendType;
				half m_DecalRotation;
				half3 m_DecalScale;
				float4 m_DecalSideOffset;
				half2 m_DecalPosition;
				half m_DecalRotationSpeed;
				float m_DecalEmissionStrength;
				float m_DecalBlendAlpha;
				float m_DecalAlphaBlendMode;
				float m_DecalHueShiftEnabled;
				float m_DecalHueShift;
				float m_DecalHueShiftSpeed;
				float m_DecalDepth;
				float m_DecalHueAngleStrength;
				float m_DecalChannelSeparationEnable;
				float m_DecalChannelSeparation;
				float m_DecalChannelSeparationPremultiply;
				float m_DecalChannelSeparationHue;
				float m_DecalChannelSeparationVertical;
				float m_DecalChannelSeparationAngleStrength;
				float m_DecalOverrideAlphaMode;
				float m_DecalOverrideAlpha;
				#if defined(POI_AUDIOLINK)
				half m_AudioLinkDecalScaleBand;
				float4 m_AudioLinkDecalScale;
				half m_AudioLinkDecalRotationBand;
				float2 m_AudioLinkDecalRotation;
				half m_AudioLinkDecalAlphaBand;
				float2 m_AudioLinkDecalAlpha;
				half m_AudioLinkDecalEmissionBand;
				float2 m_AudioLinkDecalEmission;
				float m_DecalRotationCTALBand;
				float m_DecalRotationCTALSpeed;
				float m_DecalRotationCTALType;
				float m_AudioLinkDecalColorChord;
				float m_AudioLinkDecalSideBand;
				float4 m_AudioLinkDecalSideMin;
				float4 m_AudioLinkDecalSideMax;
				float2 m_AudioLinkDecalChannelSeparation;
				float m_AudioLinkDecalChannelSeparationBand;
				#endif
				float4 decalColor;
				float2 decalScale;
				float decalRotation;
				float2 uv;
				float4 dduv;
				float4 sideMod;
				float decalChannelOffset;
				float4 decalMask;
				void Init(in float4 DecalMask)
				{
					decalMask = DecalMask;
					decalScale = m_DecalScale.xy;// * m_DecalScale.z;
				}
				void InitAudiolink(in PoiMods poiMods)
				{
					#ifdef POI_AUDIOLINK
					if (poiMods.audioLinkAvailable)
					{
						decalScale += lerp(m_AudioLinkDecalScale.xy, m_AudioLinkDecalScale.zw, poiMods.audioLink[m_AudioLinkDecalScaleBand]);
						sideMod += lerp(m_AudioLinkDecalSideMin, m_AudioLinkDecalSideMax, poiMods.audioLink[m_AudioLinkDecalSideBand]);
						decalRotation += lerp(m_AudioLinkDecalRotation.x, m_AudioLinkDecalRotation.y, poiMods.audioLink[m_AudioLinkDecalRotationBand]);
						decalRotation += AudioLinkGetChronoTime(m_DecalRotationCTALType, m_DecalRotationCTALBand) * m_DecalRotationCTALSpeed * 360;
						decalChannelOffset += lerp(m_AudioLinkDecalChannelSeparation[0], m_AudioLinkDecalChannelSeparation[1], poiMods.audioLink[m_AudioLinkDecalChannelSeparationBand]);
					}
					#endif
				}
				void SampleDecalNoTexture(in PoiMods poiMods, in PoiLight poiLight, in PoiMesh poiMesh, in PoiCam poiCam)
				{
					uv = decalUV(m_DecalTextureUV, m_DecalPosition, m_DecalRotation + decalRotation, m_DecalRotationSpeed, decalScale, m_DecalSideOffset +sideMod, m_DecalDepth, poiMesh, poiCam);
					decalColor = float4(poiThemeColor(poiMods, m_DecalColor.rgb, m_DecalColorThemeIndex), m_DecalColor.a);
					decalColor.rgb = decalHueShift(m_DecalHueShiftEnabled, decalColor.rgb, m_DecalHueShift + poiLight.nDotV * m_DecalHueAngleStrength, m_DecalHueShiftSpeed);
					decalColor.a *= decalMask[m_DecalMaskChannel] * applyTilingClipping(m_DecalTiled, uv);
				}
				void SampleDecal(sampler2D decalTexture, in PoiMods poiMods, in PoiLight poiLight, in PoiMesh poiMesh, in PoiCam poiCam, float2 scaleMultiplier = float2(1, 1))
				{
					uv = decalUV(m_DecalTextureUV, m_DecalPosition, m_DecalRotation + decalRotation, m_DecalRotationSpeed, decalScale * scaleMultiplier, m_DecalSideOffset +sideMod, m_DecalDepth, poiMesh, poiCam);
					float4 dduv = any(fwidth(uv) > .5) ? 0.001 : float4(ddx(uv) * m_DecalTexture_ST.x, ddy(uv) * m_DecalTexture_ST.y);
					decalColor = tex2D(decalTexture, poiUV(uv, m_DecalTexture_ST) + m_DecalTexturePan * _Time.x, dduv.xy, dduv.zw) * float4(poiThemeColor(poiMods, m_DecalColor.rgb, m_DecalColorThemeIndex), m_DecalColor.a);
					decalColor.rgb = decalHueShift(m_DecalHueShiftEnabled, decalColor.rgb, m_DecalHueShift + poiLight.nDotV * m_DecalHueAngleStrength, m_DecalHueShiftSpeed);
					decalColor.a *= decalMask[m_DecalMaskChannel] * applyTilingClipping(m_DecalTiled, uv);
				}
				void SampleDecalNoAlpha(sampler2D decalTexture, in PoiMods poiMods, in PoiLight poiLight, in PoiMesh poiMesh, in PoiCam poiCam, float2 scaleMultiplier = float2(1, 1))
				{
					uv = decalUV(m_DecalTextureUV, m_DecalPosition, m_DecalRotation + decalRotation, m_DecalRotationSpeed, decalScale * scaleMultiplier, m_DecalSideOffset +sideMod, m_DecalDepth, poiMesh, poiCam);
					float4 dduv = any(fwidth(uv) > .5) ? 0.001 : float4(ddx(uv) * m_DecalTexture_ST.x, ddy(uv) * m_DecalTexture_ST.y);
					decalColor.rgb = tex2D(decalTexture, poiUV(uv, m_DecalTexture_ST) + m_DecalTexturePan * _Time.x, dduv.xy, dduv.zw) * float4(poiThemeColor(poiMods, m_DecalColor.rgb, m_DecalColorThemeIndex), m_DecalColor.a).rgb;
					decalColor.rgb = decalHueShift(m_DecalHueShiftEnabled, decalColor.rgb, m_DecalHueShift + poiLight.nDotV * m_DecalHueAngleStrength, m_DecalHueShiftSpeed);
					decalColor.a *= decalMask[m_DecalMaskChannel] * applyTilingClipping(m_DecalTiled, uv);
				}
				void SampleDecalAlphaOnly(sampler2D decalTexture, in PoiMods poiMods, in PoiLight poiLight, in PoiMesh poiMesh, in PoiCam poiCam, float2 scaleMultiplier = float2(1, 1))
				{
					uv = decalUV(m_DecalTextureUV, m_DecalPosition, m_DecalRotation + decalRotation, m_DecalRotationSpeed, decalScale * scaleMultiplier, m_DecalSideOffset +sideMod, m_DecalDepth, poiMesh, poiCam);
					float4 dduv = any(fwidth(uv) > .5) ? 0.001 : float4(ddx(uv) * m_DecalTexture_ST.x, ddy(uv) * m_DecalTexture_ST.y);
					decalColor = tex2D(decalTexture, poiUV(uv, m_DecalTexture_ST) + m_DecalTexturePan * _Time.x, dduv.xy, dduv.zw) * float4(poiThemeColor(poiMods, m_DecalColor.rgb, m_DecalColorThemeIndex), m_DecalColor.a);
					decalColor.a *= decalMask[m_DecalMaskChannel] * applyTilingClipping(m_DecalTiled, uv);
				}
				void SampleDecalChannelSeparation(sampler2D decalTexture, in PoiMods poiMods, in PoiLight poiLight, in PoiMesh poiMesh, in PoiCam poiCam)
				{
					decalColor = float4(0, 0, 0, 1);
					decalChannelOffset += m_DecalChannelSeparation + m_DecalChannelSeparationAngleStrength * (m_DecalChannelSeparationAngleStrength > 0 ? (1 - poiLight.nDotV) : poiLight.nDotV);
					float2 positionOffset = decalChannelOffset * 0.01 * (decalScale.x + decalScale.y) * float2(cos(m_DecalChannelSeparationVertical), sin(m_DecalChannelSeparationVertical));
					float2 uvSample0 = decalUV(m_DecalTextureUV, m_DecalPosition + positionOffset, m_DecalRotation + decalRotation, m_DecalRotationSpeed, decalScale, m_DecalSideOffset +sideMod, m_DecalDepth, poiMesh, poiCam);
					float2 uvSample1 = decalUV(m_DecalTextureUV, m_DecalPosition - positionOffset, m_DecalRotation + decalRotation, m_DecalRotationSpeed, decalScale, m_DecalSideOffset +sideMod, m_DecalDepth, poiMesh, poiCam);
					float4 dduvSample0 = any(fwidth(uvSample0) > .5) ? 0.001 : float4(ddx(uvSample0) * m_DecalTexture_ST.x, ddy(uvSample0) * m_DecalTexture_ST.y);
					float4 dduvSample1 = any(fwidth(uvSample1) > .5) ? 0.001 : float4(ddx(uvSample1) * m_DecalTexture_ST.x, ddy(uvSample1) * m_DecalTexture_ST.y);
					float4 sample0 = tex2D(decalTexture, poiUV(uvSample0, m_DecalTexture_ST) + m_DecalTexturePan * _Time.x, dduvSample0.xy, dduvSample0.zw) * float4(poiThemeColor(poiMods, m_DecalColor.rgb, m_DecalColorThemeIndex), m_DecalColor.a);
					float4 sample1 = tex2D(decalTexture, poiUV(uvSample1, m_DecalTexture_ST) + m_DecalTexturePan * _Time.x, dduvSample1.xy, dduvSample1.zw) * float4(poiThemeColor(poiMods, m_DecalColor.rgb, m_DecalColorThemeIndex), m_DecalColor.a);
					sample0.rgb = decalHueShift(m_DecalHueShiftEnabled, sample0.rgb, m_DecalHueShift + poiLight.nDotV * m_DecalHueAngleStrength, m_DecalHueShiftSpeed);
					sample1.rgb = decalHueShift(m_DecalHueShiftEnabled, sample1.rgb, m_DecalHueShift + poiLight.nDotV * m_DecalHueAngleStrength, m_DecalHueShiftSpeed);
					float3 channelSeparationColor = HUEtoRGB(frac(m_DecalChannelSeparationHue));
					if (m_DecalChannelSeparationPremultiply)
					{
						decalColor.rgb = lerp(sample0 * sample0.a, sample1 * sample1.a, channelSeparationColor);
					}
					else
					{
						decalColor.rgb = lerp(sample0, sample1, channelSeparationColor);
					}
					decalColor.a = 0.5 * (sample0.a + sample1.a);
					decalColor.a *= decalMask[m_DecalMaskChannel] * max(applyTilingClipping(m_DecalTiled, uvSample0), applyTilingClipping(m_DecalTiled, uvSample1));
				}
				void Apply(inout float alphaOverride, inout float decalAlpha, inout PoiFragData poiFragData, in PoiMesh poiMesh, in PoiCam poiCam, inout PoiMods poiMods, in PoiLight poiLight)
				{
					if (m_DecalGlobalMask > 0)
					{
						decalColor.a = maskBlend(decalColor.a, poiMods.globalMask[m_DecalGlobalMask - 1], m_DecalGlobalMaskBlendType);
					}
					float audioLinkDecalAlpha = 0;
					float audioLinkDecalEmission = 0;
					#ifdef POI_AUDIOLINK
					audioLinkDecalEmission = lerp(m_AudioLinkDecalEmission.x, m_AudioLinkDecalEmission.y, poiMods.audioLink[m_AudioLinkDecalEmissionBand]) * poiMods.audioLinkAvailable;
					if (m_AudioLinkDecalColorChord)
					{
						if (poiMods.audioLinkAvailable)
						{
							decalColor.rgb *= AudioLinkLerp(ALPASS_CCSTRIP + float2(uv.x * AUDIOLINK_WIDTH, 0)).rgb;
						}
						else
						{
							decalAlpha = 0;
						}
					}
					audioLinkDecalAlpha = lerp(m_AudioLinkDecalAlpha.x, m_AudioLinkDecalAlpha.y, poiMods.audioLink[m_AudioLinkDecalAlphaBand]) * poiMods.audioLinkAvailable;
					#endif
					if (m_DecalFaceMask > 0)
					{
						if (m_DecalFaceMask == 1 && !poiMesh.isFrontFace)
						{
							decalColor.a *= 0;
						}
						else if (m_DecalFaceMask == 2 && poiMesh.isFrontFace)
						{
							decalColor.a *= 0;
						}
					}
					float decalAlphaMixed = decalColor.a * saturate(m_DecalBlendAlpha + audioLinkDecalAlpha);
					if (m_DecalOverrideAlpha)
					{
						float finalAlpha = decalAlphaMixed;
						if (m_DecalOverrideAlphaMode != 0 && !m_DecalTiled)
						{
							if (uv.x > 0 && uv.x < 1 && uv.y > 0 && uv.y < 1)
							{
								if (m_DecalOverrideAlpha == 1) poiFragData.alpha = finalAlpha;
								if (m_DecalOverrideAlpha == 2) poiFragData.alpha = saturate(poiFragData.alpha * finalAlpha);
								if (m_DecalOverrideAlpha == 3) poiFragData.alpha = saturate(poiFragData.alpha + finalAlpha);
								if (m_DecalOverrideAlpha == 4) poiFragData.alpha = saturate(poiFragData.alpha - finalAlpha);
								if (m_DecalOverrideAlpha == 5) poiFragData.alpha = min(poiFragData.alpha, finalAlpha);
								if (m_DecalOverrideAlpha == 6) poiFragData.alpha = max(poiFragData.alpha, finalAlpha);
							}
						}
						else
						{
							if (m_DecalOverrideAlpha == 1) poiFragData.alpha = finalAlpha;
							if (m_DecalOverrideAlpha == 2) poiFragData.alpha = saturate(poiFragData.alpha * finalAlpha);
							if (m_DecalOverrideAlpha == 3) poiFragData.alpha = saturate(poiFragData.alpha + finalAlpha);
							if (m_DecalOverrideAlpha == 4) poiFragData.alpha = saturate(poiFragData.alpha - finalAlpha);
							if (m_DecalOverrideAlpha == 5) poiFragData.alpha = min(poiFragData.alpha, finalAlpha);
							if (m_DecalOverrideAlpha == 6) poiFragData.alpha = max(poiFragData.alpha, finalAlpha);
						}
					}
					if (m_DecalApplyGlobalMaskIndex > 0)
					{
						applyToGlobalMask(poiMods, m_DecalApplyGlobalMaskIndex - 1, m_DecalApplyGlobalMaskBlendType, decalAlphaMixed);
					}
					poiFragData.baseColor.rgb = lerp(poiFragData.baseColor.rgb, customBlend(poiFragData.baseColor.rgb, decalColor.rgb, m_DecalBlendType), decalAlphaMixed);
					poiFragData.emission += decalColor.rgb * decalColor.a * max(m_DecalEmissionStrength + audioLinkDecalEmission, 0);
				}
				float2 GetVideoAspectRatio(float2 videoDimensions, float CorrectionType, float fitToScale)
				{
					float2 AspectRatioMultiplier = float2(1, 1);
					if (fitToScale)
					{
						float2 decalScale = m_DecalScale.xy + float2(m_DecalSideOffset.x + m_DecalSideOffset.y, m_DecalSideOffset.z + m_DecalSideOffset.w);
						if (decalScale.x > decalScale.y)
						{
							videoDimensions.xy *= float2((decalScale.y / decalScale.x), 1);
						}
						else
						{
							videoDimensions.xy *= float2(1, (decalScale.x / decalScale.y));
						}
					}
					if (CorrectionType != 2)
					{
						if (CorrectionType == 0)
						{
							if (videoDimensions.x > videoDimensions.y)
							{
								AspectRatioMultiplier = float2(1, videoDimensions.y / videoDimensions.x);
							}
							else
							{
								AspectRatioMultiplier = float2(videoDimensions.x / videoDimensions.y, 1);
							}
						}
						else if (CorrectionType == 1)
						{
							if (videoDimensions.x > videoDimensions.y)
							{
								AspectRatioMultiplier = float2(1 / (videoDimensions.y / videoDimensions.x), 1);
							}
							else
							{
								AspectRatioMultiplier = float2(1, 1 / (videoDimensions.x / videoDimensions.y));
							}
						}
					}
					return AspectRatioMultiplier;
				}
			};
			void applyDecals(inout PoiFragData poiFragData, in PoiMesh poiMesh, in PoiCam poiCam, inout PoiMods poiMods, in PoiLight poiLight)
			{
				float udonVideoTexAvailable = 0;
				float2 udonVideoAspectRatio = 1;
				if (float4(1,1,1,1).z > 16)
				{
					udonVideoTexAvailable = 1;
				}
				float decalAlpha = 1;
				float alphaOverride = 0;
				#if defined(PROP_DECALMASK) || !defined(OPTIMIZER_ENABLED)
				float4 decalMask = POI2D_SAMPLER_PAN(_DecalMask, _MainTex, poiUV(poiMesh.uv[(0.0 /*_DecalMaskUV*/)], float4(1,1,0,0)), float4(0,0,0,0));
				#else
				float4 decalMask = 1;
				#endif
				float4 decalColor = 1;
				float2 uv = 0;
			}
			#endif
			#ifdef _CUBEMAP
			#if defined(PROP_CUBEMAP) || !defined(OPTIMIZER_ENABLED)
			float3 RotateAroundYInDegrees(float3 dir, float degrees)
			{
				float alpha = degrees * UNITY_PI / 180.0;
				float sina, cosa;
				sincos(alpha, sina, cosa);
				float2x2 m = float2x2(cosa, -sina, sina, cosa);
				return float3(mul(m, dir.xz), dir.y).xzy;
			}
			#endif
			void applyCubemap(inout PoiFragData poiFragData, in PoiCam poiCam, in PoiMesh poiMesh, in PoiLight poiLight, in PoiMods poiMods)
			{
				float3 CubeMapUV = 0;
				switch((1.0 /*_CubeMapUVMode*/))
				{
					case 0: // Skybox
					CubeMapUV = -poiCam.viewDir;
					break;
					case 1: // Reflection
					CubeMapUV = poiCam.reflectionDir;
					break;
					case 2: // World Normal Direction
					CubeMapUV = lerp(poiMesh.normals[0], poiMesh.normals[1], (1.0 /*_CubeMapWorldNormalsStrength*/));
					break;
					case 3: // Local Normal Direction
					CubeMapUV = poiMesh.objNormal;
					break;
				}
				#if defined(PROP_CUBEMAP) || !defined(OPTIMIZER_ENABLED)
				if (any(float4(0,0,0,0).xyz) || any(float4(0,0,0,0).xyz))
				{
					CubeMapUV = RotateAroundYInDegrees(CubeMapUV.yxz, float4(0,0,0,0).x + (float4(0,0,0,0).x * _Time.y)).yxz;
					CubeMapUV = RotateAroundYInDegrees(CubeMapUV.xyz, float4(0,0,0,0).y + (float4(0,0,0,0).y * _Time.y)).xyz;
					CubeMapUV = RotateAroundYInDegrees(CubeMapUV.xzy, float4(0,0,0,0).z + (float4(0,0,0,0).z * _Time.y)).xzy;
				}
				float4 cubeMap = texCUBElod(_CubeMap, float4(CubeMapUV, (1 - (1.0 /*_CubeMapSmoothness*/)) * (1 - (1.0 /*_CubeMapSmoothness*/)) * 8));
				cubeMap.rgb *= poiThemeColor(poiMods, float4(0.4893551,0.2572496,0.07928708,1), (0.0 /*_CubeMapColorThemeIndex*/));
				#else
				float4 cubeMap = float4(0.21763764082, 0.21763764082, 0.21763764082, .5) * float4(poiThemeColor(poiMods, float4(0.4893551,0.2572496,0.07928708,1), (0.0 /*_CubeMapColorThemeIndex*/)), 1);
				#endif
				cubeMap.rgb *= (5.0 /*_CubeMapIntensity*/);
				#if defined(PROP_CUBEMAPMASK) || !defined(OPTIMIZER_ENABLED)
				float CubeMapMask = POI2D_SAMPLER_PAN(_CubeMapMask, _MainTex, poiUV(poiMesh.uv[(0.0 /*_CubeMapMaskUV*/)], float4(1,1,0,0)), float4(0,0,0,0))[(0.0 /*_CubeMapMaskChannel*/)];
				#else
				float CubeMapMask = 1;
				#endif
				if ((0.0 /*_CubeMapMaskGlobalMask*/) > 0)
				{
					CubeMapMask = maskBlend(CubeMapMask, poiMods.globalMask[(0.0 /*_CubeMapMaskGlobalMask*/) - 1], (2.0 /*_CubeMapMaskGlobalMaskBlendType*/));
				}
				if ((0.0 /*_CubeMapMaskInvert*/))
				{
					CubeMapMask = 1 - CubeMapMask;
				}
				if ((0.0 /*_CubeMapHueShiftEnabled*/))
				{
					cubeMap.rgb = hueShift(cubeMap.rgb, (0.0 /*_CubeMapHueShift*/) + _Time.x * (0.0 /*_CubeMapHueShiftSpeed*/));
					cubeMap = PoiColorBCS(cubeMap, (0.0 /*_CubeMapBrightness*/), (1.0 /*_CubeMapContrast*/), (1.0 /*_CubeMapSaturation*/));
				}
				CubeMapMask = min(CubeMapMask, lerp(1, poiLight.rampedLightMap, (0.0 /*_CubeMapLightMask*/)));
				float cubeMapAlpha = CubeMapMask * cubeMap.a * (1.0 /*_CubeMapBlendAmount*/);
				poiFragData.baseColor.rgb = lerp(poiFragData.baseColor.rgb, cubeMap.rgb, cubeMapAlpha * ((0.0 /*_CubemapBlendType*/) == 0));
				poiFragData.baseColor.rgb *= lerp(1, cubeMap.rgb, cubeMapAlpha * ((0.0 /*_CubemapBlendType*/) == 1));
				poiFragData.baseColor.rgb += cubeMap.rgb * cubeMapAlpha * ((0.0 /*_CubemapBlendType*/) == 2);
				poiFragData.emission += cubeMap.rgb * (0.0 /*_CubeMapEmissionStrength*/) * CubeMapMask * cubeMap.a;
			}
			#endif
			#if defined(_GLOSSYREFLECTIONS_OFF) || defined(POI_RIM2)
			#if defined(_RIMSTYLE_POIYOMI) || defined(_RIM2STYLE_POIYOMI)
			void ApplyPoiyomiRimLighting(inout PoiFragData poiFragData, in PoiMesh poiMesh, in PoiCam poiCam, in PoiLight poiLight, inout PoiMods poiMods, float Is_NormalMapToRimLight, float RimInvert, float RimPower, float RimStrength, float RimShadowWidth, float RimShadowToggle, float RimWidth, float RimBlendStrength, float RimMask, float RimGlobalMask, float RimGlobalMaskBlendType, float4 RimTex, float4 RimLightColor, float RimLightColorThemeIndex, float RimHueShiftEnabled, float RimHueShift, float RimHueShiftSpeed, float RimSharpness, float RimShadowMaskRampType, float RimShadowMaskInvert, float RimShadowMaskStrength, float2 RimShadowAlpha, float RimApplyGlobalMaskIndex, float RimApplyGlobalMaskBlendType, float RimBaseColorMix, float RimBrightness, float RimBlendMode, half AudioLinkRimWidthBand, float2 AudioLinkRimWidthAdd, half AudioLinkRimEmissionBand, float2 AudioLinkRimEmissionAdd, half AudioLinkRimBrightnessBand, float2 AudioLinkRimBrightnessAdd, float rimBias, float rimBiasIntensity, int RimApplyAlpha, float RimApplyAlphaBlend)
			{
				float viewDotNormal = abs(dot(poiCam.viewDir, lerp(poiMesh.normals[0], poiMesh.normals[1], Is_NormalMapToRimLight)));
				
				if (RimInvert)
				{
					viewDotNormal = 1 - viewDotNormal;
				}
				viewDotNormal = pow(viewDotNormal, RimPower);
				if (RimShadowWidth && RimShadowToggle)
				{
					viewDotNormal += lerp(0, (1 - poiLight.nDotLNormalized) * 3, RimShadowWidth);
				}
				viewDotNormal *= lerp(1, rimBias, rimBiasIntensity);
				float rimStrength = RimStrength;
				float rimWidth = lerp( - .05, 1, RimWidth);
				float blendStrength = RimBlendStrength;
				#ifdef POI_AUDIOLINK
				
				if (poiMods.audioLinkAvailable)
				{
					rimWidth = clamp(rimWidth + lerp(AudioLinkRimWidthAdd.x, AudioLinkRimWidthAdd.y, poiMods.audioLink[AudioLinkRimWidthBand]), - .05, 1);
					rimStrength += lerp(AudioLinkRimEmissionAdd.x, AudioLinkRimEmissionAdd.y, poiMods.audioLink[AudioLinkRimEmissionBand]);
					RimBrightness += lerp(AudioLinkRimBrightnessAdd.x, AudioLinkRimBrightnessAdd.y, poiMods.audioLink[AudioLinkRimBrightnessBand]);
				}
				#endif
				float rimMask = RimMask;
				if (RimGlobalMask > 0)
				{
					rimMask = maskBlend(rimMask, poiMods.globalMask[RimGlobalMask - 1], RimGlobalMaskBlendType);
				}
				float4 rimColor = RimTex;
				rimColor *= float4(poiThemeColor(poiMods, RimLightColor.rgb, RimLightColorThemeIndex), RimLightColor.a);
				
				if (RimHueShiftEnabled)
				{
					rimColor.rgb = hueShift(rimColor.rgb, RimHueShift + _Time.x * RimHueShiftSpeed);
				}
				float rim = 1 - smoothstep(min(RimSharpness, rimWidth), rimWidth, viewDotNormal);
				rim *= RimLightColor.a * rimColor.a * rimMask;
				if (RimShadowToggle)
				{
					switch(RimShadowMaskRampType)
					{
						case 0:
						float rampedLightMap = poiLight.rampedLightMap;
						if (RimShadowMaskInvert) rampedLightMap = 1 - rampedLightMap;
						rim = lerp(rim, rim * rampedLightMap, RimShadowMaskStrength);
						break;
						case 1:
						float nDotLNormalized = poiLight.nDotLNormalized;
						if (RimShadowMaskInvert) nDotLNormalized = 1 - nDotLNormalized;
						rim = lerp(rim, rim * smoothstep(RimShadowAlpha.x, RimShadowAlpha.y, nDotLNormalized), RimShadowMaskStrength);
						break;
					}
				}
				if (RimApplyGlobalMaskIndex > 0)
				{
					applyToGlobalMask(poiMods, RimApplyGlobalMaskIndex - 1, RimApplyGlobalMaskBlendType, rim * blendStrength);
				}
				if (RimApplyAlpha == 1) // Add
				{
					poiFragData.alpha += lerp(0, saturate(rim), RimApplyAlphaBlend);
					poiFragData.alpha = saturate(poiFragData.alpha);
				}
				if (RimApplyAlpha == 2) // Multiply
				{
					poiFragData.alpha *= lerp(1, saturate(rim), RimApplyAlphaBlend);
				}
				float3 finalRimColor = rimColor.rgb * lerp(1, poiFragData.baseColor, RimBaseColorMix);
				finalRimColor *= RimBrightness;
				switch(RimBlendMode)
				{
					case 0: poiFragData.baseColor += finalRimColor * rim * blendStrength; break;
					case 1: poiFragData.baseColor = lerp(poiFragData.baseColor, finalRimColor, rim * blendStrength); break;
					case 2: poiFragData.baseColor = lerp(poiFragData.baseColor, poiFragData.baseColor * finalRimColor, rim * blendStrength); break;
					case 3: poiFragData.baseColor = lerp(poiFragData.baseColor.rgb, poiFragData.baseColor.rgb + poiFragData.baseColor.rgb * finalRimColor, rim * blendStrength); break;
					case 4: poiFragData.baseColor = lerp(poiFragData.baseColor, 1 - (1 - poiFragData.baseColor) * (1 - finalRimColor), rim * blendStrength); break;
				}
				poiFragData.emission += finalRimColor * rim * rimStrength;
			}
			#endif
			#if defined(_RIMSTYLE_UTS2) || defined(_RIM2STYLE_UTS2)
			void ApplyUTS2RimLighting(inout PoiFragData poiFragData, in PoiMesh poiMesh, in PoiCam poiCam, in PoiLight poiLight, in PoiMods poiMods, float Set_RimLightMask_var, float RimGlobalMask, float RimGlobalMaskBlendType, float4 RimLightColor, float RimLightColorThemeIndex, float Is_LightColor_RimLight, float Is_NormalMapToRimLight, float RimLight_Power, float RimLight_InsideMask, float RimLight_FeatherOff, float LightDirection_MaskOn, float Tweak_LightDirection_MaskLevel, float Add_Antipodean_RimLight, float4 Ap_RimLightColor, float RimApColorThemeIndex, float Is_LightColor_Ap_RimLight, float Ap_RimLight_Power, float Ap_RimLight_FeatherOff, float Tweak_RimLightMaskLevel, float RimHueShiftEnabled, float RimHueShift, float RimHueShiftSpeed)
			{
				if (RimGlobalMask > 0)
				{
					Set_RimLightMask_var = maskBlend(Set_RimLightMask_var, poiMods.globalMask[RimGlobalMask - 1], RimGlobalMaskBlendType);
				}
				float3 rimColor = float3(poiThemeColor(poiMods, RimLightColor.rgb, RimLightColorThemeIndex));
				float3 _Is_LightColor_RimLight_var = lerp(rimColor, (rimColor * poiLight.directColor), Is_LightColor_RimLight);
				float _RimArea_var = (1.0 - dot(lerp(poiMesh.normals[0], poiMesh.normals[1], Is_NormalMapToRimLight), poiCam.viewDir));
				float _RimLightPower_var = pow(_RimArea_var, exp2(lerp(3, 0, RimLight_Power)));
				float _Rimlight_InsideMask_var = saturate(lerp((0.0 + ((_RimLightPower_var - RimLight_InsideMask) * (1.0 - 0.0)) / (1.0 - RimLight_InsideMask)), step(RimLight_InsideMask, _RimLightPower_var), RimLight_FeatherOff));
				float _VertHalfLambert_var = 0.5 * dot(poiMesh.normals[0], poiLight.direction) + 0.5;
				float3 _LightDirection_MaskOn_var = lerp((_Is_LightColor_RimLight_var * _Rimlight_InsideMask_var), (_Is_LightColor_RimLight_var * saturate((_Rimlight_InsideMask_var - ((1.0 - _VertHalfLambert_var) + Tweak_LightDirection_MaskLevel)))), LightDirection_MaskOn);
				float _ApRimLightPower_var = pow(_RimArea_var, exp2(lerp(3, 0, Ap_RimLight_Power)));
				float3 ApRimColor = float3(poiThemeColor(poiMods, Ap_RimLightColor.rgb, RimApColorThemeIndex));
				float3 _RimLight_var = (saturate((Set_RimLightMask_var + Tweak_RimLightMaskLevel)) * lerp(_LightDirection_MaskOn_var, (_LightDirection_MaskOn_var + (lerp(ApRimColor, (ApRimColor * poiLight.directColor), Is_LightColor_Ap_RimLight) * saturate((lerp((0.0 + ((_ApRimLightPower_var - RimLight_InsideMask) * (1.0 - 0.0)) / (1.0 - RimLight_InsideMask)), step(RimLight_InsideMask, _ApRimLightPower_var), Ap_RimLight_FeatherOff) - (saturate(_VertHalfLambert_var) + Tweak_LightDirection_MaskLevel))))), Add_Antipodean_RimLight));
				
				if (RimHueShiftEnabled)
				{
					_RimLight_var = hueShift(_RimLight_var, RimHueShift + _Time.x * RimHueShiftSpeed);
				}
				poiFragData.baseColor += _RimLight_var;
			}
			#endif
			#if defined(_RIMSTYLE_LILTOON) || defined(_RIM2STYLE_LILTOON)
			void ApplyLiltoonRimLighting(inout PoiFragData poiFragData, in PoiMesh poiMesh, in PoiCam poiCam, in PoiLight poiLight, in PoiMods poiMods, float4 RimColor, float4 RimIndirColor, float4 RimColorTex, float RimMainStrength, float RimNormalStrength, float RimDirRange, float RimIndirRange, float RimFresnelPower, float RimBackfaceMask, float RimDirStrength, float RimBorder, float RimBlur, float RimIndirBorder, float RimIndirBlur, float RimShadowMask, float RimEnableLighting, float RimVRParallaxStrength, float RimGlobalMask, float RimGlobalMaskBlendType, float RimHueShiftEnabled, float RimHueShift, float RimHueShiftSpeed, int RimBlendMode)
			{
				if (RimGlobalMask > 0)
				{
					RimColorTex.a = maskBlend(RimColorTex.a, poiMods.globalMask[RimGlobalMask - 1], RimGlobalMaskBlendType);
				}
				float4 rimColor = RimColor;
				float4 rimIndirColor = RimIndirColor;
				rimColor *= RimColorTex;
				rimIndirColor *= RimColorTex;
				if (RimHueShiftEnabled)
				{
					rimColor.rgb = hueShift(rimColor.rgb, RimHueShift + _Time.x * RimHueShiftSpeed);
					rimIndirColor.rgb = hueShift(rimIndirColor.rgb, RimHueShift + _Time.x * RimHueShiftSpeed);
				}
				rimColor.rgb = lerp(rimColor.rgb, rimColor.rgb * poiFragData.baseColor, RimMainStrength);
				float3 centerViewDir = !IsOrthographicCamera() ? normalize(getCameraPosition() - poiMesh.worldPos.xyz) : normalize(UNITY_MATRIX_I_V._m02_m12_m22);
				float3 viewDir = lerp(centerViewDir, poiCam.viewDir, RimVRParallaxStrength);
				float3 normal = lerp(poiMesh.normals[0], poiMesh.normals[1], RimNormalStrength);
				float nvabs = abs(dot(normal, viewDir));
				float lnRaw = dot(poiLight.direction, normal) * 0.5 + 0.5;
				float lnDir = saturate((lnRaw + RimDirRange) / (1.0 + RimDirRange));
				float lnIndir = saturate((1.0 - lnRaw + RimIndirRange) / (1.0 + RimIndirRange));
				float rim = pow(saturate(1.0 - nvabs), RimFresnelPower);
				rim = !poiMesh.isFrontFace && RimBackfaceMask ? 0.0 : rim;
				float rimDir = lerp(rim, rim * lnDir, RimDirStrength);
				float rimIndir = rim * lnIndir * RimDirStrength;
				rimDir = poiEdgeLinear(rimDir, RimBorder, RimBlur);
				rimIndir = poiEdgeLinear(rimIndir, RimIndirBorder, RimIndirBlur);
				rimDir = lerp(rimDir, rimDir * poiLight.rampedLightMap, RimShadowMask);
				rimIndir = lerp(rimIndir, rimIndir * poiLight.rampedLightMap, RimShadowMask);
				float3 lightCol = poiLight.finalLighting;
				#if !defined(POI_PASS_ADD)
				float3 rimLightMul = 1 - RimEnableLighting + lightCol * RimEnableLighting;
				#else
				float3 rimLightMul = RimBlendMode < 3 ? lightCol * RimEnableLighting : 1;
				#endif
				poiFragData.finalColor = lilBlendColor(poiFragData.finalColor, rimColor.rgb * rimLightMul, rimDir * rimColor.a, RimBlendMode);
				poiFragData.finalColor = lilBlendColor(poiFragData.finalColor, rimIndirColor.rgb * rimLightMul, rimIndir * rimIndirColor.a, RimBlendMode);
			}
			#endif
			#endif
			#ifdef _SUNDISK_SIMPLE
			float3 RandomColorFromPoint(float2 rando, PoiMods poiMods)
			{
				fixed hue = random2(rando.x + rando.y).x;
				fixed saturation = lerp(float4(0.8,1,0,1).x, float4(0.8,1,0,1).y, rando.x);
				fixed value = lerp(float4(0.8,1,0,1).x, float4(0.8,1,0,1).y, rando.y);
				float3 hsv = float3(hue, saturation, value);
				return HSVtoRGB(hsv);
			}
			void applyGlitter(inout PoiFragData poiFragData, in PoiMesh poiMesh, in PoiCam poiCam, in PoiLight poiLight, in PoiMods poiMods)
			{
				float glitterRotationTimeOffset = 0;
				#ifdef POI_AUDIOLINK
				if ((0.0 /*_GlitterALEnabled*/))
				{
					glitterRotationTimeOffset += AudioLinkGetChronoTime((0.0 /*_GlitterALChronoRotationSpeedType*/), (0.0 /*_GlitterALChronoRotationSpeedBand*/)) * (0.0 /*_GlitterALChronoRotationSpeed*/);
				}
				#endif
				for (int glitterLayer = 0; glitterLayer < (2.0 /*_GlitterLayers*/); glitterLayer++)
				{
					float2 st = (poiMesh.uv[(0.0 /*_GlitterUV*/)] + float4(0,0,0,0).xy * _Time.x) * (311.2 /*_GlitterFrequency*/);
					float2 i_st = floor(st);
					float2 f_st = frac(st);
					float m_dist = 10.;  // minimun distance
					float2 m_point = 0;        // minimum point
					float2 randoPoint = 0;
					float2 dank = 0;
					for (int j = -1; j <= 1; j++)
					{
						for (int i = -1; i <= 1; i++)
						{
							float2 neighbor = float2(i, j);
							float2 pos = random2(i_st + neighbor + glitterLayer * 0.5141);
							float2 rando = pos;
							pos = pos * (1.0 /*_GlitterRandomLocation*/);
							float2 diff = neighbor + pos - f_st;
							float dist = length(diff);
							if (dist < m_dist)
							{
								dank = diff;
								m_dist = dist;
								m_point = pos;
								randoPoint = rando;
							}
						}
					}
					float randomFromPoint = random(randoPoint);
					float size = (0.3 /*_GlitterSize*/);
					
					if ((1.0 /*_GlitterRandomSize*/))
					{
						size = lerp(float4(0.1500469,0.5500469,0,1).x, float4(0.1500469,0.5500469,0,1).y, randomFromPoint);
					}
					#ifdef POI_AUDIOLINK
					if ((0.0 /*_GlitterALEnabled*/))
					{
						size = saturate(size + lerp(float4(0,0,0,0).x, float4(0,0,0,0).y, poiMods.audioLink[(0.0 /*_GlitterALSizeAddBand*/)]));
					}
					#endif
					half glitterAlpha = 1;
					switch((0.0 /*_GlitterShape*/))
					{
						case 0: //circle
						glitterAlpha = saturate((size - m_dist) / clamp(fwidth(m_dist), 0.0001, 1.0));
						break;
						case 1: //sqaure
						float jaggyFix = pow(poiCam.distanceToVert, 2) * (0.0 /*_GlitterJaggyFix*/);
						
						if ((0.0 /*_GlitterRandomRotation*/) == 1 || (0.0 /*_GlitterTextureRotation*/) != 0 || float4(0,0,0,0).x != 0 || float4(0,0,0,0).y != 0 || glitterRotationTimeOffset != 0)
						{
							float2 center = float2(0, 0);
							float2 glitterRandomRotationSpeed = 0;
							float randomBoy = 0;
							
							if ((0.0 /*_GlitterRandomRotation*/) || float4(0,0,0,0).x != 0 || float4(0,0,0,0).y != 0)
							{
								randomBoy = random(m_point * 200);
								glitterRandomRotationSpeed = lerp(float4(0,0,0,0).x, float4(0,0,0,0).y, randomBoy);
							}
							if (glitterRandomRotationSpeed.x + glitterRandomRotationSpeed.y + (0.0 /*_GlitterTextureRotation*/) == 0 && glitterRotationTimeOffset != 0)
							{
								glitterRandomRotationSpeed = 1;
							}
							float theta = radians((randomBoy + (_Time.x + glitterRotationTimeOffset) * ((0.0 /*_GlitterTextureRotation*/) + glitterRandomRotationSpeed)) * 360);
							float cs = cos(theta);
							float sn = sin(theta);
							dank = float2((dank.x - center.x) * cs - (dank.y - center.y) * sn + center.x, (dank.x - center.x) * sn + (dank.y - center.y) * cs + center.y);
							glitterAlpha = (1. - smoothstep(size - .1 * jaggyFix, size, abs(dank.x))) * (1. - smoothstep(size - .1 * jaggyFix, size, abs(dank.y)));
						}
						else
						{
							glitterAlpha = (1. - smoothstep(size - .1 * jaggyFix, size, abs(dank.x))) * (1. - smoothstep(size - .1 * jaggyFix, size, abs(dank.y)));
						}
						break;
					}
					float3 finalGlitter = 0;
					half3 glitterColor = poiThemeColor(poiMods, float4(0.9698113,0.08600208,0.08600208,1).rgb, (0.0 /*_GlitterColorThemeIndex*/));
					float3 norm = lerp(poiMesh.normals[0], poiMesh.normals[1], (0.0 /*_GlitterUseNormals*/));
					float3 randomRotation = 0;
					float glitterSpeedOffset = 0;
					#ifdef POI_AUDIOLINK
					if ((0.0 /*_GlitterALEnabled*/))
					{
						glitterSpeedOffset += AudioLinkGetChronoTime((0.0 /*_GlitterALChronoSparkleSpeedType*/), (0.0 /*_GlitterALChronoSparkleSpeedBand*/)) * (0.0 /*_GlitterALChronoSparkleSpeed*/);
					}
					#endif
					switch((0.0 /*_GlitterMode*/))
					{
						case 0:
						
						if ((10.0 /*_GlitterSpeed*/) + glitterSpeedOffset > 0)
						{
							randomRotation = randomFloat3WiggleRange(randoPoint, (51.7 /*_GlitterAngleRange*/), (10.0 /*_GlitterSpeed*/), glitterSpeedOffset);
						}
						else
						{
							randomRotation = randomFloat3Range(randoPoint, (51.7 /*_GlitterAngleRange*/));
						}
						float3 glitterReflectionDirection = normalize(mul(poiRotationMatrixFromAngles(randomRotation), norm));
						finalGlitter = lerp(0, (0.0 /*_GlitterMinBrightness*/) * glitterAlpha, glitterAlpha) + max(pow(saturate(dot(lerp(glitterReflectionDirection, poiCam.viewDir, (0.985 /*_GlitterBias*/)), poiCam.viewDir)), (898.0 /*_GlitterContrast*/)), 0);
						finalGlitter *= glitterAlpha;
						break;
						case 1:
						float randomOffset = random(randoPoint);
						float brightness = (sin((_Time.x * 10 + randomOffset +glitterSpeedOffset) * (10.0 /*_GlitterSpeed*/)) * .5 + .5);
						finalGlitter = max((0.0 /*_GlitterMinBrightness*/) * glitterAlpha, brightness * glitterAlpha * smoothstep(0, 1, 1 - m_dist * (0.08 /*_GlitterCenterSize*/) * 10));
						break;
						case 2:
						if ((10.0 /*_GlitterSpeed*/) + glitterSpeedOffset > 0)
						{
							randomRotation = randomFloat3WiggleRange(randoPoint, (51.7 /*_GlitterAngleRange*/), (10.0 /*_GlitterSpeed*/), glitterSpeedOffset);
						}
						else
						{
							randomRotation = randomFloat3Range(randoPoint, (51.7 /*_GlitterAngleRange*/));
						}
						float3 glitterLightReflectionDirection = normalize(mul(poiRotationMatrixFromAngles(randomRotation), norm));
						glitterAlpha *= poiLight.nDotLSaturated;
						float3 halfDir = normalize(poiLight.direction + poiCam.viewDir);
						float specAngle = max(dot(halfDir, glitterLightReflectionDirection), 0.0);
						finalGlitter = lerp(0, (0.0 /*_GlitterMinBrightness*/) * glitterAlpha, glitterAlpha) + max(pow(specAngle, (898.0 /*_GlitterContrast*/)), 0);
						glitterColor *= poiLight.directColor;
						finalGlitter *= glitterAlpha;
						break;
					}
					glitterColor *= lerp(1, poiFragData.baseColor, (0.0 /*_GlitterUseSurfaceColor*/));
					#if defined(PROP_GLITTERCOLORMAP) || !defined(OPTIMIZER_ENABLED)
					glitterColor *= POI2D_SAMPLER_PAN(_GlitterColorMap, _MainTex, poiUV(poiMesh.uv[(0.0 /*_GlitterColorMapUV*/)], float4(1,1,0,0)), float4(0,0,0,0)).rgb;
					#endif
					float2 uv = remapClamped(-size, size, dank, 0, 1);
					
					if ((0.0 /*_GlitterRandomRotation*/) == 1 || (0.0 /*_GlitterTextureRotation*/) != 0 || float4(0,0,0,0).x != 0 || float4(0,0,0,0).y && !(0.0 /*_GlitterShape*/) || glitterRotationTimeOffset != 0)
					{
						float2 fakeUVCenter = float2(.5, .5);
						float randomBoy = 0;
						float2 glitterRandomRotationSpeed = 0;
						
						if ((0.0 /*_GlitterRandomRotation*/) || float4(0,0,0,0).x != 0 || float4(0,0,0,0).y != 0)
						{
							randomBoy = random(randoPoint * 20);
							glitterRandomRotationSpeed = lerp(float4(0,0,0,0).x, float4(0,0,0,0).y, randomBoy);
						}
						if (glitterRandomRotationSpeed.x + glitterRandomRotationSpeed.y + (0.0 /*_GlitterTextureRotation*/) == 0 && glitterRotationTimeOffset != 0)
						{
							glitterRandomRotationSpeed = 1;
						}
						float theta = radians((randomBoy + (_Time.x + glitterRotationTimeOffset) * ((0.0 /*_GlitterTextureRotation*/) + glitterRandomRotationSpeed)) * 360);
						float cs = cos(theta);
						float sn = sin(theta);
						uv = float2((uv.x - fakeUVCenter.x) * cs - (uv.y - fakeUVCenter.y) * sn + fakeUVCenter.x, (uv.x - fakeUVCenter.x) * sn + (uv.y - fakeUVCenter.y) * cs + fakeUVCenter.y);
					}
					#if defined(PROP_GLITTERTEXTURE) || !defined(OPTIMIZER_ENABLED)
					float4 glitterTexture = POI2D_SAMPLER_PANGRAD(_GlitterTexture, _linear_clamp, poiUV(uv, float4(1,1,0,0)), _GlitterTexturePan, poiMesh.dx, poiMesh.dy);
					#else
					float4 glitterTexture = 1;
					#endif
					glitterColor *= glitterTexture.rgb;
					#if defined(PROP_GLITTERMASK) || !defined(OPTIMIZER_ENABLED)
					float glitterMask = POI2D_SAMPLER_PAN(_GlitterMask, _MainTex, poiUV(poiMesh.uv[(0.0 /*_GlitterMaskUV*/)], float4(1,1,0,0)), float4(0,0,0,0))[(0.0 /*_GlitterMaskChannel*/)];
					#else
					float glitterMask = 1;
					#endif
					#ifdef POI_AUDIOLINK
					if ((0.0 /*_GlitterALEnabled*/))
					{
						glitterMask = clamp(glitterMask + lerp(float4(0,0,0,0).x, float4(0,0,0,0).y, poiMods.audioLink[(0.0 /*_GlitterALAlphaAddBand*/)]), 0, glitterMask);
					}
					#endif
					if ((0.0 /*_GlitterMaskInvert*/))
					{
						glitterMask = 1 - glitterMask;
					}
					glitterMask *= lerp(1, poiLight.rampedLightMap, (0.0 /*_GlitterHideInShadow*/));
					glitterMask *= lerp(1, poiLight.directLuminance, (0.0 /*_GlitterScaleWithLighting*/));
					glitterMask *= float4(0.9698113,0.08600208,0.08600208,1).a;
					if ((0.0 /*_GlitterMaskGlobalMask*/) > 0)
					{
						glitterMask = maskBlend(glitterMask, poiMods.globalMask[(0.0 /*_GlitterMaskGlobalMask*/) - 1], (2.0 /*_GlitterMaskGlobalMaskBlendType*/));
					}
					if ((0.0 /*_GlitterRandomColors*/))
					{
						glitterColor *= RandomColorFromPoint(random2(randoPoint.x + randoPoint.y), poiMods);
					}
					
					if ((1.0 /*_GlitterHueShiftEnabled*/))
					{
						glitterColor.rgb = hueShift(glitterColor.rgb, _GlitterHueShift + _Time.x * (0.0 /*_GlitterHueShiftSpeed*/));
					}
					float GlitterbrightnessOffset = 0;
					#ifdef POI_AUDIOLINK
					if ((0.0 /*_GlitterALEnabled*/))
					{
						GlitterbrightnessOffset = max(GlitterbrightnessOffset +lerp(float4(0,0,0,0).x, float4(0,0,0,0).y, poiMods.audioLink[(0.0 /*_GlitterALMaxBrightnessBand*/)]), 0);
					}
					#endif
					
					if ((0.0 /*_GlitterBlendType*/) == 1)
					{
						poiFragData.baseColor = lerp(poiFragData.baseColor, finalGlitter * glitterColor * ((5.3 /*_GlitterBrightness*/) + GlitterbrightnessOffset), finalGlitter * glitterTexture.a * glitterMask);
						poiFragData.emission += finalGlitter * glitterColor * max(0, (((5.3 /*_GlitterBrightness*/) + GlitterbrightnessOffset) - 1) * glitterTexture.a) * glitterMask;
					}
					else
					{
						poiFragData.emission += finalGlitter * glitterColor * ((5.3 /*_GlitterBrightness*/) + GlitterbrightnessOffset) * glitterTexture.a * glitterMask;
					}
				}
			}
			#endif
			float4 frag(VertexOut i, uint facing : SV_IsFrontFace) : SV_Target
			{
				UNITY_SETUP_INSTANCE_ID(i);
				UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
				PoiMesh poiMesh;
				PoiInitStruct(PoiMesh, poiMesh);
				PoiLight poiLight;
				PoiInitStruct(PoiLight, poiLight);
				PoiVertexLights poiVertexLights;
				PoiInitStruct(PoiVertexLights, poiVertexLights);
				PoiCam poiCam;
				PoiInitStruct(PoiCam, poiCam);
				PoiMods poiMods;
				PoiInitStruct(PoiMods, poiMods);
				poiMods.globalEmission = 1;
				PoiFragData poiFragData;
				poiFragData.smoothness = 1;
				poiFragData.smoothness2 = 1;
				poiFragData.metallic = 1;
				poiFragData.specularMask = 1;
				poiFragData.reflectionMask = 1;
				poiFragData.emission = 0;
				poiFragData.baseColor = float3(0, 0, 0);
				poiFragData.finalColor = float3(0, 0, 0);
				poiFragData.alpha = 1;
				poiFragData.toggleVertexLights = 0;
				#ifdef POI_UDIMDISCARD
				applyUDIMDiscard(i);
				#endif
				poiMesh.objectPosition = mul(unity_ObjectToWorld, float4(0, 0, 0, 1)).xyz;
				poiMesh.objNormal = mul(unity_WorldToObject, i.normal);
				poiMesh.normals[0] = i.normal;
				poiMesh.tangent[0] = i.tangent.xyz;
				poiMesh.binormal[0] = cross(i.normal, i.tangent.xyz) * (i.tangent.w * unity_WorldTransformParams.w);
				poiMesh.worldPos = i.worldPos.xyz;
				poiMesh.localPos = i.localPos.xyz;
				poiMesh.vertexColor = i.vertexColor;
				poiMesh.isFrontFace = facing;
				poiMesh.dx = ddx(poiMesh.uv[0]);
				poiMesh.dy = ddy(poiMesh.uv[0]);
				#ifndef POI_PASS_OUTLINE
				if (!poiMesh.isFrontFace && (1 /*_FlipBackfaceNormals*/))
				{
					poiMesh.normals[0] *= -1;
					poiMesh.tangent[0] *= -1;
					poiMesh.binormal[0] *= -1;
				}
				#endif
				poiCam.viewDir = !IsOrthographicCamera() ? normalize(_WorldSpaceCameraPos - i.worldPos.xyz) : normalize(UNITY_MATRIX_I_V._m02_m12_m22);
				float3 tanToWorld0 = float3(poiMesh.tangent[0].x, poiMesh.binormal[0].x, poiMesh.normals[0].x);
				float3 tanToWorld1 = float3(poiMesh.tangent[0].y, poiMesh.binormal[0].y, poiMesh.normals[0].y);
				float3 tanToWorld2 = float3(poiMesh.tangent[0].z, poiMesh.binormal[0].z, poiMesh.normals[0].z);
				float3 ase_tanViewDir = tanToWorld0 * poiCam.viewDir.x + tanToWorld1 * poiCam.viewDir.y + tanToWorld2 * poiCam.viewDir.z;
				poiCam.tangentViewDir = normalize(ase_tanViewDir);
				#if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)
				poiMesh.lightmapUV = i.lightmapUV;
				#endif
				poiMesh.parallaxUV = poiCam.tangentViewDir.xy / max(poiCam.tangentViewDir.z, 0.0001);
				poiMesh.uv[0] = i.uv[0].xy;
				poiMesh.uv[1] = i.uv[0].zw;
				poiMesh.uv[2] = i.uv[1].xy;
				poiMesh.uv[3] = i.uv[1].zw;
				poiMesh.uv[4] = poiMesh.uv[0];
				poiMesh.uv[5] = poiMesh.uv[0];
				poiMesh.uv[6] = poiMesh.uv[0];
				poiMesh.uv[7] = poiMesh.uv[0];
				poiMesh.uv[8] = poiMesh.uv[0];
				poiMesh.uv[4] = calculatePanosphereUV(poiMesh);
				poiMesh.uv[5] = calculateWorldUV(poiMesh);
				poiMesh.uv[6] = calculatePolarCoordinate(poiMesh);
				poiMesh.uv[8] = calculatelocalUV(poiMesh);
				poiMods.globalMask[0] = 1;
				poiMods.globalMask[1] = 1;
				poiMods.globalMask[2] = 1;
				poiMods.globalMask[3] = 1;
				poiMods.globalMask[4] = 1;
				poiMods.globalMask[5] = 1;
				poiMods.globalMask[6] = 1;
				poiMods.globalMask[7] = 1;
				poiMods.globalMask[8] = 1;
				poiMods.globalMask[9] = 1;
				poiMods.globalMask[10] = 1;
				poiMods.globalMask[11] = 1;
				poiMods.globalMask[12] = 1;
				poiMods.globalMask[13] = 1;
				poiMods.globalMask[14] = 1;
				poiMods.globalMask[15] = 1;
				ApplyGlobalMaskModifiers(poiMesh, poiMods, poiCam);
				float2 mainUV = poiUV(poiMesh.uv[(0.0 /*_MainTexUV*/)].xy, float4(1,1,0,0));
				if ((0.0 /*_MainPixelMode*/))
				{
					mainUV = sharpSample(float4(0.0002441406,0.0002441406,4096,4096), mainUV);
				}
				float4 mainTexture = POI2D_SAMPLER_PAN_STOCHASTIC(_MainTex, _MainTex, mainUV, float4(0,0,0,0), (0.0 /*_MainTexStochastic*/));
				#if defined(PROP_BUMPMAP) || !defined(OPTIMIZER_ENABLED)
				poiMesh.tangentSpaceNormal = UnpackScaleNormal(POI2D_SAMPLER_PAN_STOCHASTIC(_BumpMap, _MainTex, poiUV(poiMesh.uv[(0.0 /*_BumpMapUV*/)].xy, float4(1,1,0,0)), float4(0,0,0,0), (0.0 /*_BumpMapStochastic*/)), (4.13 /*_BumpScale*/));
				#else
				poiMesh.tangentSpaceNormal = UnpackNormal(float4(0.5, 0.5, 1, 1));
				#endif
				float3 tangentSpaceNormal = UnpackNormal(float4(0.5, 0.5, 1, 1));
				poiMesh.normals[0] = normalize(
				tangentSpaceNormal.x * poiMesh.tangent[0] +
				tangentSpaceNormal.y * poiMesh.binormal[0] +
				tangentSpaceNormal.z * poiMesh.normals[0]
				);
				poiMesh.normals[1] = normalize(
				poiMesh.tangentSpaceNormal.x * poiMesh.tangent[0] +
				poiMesh.tangentSpaceNormal.y * poiMesh.binormal[0] +
				poiMesh.tangentSpaceNormal.z * poiMesh.normals[0]
				);
				poiMesh.tangent[1] = cross(poiMesh.binormal[0], -poiMesh.normals[1]);
				poiMesh.binormal[1] = cross(-poiMesh.normals[1], poiMesh.tangent[0]);
				poiCam.forwardDir = getCameraForward();
				poiCam.worldPos = _WorldSpaceCameraPos;
				poiCam.reflectionDir = reflect(-poiCam.viewDir, poiMesh.normals[1]);
				poiCam.vertexReflectionDir = reflect(-poiCam.viewDir, poiMesh.normals[0]);
				poiCam.clipPos = i.pos;
				poiCam.distanceToVert = distance(poiMesh.worldPos, poiCam.worldPos);
				poiCam.posScreenSpace = poiTransformClipSpacetoScreenSpaceFrag(poiCam.clipPos);
				#if defined(POI_GRABPASS) && defined(POI_PASS_BASE)
				poiCam.screenUV = poiCam.clipPos.xy / poiGetWidthAndHeight(_PoiGrab2);
				#else
				poiCam.screenUV = poiCam.clipPos.xy / _ScreenParams.xy;
				#endif
				#ifdef UNITY_SINGLE_PASS_STEREO
				poiCam.posScreenSpace.x = poiCam.posScreenSpace.x * 0.5;
				#endif
				poiCam.posScreenPixels = calcPixelScreenUVs(poiCam.posScreenSpace);
				poiCam.vDotN = abs(dot(poiCam.viewDir, poiMesh.normals[1]));
				poiCam.worldDirection.xyz = poiMesh.worldPos.xyz - poiCam.worldPos;
				poiCam.worldDirection.w = dot(poiCam.clipPos, CalculateFrustumCorrection());
				calculateGlobalThemes(poiMods);
				poiLight.finalLightAdd = 0;
				#if defined(PROP_LIGHTINGAOMAPS) || !defined(OPTIMIZER_ENABLED)
				float4 AOMaps = POI2D_SAMPLER_PAN(_LightingAOMaps, _MainTex, poiUV(poiMesh.uv[(0.0 /*_LightingAOMapsUV*/)], float4(1,1,0,0)), float4(0,0,0,0));
				poiLight.occlusion = min(min(min(lerp(1, AOMaps.r, (1.0 /*_LightDataAOStrengthR*/)), lerp(1, AOMaps.g, (0.0 /*_LightDataAOStrengthG*/))), lerp(1, AOMaps.b, (0.0 /*_LightDataAOStrengthB*/))), lerp(1, AOMaps.a, (0.0 /*_LightDataAOStrengthA*/)));
				#else
				poiLight.occlusion = 1;
				#endif
				if ((0.0 /*_LightDataAOGlobalMaskR*/) > 0)
				{
					poiLight.occlusion = maskBlend(poiLight.occlusion, poiMods.globalMask[(0.0 /*_LightDataAOGlobalMaskR*/) - 1], (2.0 /*_LightDataAOGlobalMaskBlendTypeR*/));
				}
				#if defined(PROP_LIGHTINGDETAILSHADOWMAPS) || !defined(OPTIMIZER_ENABLED)
				float4 DetailShadows = POI2D_SAMPLER_PAN(_LightingDetailShadowMaps, _MainTex, poiUV(poiMesh.uv[(0.0 /*_LightingDetailShadowMapsUV*/)], float4(1,1,0,0)), float4(0,0,0,0));
				#ifndef POI_PASS_ADD
				poiLight.detailShadow = lerp(1, DetailShadows.r, (1.0 /*_LightingDetailShadowStrengthR*/)) * lerp(1, DetailShadows.g, (0.0 /*_LightingDetailShadowStrengthG*/)) * lerp(1, DetailShadows.b, (0.0 /*_LightingDetailShadowStrengthB*/)) * lerp(1, DetailShadows.a, (0.0 /*_LightingDetailShadowStrengthA*/));
				#else
				poiLight.detailShadow = lerp(1, DetailShadows.r, (1.0 /*_LightingAddDetailShadowStrengthR*/)) * lerp(1, DetailShadows.g, (0.0 /*_LightingAddDetailShadowStrengthG*/)) * lerp(1, DetailShadows.b, (0.0 /*_LightingAddDetailShadowStrengthB*/)) * lerp(1, DetailShadows.a, (0.0 /*_LightingAddDetailShadowStrengthA*/));
				#endif
				#else
				poiLight.detailShadow = 1;
				#endif
				if ((0.0 /*_LightDataDetailShadowGlobalMaskR*/) > 0)
				{
					poiLight.detailShadow = maskBlend(poiLight.detailShadow, poiMods.globalMask[(0.0 /*_LightDataDetailShadowGlobalMaskR*/) - 1], (2.0 /*_LightDataDetailShadowGlobalMaskBlendTypeR*/));
				}
				#if defined(PROP_LIGHTINGSHADOWMASKS) || !defined(OPTIMIZER_ENABLED)
				float4 ShadowMasks = POI2D_SAMPLER_PAN(_LightingShadowMasks, _MainTex, poiUV(poiMesh.uv[(0.0 /*_LightingShadowMasksUV*/)], float4(1,1,0,0)), float4(0,0,0,0));
				poiLight.shadowMask = lerp(1, ShadowMasks.r, (1.0 /*_LightingShadowMaskStrengthR*/)) * lerp(1, ShadowMasks.g, (0.0 /*_LightingShadowMaskStrengthG*/)) * lerp(1, ShadowMasks.b, (0.0 /*_LightingShadowMaskStrengthB*/)) * lerp(1, ShadowMasks.a, (0.0 /*_LightingShadowMaskStrengthA*/));
				#else
				poiLight.shadowMask = 1;
				#endif
				if ((0.0 /*_LightDataShadowMaskGlobalMaskR*/) > 0)
				{
					poiLight.shadowMask = maskBlend(poiLight.shadowMask, poiMods.globalMask[(0.0 /*_LightDataShadowMaskGlobalMaskR*/) - 1], (2.0 /*_LightDataShadowMaskGlobalMaskBlendTypeR*/));
				}
				#ifdef UNITY_PASS_FORWARDBASE
				bool lightExists = false;
				if (any(_LightColor0.rgb >= 0.002))
				{
					lightExists = true;
				}
				if ((1.0 /*_LightingVertexLightingEnabled*/))
				{
					poiFragData.toggleVertexLights = 1;
				}
				if (IsInMirror() && (1.0 /*_LightingMirrorVertexLightingEnabled*/) == 0)
				{
					poiFragData.toggleVertexLights = 0;
				}
				if ((1.0 /*_LightingVertexLightingEnabled*/))
				{
					#if defined(VERTEXLIGHT_ON)
					float4 toLightX = unity_4LightPosX0 - i.worldPos.x;
					float4 toLightY = unity_4LightPosY0 - i.worldPos.y;
					float4 toLightZ = unity_4LightPosZ0 - i.worldPos.z;
					float4 lengthSq = 0;
					lengthSq += toLightX * toLightX;
					lengthSq += toLightY * toLightY;
					lengthSq += toLightZ * toLightZ;
					float4 lightAttenSq = unity_4LightAtten0;
					float4 atten = 1.0 / (1.0 + lengthSq * lightAttenSq);
					float4 vLightWeight = saturate(1 - (lengthSq * lightAttenSq / 25));
					poiLight.vAttenuation = min(atten, vLightWeight * vLightWeight);
					poiLight.vDotNL = 0;
					poiLight.vDotNL += toLightX * poiMesh.normals[1].x;
					poiLight.vDotNL += toLightY * poiMesh.normals[1].y;
					poiLight.vDotNL += toLightZ * poiMesh.normals[1].z;
					float4 corr = rsqrt(lengthSq);
					poiLight.vertexVDotNL = max(0, poiLight.vDotNL * corr);
					poiLight.vertexVDotNL = 0;
					poiLight.vertexVDotNL += toLightX * poiMesh.normals[0].x;
					poiLight.vertexVDotNL += toLightY * poiMesh.normals[0].y;
					poiLight.vertexVDotNL += toLightZ * poiMesh.normals[0].z;
					poiLight.vertexVDotNL = max(0, poiLight.vDotNL * corr);
					poiLight.vSaturatedDotNL = saturate(poiLight.vDotNL);
					[unroll]
					for (int index = 0; index < 4; index++)
					{
						poiLight.vPosition[index] = float3(unity_4LightPosX0[index], unity_4LightPosY0[index], unity_4LightPosZ0[index]);
						float3 vertexToLightSource = poiLight.vPosition[index] - poiMesh.worldPos;
						poiLight.vDirection[index] = normalize(vertexToLightSource);
						poiLight.vColor[index] = (0.0 /*_LightingAdditiveLimited*/) ? MaxLuminance(unity_LightColor[index].rgb * poiLight.vAttenuation[index], (1.0 /*_LightingAdditiveLimit*/)) : unity_LightColor[index].rgb * poiLight.vAttenuation[index];
						poiLight.vColor[index] = lerp(poiLight.vColor[index], dot(poiLight.vColor[index], float3(0.299, 0.587, 0.114)), (0.0 /*_LightingAdditiveMonochromatic*/));
						poiLight.vHalfDir[index] = Unity_SafeNormalize(poiLight.vDirection[index] + poiCam.viewDir);
						poiLight.vDotNL[index] = dot(poiMesh.normals[1], poiLight.vDirection[index]);
						poiLight.vCorrectedDotNL[index] = .5 * (poiLight.vDotNL[index] + 1);
						poiLight.vDotLH[index] = saturate(dot(poiLight.vDirection[index], poiLight.vHalfDir[index]));
						poiLight.vDotNH[index] = dot(poiMesh.normals[1], poiLight.vHalfDir[index]);
						poiLight.vertexVDotNH[index] = saturate(dot(poiMesh.normals[0], poiLight.vHalfDir[index]));
					}
					#endif
				}
				if ((0.0 /*_LightingColorMode*/) == 0) // Poi Custom Light Color
				{
					float3 magic = max(BetterSH9(normalize(unity_SHAr + unity_SHAg + unity_SHAb)), 0);
					float3 normalLight = _LightColor0.rgb + BetterSH9(float4(0, 0, 0, 1));
					float magiLumi = calculateluminance(magic);
					float normaLumi = calculateluminance(normalLight);
					float maginormalumi = magiLumi + normaLumi;
					float magiratio = magiLumi / maginormalumi;
					float normaRatio = normaLumi / maginormalumi;
					float target = calculateluminance(magic * magiratio + normalLight * normaRatio);
					float3 properLightColor = magic + normalLight;
					float properLuminance = calculateluminance(magic + normalLight);
					poiLight.directColor = properLightColor * max(0.0001, (target / properLuminance));
					poiLight.indirectColor = BetterSH9(float4(lerp(0, poiMesh.normals[1], (0.0 /*_LightingIndirectUsesNormals*/)), 1));
				}
				if ((0.0 /*_LightingColorMode*/) == 1) // More standard approach to light color
				{
					float3 indirectColor = BetterSH9(float4(poiMesh.normals[1], 1));
					if (lightExists)
					{
						poiLight.directColor = _LightColor0.rgb;
						poiLight.indirectColor = indirectColor;
					}
					else
					{
						poiLight.directColor = indirectColor * 0.6;
						poiLight.indirectColor = indirectColor * 0.5;
					}
				}
				if ((0.0 /*_LightingColorMode*/) == 2) // UTS style
				{
					poiLight.indirectColor = saturate(max(half3(0.05, 0.05, 0.05) * (1.0 /*_Unlit_Intensity*/), max(ShadeSH9(half4(0.0, 0.0, 0.0, 1.0)), ShadeSH9(half4(0.0, -1.0, 0.0, 1.0)).rgb) * (1.0 /*_Unlit_Intensity*/)));
					poiLight.directColor = max(poiLight.indirectColor, _LightColor0.rgb);
				}
				if ((0.0 /*_LightingColorMode*/) == 3) // OpenLit
				{
					float3 lightDirectionForSH9 = OpenLitLightingDirectionForSH9();
					OpenLitShadeSH9ToonDouble(lightDirectionForSH9, poiLight.directColor, poiLight.indirectColor);
					poiLight.directColor += _LightColor0.rgb;
				}
				float lightMapMode = (0.0 /*_LightingMapMode*/);
				if ((0.0 /*_LightingDirectionMode*/) == 0)
				{
					poiLight.direction = _WorldSpaceLightPos0.xyz + unity_SHAr.xyz + unity_SHAg.xyz + unity_SHAb.xyz;
				}
				if ((0.0 /*_LightingDirectionMode*/) == 1 || (0.0 /*_LightingDirectionMode*/) == 2)
				{
					if ((0.0 /*_LightingDirectionMode*/) == 1)
					{
						poiLight.direction = mul(unity_ObjectToWorld, float4(0,0,0,1)).xyz;;
					}
					if ((0.0 /*_LightingDirectionMode*/) == 2)
					{
						poiLight.direction = float4(0,0,0,1);
					}
					if (lightMapMode == 0)
					{
						lightMapMode == 1;
					}
				}
				if ((0.0 /*_LightingDirectionMode*/) == 3) // UTS
				{
					float3 defaultLightDirection = normalize(UNITY_MATRIX_V[2].xyz + UNITY_MATRIX_V[1].xyz);
					float3 lightDirection = normalize(lerp(defaultLightDirection, _WorldSpaceLightPos0.xyz, any(_WorldSpaceLightPos0.xyz)));
					poiLight.direction = lightDirection;
				}
				if ((0.0 /*_LightingDirectionMode*/) == 4) // OpenLit
				{
					poiLight.direction = OpenLitLightingDirection(); // float4 customDir = 0; // Do we want to give users to alter this (OpenLit always does!)?
				}
				if ((0.0 /*_LightingDirectionMode*/) == 5) // View Direction
				{
					float3 upViewDir = normalize(UNITY_MATRIX_V[1].xyz);
					float3 rightViewDir = normalize(UNITY_MATRIX_V[0].xyz);
					float yawOffset_Rads = radians(!IsInMirror() ? - (0.0 /*_LightingViewDirOffsetYaw*/) : (0.0 /*_LightingViewDirOffsetYaw*/));
					float3 rotatedViewYaw = normalize(RotateAroundAxis(rightViewDir, upViewDir, yawOffset_Rads));
					float3 rotatedViewCameraMeshOffset = RotateAroundAxis((getCameraPosition() - (poiMesh.worldPos)), upViewDir, yawOffset_Rads);
					float pitchOffset_Rads = radians(!IsInMirror() ? (0.0 /*_LightingViewDirOffsetPitch*/) : - (0.0 /*_LightingViewDirOffsetPitch*/));
					float3 rotatedViewPitch = RotateAroundAxis(rotatedViewCameraMeshOffset, rotatedViewYaw, pitchOffset_Rads);
					poiLight.direction = normalize(rotatedViewPitch);
				}
				if (!any(poiLight.direction))
				{
					poiLight.direction = float3(.4, 1, .4);
				}
				poiLight.direction = normalize(poiLight.direction);
				poiLight.attenuationStrength = (0.0 /*_LightingCastedShadows*/);
				poiLight.attenuation = 1;
				if (!all(_LightColor0.rgb == 0.0))
				{
					UNITY_LIGHT_ATTENUATION(attenuation, i, poiMesh.worldPos)
					poiLight.attenuation *= attenuation;
				}
				#if defined(HANDLE_SHADOWS_BLENDING_IN_GI)
				half bakedAtten = UnitySampleBakedOcclusion(poiMesh.lightmapUV.xy, poiMesh.worldPos);
				float zDist = dot(_WorldSpaceCameraPos - poiMesh.worldPos, UNITY_MATRIX_V[2].xyz);
				float fadeDist = UnityComputeShadowFadeDistance(poiMesh.worldPos, zDist);
				poiLight.attenuation = UnityMixRealtimeAndBakedShadows(poiLight.attenuation, bakedAtten, UnityComputeShadowFade(fadeDist));
				#endif
				#ifdef RALIV_PENETRATION
				if ((0.0 /*_PenetratorEnabled*/) || (0.0 /*_OrifaceEnabled*/))
				{
					if ((1.0 /*_RalivDPSDisableShadowCaster*/))
					{
						poiLight.attenuation = 1;
					}
				}
				#endif
				if (!any(poiLight.directColor) && !any(poiLight.indirectColor) && lightMapMode == 0)
				{
					lightMapMode = 1;
					if ((0.0 /*_LightingDirectionMode*/) == 0)
					{
						poiLight.direction = normalize(float3(.4, 1, .4));
					}
				}
				poiLight.halfDir = normalize(poiLight.direction + poiCam.viewDir);
				poiLight.vertexNDotL = dot(poiMesh.normals[0], poiLight.direction);
				poiLight.nDotL = dot(poiMesh.normals[1], poiLight.direction);
				poiLight.nDotLSaturated = saturate(poiLight.nDotL);
				poiLight.nDotLNormalized = (poiLight.nDotL + 1) * 0.5;
				poiLight.nDotV = abs(dot(poiMesh.normals[1], poiCam.viewDir));
				poiLight.vertexNDotV = abs(dot(poiMesh.normals[0], poiCam.viewDir));
				poiLight.nDotH = dot(poiMesh.normals[1], poiLight.halfDir);
				poiLight.vertexNDotH = max(0.00001, dot(poiMesh.normals[0], poiLight.halfDir));
				poiLight.lDotv = dot(poiLight.direction, poiCam.viewDir);
				poiLight.lDotH = max(0.00001, dot(poiLight.direction, poiLight.halfDir));
				if (lightMapMode == 0)
				{
					float3 ShadeSH9Plus = GetSHLength();
					float3 ShadeSH9Minus = float3(unity_SHAr.w, unity_SHAg.w, unity_SHAb.w) + float3(unity_SHBr.z, unity_SHBg.z, unity_SHBb.z) / 3.0;
					float3 greyScaleVector = float3(.33333, .33333, .33333);
					float bw_lightColor = dot(poiLight.directColor, greyScaleVector);
					float bw_directLighting = (((poiLight.nDotL * 0.5 + 0.5) * bw_lightColor * lerp(1, poiLight.attenuation, poiLight.attenuationStrength)) + dot(ShadeSH9(float4(poiMesh.normals[1], 1)), greyScaleVector));
					float bw_directLightingNoAtten = (((poiLight.nDotL * 0.5 + 0.5) * bw_lightColor) + dot(ShadeSH9(float4(poiMesh.normals[1], 1)), greyScaleVector));
					float bw_bottomIndirectLighting = dot(ShadeSH9Minus, greyScaleVector);
					float bw_topIndirectLighting = dot(ShadeSH9Plus, greyScaleVector);
					float lightDifference = ((bw_topIndirectLighting + bw_lightColor) - bw_bottomIndirectLighting);
					poiLight.lightMap = smoothstep(0, lightDifference, bw_directLighting - bw_bottomIndirectLighting);
					poiLight.lightMapNoAttenuation = smoothstep(0, lightDifference, bw_directLightingNoAtten - bw_bottomIndirectLighting);
				}
				if (lightMapMode == 1)
				{
					poiLight.lightMapNoAttenuation = poiLight.nDotLNormalized;
					poiLight.lightMap = poiLight.nDotLNormalized * lerp(1, poiLight.attenuation, poiLight.attenuationStrength);
				}
				if (lightMapMode == 2)
				{
					poiLight.lightMapNoAttenuation = poiLight.nDotLSaturated;
					poiLight.lightMap = poiLight.nDotLSaturated * lerp(1, poiLight.attenuation, poiLight.attenuationStrength);
				}
				if (lightMapMode == 3)
				{
					poiLight.lightMapNoAttenuation = 1;
					poiLight.lightMap = lerp(1, poiLight.attenuation, poiLight.attenuationStrength);
				}
				poiLight.lightMapNoAttenuation *= poiLight.detailShadow;
				poiLight.lightMap *= poiLight.detailShadow;
				poiLight.directColor = max(poiLight.directColor, 0.0001);
				poiLight.indirectColor = max(poiLight.indirectColor, 0.0001);
				if ((0.0 /*_LightingColorMode*/) == 3)
				{
					poiLight.directColor = max(poiLight.directColor, (0.0 /*_LightingMinLightBrightness*/));
				}
				else
				{
					poiLight.directColor = max(poiLight.directColor, poiLight.directColor * min(10000, ((0.0 /*_LightingMinLightBrightness*/) * rcp(calculateluminance(poiLight.directColor)))));
					poiLight.indirectColor = max(poiLight.indirectColor, poiLight.indirectColor * min(10000, ((0.0 /*_LightingMinLightBrightness*/) * rcp(calculateluminance(poiLight.indirectColor)))));
				}
				poiLight.directColor = lerp(poiLight.directColor, dot(poiLight.directColor, float3(0.299, 0.587, 0.114)), (0.0 /*_LightingMonochromatic*/));
				poiLight.indirectColor = lerp(poiLight.indirectColor, dot(poiLight.indirectColor, float3(0.299, 0.587, 0.114)), (0.0 /*_LightingMonochromatic*/));
				if ((1.0 /*_LightingCapEnabled*/))
				{
					poiLight.directColor = min(poiLight.directColor, (1.0 /*_LightingCap*/));
					poiLight.indirectColor = min(poiLight.indirectColor, (1.0 /*_LightingCap*/));
				}
				if ((0.0 /*_LightingForceColorEnabled*/))
				{
					poiLight.directColor = poiThemeColor(poiMods, float4(1,1,1,1), (0.0 /*_LightingForcedColorThemeIndex*/));
				}
				#ifdef UNITY_PASS_FORWARDBASE
				poiLight.directColor = max(poiLight.directColor * (1.0 /*_PPLightingMultiplier*/), 0);
				poiLight.directColor = max(poiLight.directColor + (0.0 /*_PPLightingAddition*/), 0);
				poiLight.indirectColor = max(poiLight.indirectColor * (1.0 /*_PPLightingMultiplier*/), 0);
				poiLight.indirectColor = max(poiLight.indirectColor + (0.0 /*_PPLightingAddition*/), 0);
				#endif
				#endif
				#ifdef POI_PASS_ADD
				if (!(1.0 /*_LightingAdditiveEnable*/))
				{
					return float4(mainTexture.rgb * .0001, 1);
				}
				#if defined(DIRECTIONAL)
				if ((1.0 /*_DisableDirectionalInAdd*/))
				{
					return float4(mainTexture.rgb * .0001, 1);
				}
				#endif
				poiLight.direction = normalize(_WorldSpaceLightPos0.xyz - i.worldPos.xyz * _WorldSpaceLightPos0.w);
				#if defined(POINT) || defined(SPOT)
				#ifdef POINT
				unityShadowCoord3 lightCoord = mul(unity_WorldToLight, unityShadowCoord4(poiMesh.worldPos, 1)).xyz;
				poiLight.attenuation = tex2D(_LightTexture0, dot(lightCoord, lightCoord).rr).r;
				#endif
				#ifdef SPOT
				unityShadowCoord4 lightCoord = mul(unity_WorldToLight, unityShadowCoord4(poiMesh.worldPos, 1));
				poiLight.attenuation = (lightCoord.z > 0) * UnitySpotCookie(lightCoord) * UnitySpotAttenuate(lightCoord.xyz);
				#endif
				#else
				UNITY_LIGHT_ATTENUATION(attenuation, i, poiMesh.worldPos)
				poiLight.attenuation = attenuation;
				#endif
				poiLight.additiveShadow = UNITY_SHADOW_ATTENUATION(i, poiMesh.worldPos);
				poiLight.attenuationStrength = (1.0 /*_LightingAdditiveCastedShadows*/);
				poiLight.directColor = (0.0 /*_LightingAdditiveLimited*/) ? MaxLuminance(_LightColor0.rgb * poiLight.attenuation, (1.0 /*_LightingAdditiveLimit*/)) : _LightColor0.rgb * poiLight.attenuation;
				#if defined(POINT_COOKIE) || defined(DIRECTIONAL_COOKIE)
				poiLight.indirectColor = 0;
				#else
				poiLight.indirectColor = lerp(0, poiLight.directColor, (0.5 /*_LightingAdditivePassthrough*/));
				poiLight.indirectColor = (0.0 /*_LightingAdditiveLimited*/) ? MaxLuminance(poiLight.indirectColor, (1.0 /*_LightingAdditiveLimit*/)) : poiLight.indirectColor;
				#endif
				poiLight.directColor = lerp(poiLight.directColor, dot(poiLight.directColor, float3(0.299, 0.587, 0.114)), (0.0 /*_LightingAdditiveMonochromatic*/));
				poiLight.indirectColor = lerp(poiLight.indirectColor, dot(poiLight.indirectColor, float3(0.299, 0.587, 0.114)), (0.0 /*_LightingAdditiveMonochromatic*/));
				poiLight.halfDir = normalize(poiLight.direction + poiCam.viewDir);
				poiLight.nDotL = dot(poiMesh.normals[1], poiLight.direction);
				poiLight.nDotLSaturated = saturate(poiLight.nDotL);
				poiLight.nDotLNormalized = (poiLight.nDotL + 1) * 0.5;
				poiLight.nDotV = abs(dot(poiMesh.normals[1], poiCam.viewDir));
				poiLight.nDotH = dot(poiMesh.normals[1], poiLight.halfDir);
				poiLight.lDotv = dot(poiLight.direction, poiCam.viewDir);
				poiLight.lDotH = dot(poiLight.direction, poiLight.halfDir);
				poiLight.vertexNDotL = dot(poiMesh.normals[0], poiLight.direction);
				poiLight.vertexNDotV = abs(dot(poiMesh.normals[0], poiCam.viewDir));
				poiLight.vertexNDotH = max(0.00001, dot(poiMesh.normals[0], poiLight.halfDir));
				if ((0.0 /*_LightingMapMode*/) == 0 || (0.0 /*_LightingMapMode*/) == 1 || (0.0 /*_LightingMapMode*/) == 2)
				{
					poiLight.lightMap = poiLight.nDotLNormalized;
				}
				if ((0.0 /*_LightingMapMode*/) == 3)
				{
					poiLight.lightMap = 1;
				}
				poiLight.lightMap *= poiLight.detailShadow;
				poiLight.lightMapNoAttenuation = poiLight.lightMap;
				poiLight.lightMap *= lerp(1, poiLight.additiveShadow, poiLight.attenuationStrength);
				#endif
				poiFragData.baseColor = mainTexture.rgb * poiThemeColor(poiMods, float4(1,1,1,1).rgb, (0.0 /*_ColorThemeIndex*/));
				poiFragData.alpha = mainTexture.a * float4(1,1,1,1).a;
				#ifdef COLOR_GRADING_HDR
				#if defined(PROP_MAINCOLORADJUSTTEXTURE) || !defined(OPTIMIZER_ENABLED)
				float4 hueShiftAlpha = POI2D_SAMPLER_PAN(_MainColorAdjustTexture, _MainTex, poiUV(poiMesh.uv[(0.0 /*_MainColorAdjustTextureUV*/)], float4(1,1,0,0)), float4(0,0,0,0));
				#else
				float4 hueShiftAlpha = 1;
				#endif
				if ((0.0 /*_MainHueGlobalMask*/) > 0)
				{
					hueShiftAlpha.r = maskBlend(hueShiftAlpha.r, poiMods.globalMask[(0.0 /*_MainHueGlobalMask*/) - 1], (2.0 /*_MainHueGlobalMaskBlendType*/));
				}
				if ((0.0 /*_MainSaturationGlobalMask*/) > 0)
				{
					hueShiftAlpha.b = maskBlend(hueShiftAlpha.b, poiMods.globalMask[(0.0 /*_MainSaturationGlobalMask*/) - 1], (2.0 /*_MainSaturationGlobalMaskBlendType*/));
				}
				if ((0.0 /*_MainBrightnessGlobalMask*/) > 0)
				{
					hueShiftAlpha.g = maskBlend(hueShiftAlpha.g, poiMods.globalMask[(0.0 /*_MainBrightnessGlobalMask*/) - 1], (2.0 /*_MainBrightnessGlobalMaskBlendType*/));
				}
				if ((1.0 /*_MainHueShiftToggle*/) == 1)
				{
					float shift = _MainHueShift;
					#ifdef POI_AUDIOLINK
					if (poiMods.audioLinkAvailable && (0.0 /*_MainHueALCTEnabled*/))
					{
						shift += AudioLinkGetChronoTime((0.0 /*_MainALHueShiftCTIndex*/), (0.0 /*_MainALHueShiftBand*/)) * (1.0 /*_MainHueALMotionSpeed*/);
					}
					#endif
					if ((1.0 /*_MainHueShiftReplace*/))
					{
						poiFragData.baseColor = lerp(poiFragData.baseColor, hueShift(poiFragData.baseColor, shift + (0.0 /*_MainHueShiftSpeed*/) * _Time.x), hueShiftAlpha.r);
					}
					else
					{
						poiFragData.baseColor = hueShift(poiFragData.baseColor, frac((shift - (1 - hueShiftAlpha.r) + (0.0 /*_MainHueShiftSpeed*/) * _Time.x)));
					}
				}
				if ((0.0 /*_MainGradationStrength*/) && (0.0 /*_ColorGradingToggle*/))
				{
					#if !defined(UNITY_COLORSPACE_GAMMA)
					float3 tempColor = OpenLitLinearToSRGB(poiFragData.baseColor);
					#else
					float3 tempColor = poiFragData.baseColor;
					#endif
					#if defined(PROP_MAINGRADATIONTEX) || !defined(OPTIMIZER_ENABLED)
					tempColor.r = POI_SAMPLE_1D_X(_MainGradationTex, sampler_linear_clamp, tempColor.r).r;
					tempColor.g = POI_SAMPLE_1D_X(_MainGradationTex, sampler_linear_clamp, tempColor.g).g;
					tempColor.b = POI_SAMPLE_1D_X(_MainGradationTex, sampler_linear_clamp, tempColor.b).b;
					#else
					tempColor = float3(1, 1, 1);
					#endif
					#if !defined(UNITY_COLORSPACE_GAMMA)
					tempColor = OpenLitSRGBToLinear(tempColor);
					#endif
					poiFragData.baseColor = lerp(poiFragData.baseColor, tempColor, (0.0 /*_MainGradationStrength*/));
				}
				poiFragData.baseColor = lerp(poiFragData.baseColor, dot(poiFragData.baseColor, float3(0.3, 0.59, 0.11)), - ((0.0 /*_Saturation*/)) * hueShiftAlpha.b);
				poiFragData.baseColor = saturate(lerp(poiFragData.baseColor, poiFragData.baseColor * ((0.0 /*_MainBrightness*/) + 1), hueShiftAlpha.g));
				#endif
				#if defined(PROP_ALPHAMASK) || !defined(OPTIMIZER_ENABLED)
				if ((2.0 /*_MainAlphaMaskMode*/))
				{
					float alphaMask = POI2D_SAMPLER_PAN(_AlphaMask, _MainTex, poiUV(poiMesh.uv[(0.0 /*_AlphaMaskUV*/)], float4(1,1,0,0)), float4(0,0,0,0).xy).r;
					alphaMask = saturate(alphaMask * (1.0 /*_AlphaMaskScale*/) + (0.0 /*_AlphaMaskValue*/));
					if ((0.0 /*_AlphaMaskInvert*/)) alphaMask = 1 - alphaMask;
					if ((2.0 /*_MainAlphaMaskMode*/) == 1) poiFragData.alpha = alphaMask;
					if ((2.0 /*_MainAlphaMaskMode*/) == 2) poiFragData.alpha = poiFragData.alpha * alphaMask;
					if ((2.0 /*_MainAlphaMaskMode*/) == 3) poiFragData.alpha = saturate(poiFragData.alpha + alphaMask);
					if ((2.0 /*_MainAlphaMaskMode*/) == 4) poiFragData.alpha = saturate(poiFragData.alpha - alphaMask);
				}
				#endif
				applyAlphaOptions(poiFragData, poiMesh, poiCam, poiMods);
				#if defined(_LIGHTINGMODE_SHADEMAP) && defined(VIGNETTE_MASKED)
				#ifndef POI_PASS_OUTLINE
				#endif
				#endif
				#ifdef VIGNETTE_MASKED
				#ifdef POI_PASS_OUTLINE
				if ((1.0 /*_OutlineLit*/))
				{
					calculateShading(poiLight, poiFragData, poiMesh, poiCam);
				}
				else
				{
					poiLight.finalLighting = 1;
				}
				#else
				calculateShading(poiLight, poiFragData, poiMesh, poiCam);
				#endif
				#else
				poiLight.finalLighting = 1;
				poiLight.rampedLightMap = poiEdgeNonLinear(poiLight.nDotL, 0.1, .1);
				#endif
				if ((0.0 /*_ShadingRampedLightMapApplyGlobalMaskIndex*/) > 0)
				{
					applyToGlobalMask(poiMods, (0.0 /*_ShadingRampedLightMapApplyGlobalMaskIndex*/) - 1, (2.0 /*_ShadingRampedLightMapApplyGlobalMaskBlendType*/), poiLight.rampedLightMap);
				}
				if ((0.0 /*_ShadingRampedLightMapInverseApplyGlobalMaskIndex*/) > 0)
				{
					applyToGlobalMask(poiMods, (0.0 /*_ShadingRampedLightMapInverseApplyGlobalMaskIndex*/) - 1, (2.0 /*_ShadingRampedLightMapInverseApplyGlobalMaskBlendType*/), 1 - poiLight.rampedLightMap);
				}
				poiLight.directLuminance = dot(poiLight.directColor, float3(0.299, 0.587, 0.114));
				poiLight.indirectLuminance = dot(poiLight.directColor, float3(0.299, 0.587, 0.114));
				poiLight.finalLuminance = dot(poiLight.finalLighting, float3(0.299, 0.587, 0.114));
				#if defined(GEOM_TYPE_BRANCH) || defined(GEOM_TYPE_BRANCH_DETAIL) || defined(GEOM_TYPE_FROND) || defined(DEPTH_OF_FIELD_COC_VIEW)
				applyDecals(poiFragData, poiMesh, poiCam, poiMods, poiLight);
				#endif
				#ifdef _CUBEMAP
				applyCubemap(poiFragData, poiCam, poiMesh, poiLight, poiMods);
				#endif
				#ifdef _GLOSSYREFLECTIONS_OFF
				#ifdef _RIMSTYLE_POIYOMI
				#if defined(PROP_RIMMASK) || !defined(OPTIMIZER_ENABLED)
				float4 rimMaskAndBias = POI2D_SAMPLER_PAN(_RimMask, _MainTex, poiUV(poiMesh.uv[(0.0 /*_RimMaskUV*/)], float4(1,1,0,0)), float4(0,0,0,0));
				float rimMask = rimMaskAndBias[(0.0 /*_RimMaskChannel*/)];
				float rimBias = rimMaskAndBias.a;
				#else
				float rimMask = 1;
				float rimBias = 0;
				#endif
				if ((0.0 /*_RimMaskInvert*/))
				{
					rimMask = 1 - rimMask;
				}
				#if defined(PROP_RIMTEX) || !defined(OPTIMIZER_ENABLED)
				float4 rimColor = POI2D_SAMPLER_PAN(_RimTex, _MainTex, poiUV(poiMesh.uv[(0.0 /*_RimTexUV*/)], float4(1,1,0,0)), float4(0,0,0,0));
				#else
				float4 rimColor = 1;
				#endif
				half AudioLinkRimWidthBand = 0;
				float2 AudioLinkRimWidthAdd = 0;
				half AudioLinkRimEmissionBand = 0;
				float2 AudioLinkRimEmissionAdd = 0;
				half AudioLinkRimBrightnessBand = 0;
				float2 AudioLinkRimBrightnessAdd = 0;
				#ifdef POI_AUDIOLINK
				AudioLinkRimWidthBand = (0.0 /*_AudioLinkRimWidthBand*/);
				AudioLinkRimWidthAdd = float4(0,0,0,0);
				AudioLinkRimEmissionBand = (0.0 /*_AudioLinkRimEmissionBand*/);
				AudioLinkRimEmissionAdd = float4(0,0,0,0);
				AudioLinkRimBrightnessBand = (0.0 /*_AudioLinkRimBrightnessBand*/);
				AudioLinkRimBrightnessAdd = float4(0,0,0,0);
				#endif
				ApplyPoiyomiRimLighting(poiFragData, poiMesh, poiCam, poiLight, poiMods, (1.0 /*_Is_NormalMapToRimLight*/), (0.0 /*_RimLightingInvert*/), (1.58 /*_RimPower*/), (0.0 /*_RimStrength*/), (0.0 /*_RimShadowWidth*/), (0.0 /*_RimShadowToggle*/), (0.684 /*_RimWidth*/), (0.635 /*_RimBlendStrength*/), rimMask, (0.0 /*_RimGlobalMask*/), (2.0 /*_RimGlobalMaskBlendType*/), rimColor, float4(0.3572768,0.2459571,0.2459571,1), (0.0 /*_RimLightColorThemeIndex*/), (1.0 /*_RimHueShiftEnabled*/), _RimHueShift, (0.0 /*_RimHueShiftSpeed*/), (0.0 /*_RimSharpness*/), (0.0 /*_RimShadowMaskRampType*/), (0.0 /*_RimShadowMaskInvert*/), (1.0 /*_RimShadowMaskStrength*/), float4(0,0,0,1), (0.0 /*_RimApplyGlobalMaskIndex*/), (2.0 /*_RimApplyGlobalMaskBlendType*/), (1.0 /*_RimBaseColorMix*/), (1.0 /*_RimBrightness*/), (2.0 /*_RimPoiBlendMode*/), AudioLinkRimWidthBand, AudioLinkRimWidthAdd, AudioLinkRimEmissionBand, AudioLinkRimEmissionAdd, AudioLinkRimBrightnessBand, AudioLinkRimBrightnessAdd, rimBias, (0.0 /*_RimBiasIntensity*/), (0 /*_RimApplyAlpha*/), (1.0 /*_RimApplyAlphaBlend*/));
				#endif
				#endif
				#ifdef POI_RIM2
				#ifdef _RIM2STYLE_POIYOMI
				#if defined(PROP_RIM2MASK) || !defined(OPTIMIZER_ENABLED)
				float4 rim2MaskAndBias = POI2D_SAMPLER_PAN(_Rim2Mask, _MainTex, poiUV(poiMesh.uv[(0.0 /*_Rim2MaskUV*/)], float4(1,1,0,0)), float4(0,0,0,0));
				float rim2Mask = rim2MaskAndBias[(0.0 /*_Rim2MaskChannel*/)];
				float rim2Bias = rim2MaskAndBias.a;
				#else
				float rim2Mask = 1;
				float rim2Bias = 0;
				#endif
				if ((0.0 /*_Rim2MaskInvert*/))
				{
					rim2Mask = 1 - rim2Mask;
				}
				#if defined(PROP_RIM2TEX) || !defined(OPTIMIZER_ENABLED)
				float4 rim2Color = POI2D_SAMPLER_PAN(_Rim2Tex, _MainTex, poiUV(poiMesh.uv[(0.0 /*_Rim2TexUV*/)], float4(1,1,0,0)), float4(0,0,0,0));
				#else
				float4 rim2Color = 1;
				#endif
				half AudioLinkRim2WidthBand = 0;
				float2 AudioLinkRim2WidthAdd = 0;
				half AudioLinkRim2EmissionBand = 0;
				float2 AudioLinkRim2EmissionAdd = 0;
				half AudioLinkRim2BrightnessBand = 0;
				float2 AudioLinkRim2BrightnessAdd = 0;
				#ifdef POI_AUDIOLINK
				AudioLinkRim2WidthBand = (0.0 /*_AudioLinkRim2WidthBand*/);
				AudioLinkRim2WidthAdd = float4(0,0,0,0);
				AudioLinkRim2EmissionBand = (0.0 /*_AudioLinkRim2EmissionBand*/);
				AudioLinkRim2EmissionAdd = float4(0,0,0,0);
				AudioLinkRim2BrightnessBand = (0.0 /*_AudioLinkRim2BrightnessBand*/);
				AudioLinkRim2BrightnessAdd = float4(0,0,0,0);
				#endif
				ApplyPoiyomiRimLighting(poiFragData, poiMesh, poiCam, poiLight, poiMods, (1.0 /*_Is_NormalMapToRim2Light*/), (1.0 /*_Rim2LightingInvert*/), (0.23 /*_Rim2Power*/), (0.0 /*_Rim2Strength*/), (0.0 /*_Rim2ShadowWidth*/), (0.0 /*_Rim2ShadowToggle*/), (1.0 /*_Rim2Width*/), (1.0 /*_Rim2BlendStrength*/), rim2Mask, (0.0 /*_Rim2GlobalMask*/), (2.0 /*_Rim2GlobalMaskBlendType*/), rim2Color, float4(0.3691636,0.2299591,0.2299591,1), (0.0 /*_Rim2LightColorThemeIndex*/), (1.0 /*_Rim2HueShiftEnabled*/), _Rim2HueShift, (0.0 /*_Rim2HueShiftSpeed*/), (0.0 /*_Rim2Sharpness*/), (0.0 /*_Rim2ShadowMaskRampType*/), (0.0 /*_Rim2ShadowMaskInvert*/), (1.0 /*_Rim2ShadowMaskStrength*/), float4(0,0,0,1), (0.0 /*_Rim2ApplyGlobalMaskIndex*/), (2.0 /*_Rim2ApplyGlobalMaskBlendType*/), (1.0 /*_Rim2BaseColorMix*/), (1.0 /*_Rim2Brightness*/), (0.0 /*_RimPoi2BlendMode*/), AudioLinkRim2WidthBand, AudioLinkRim2WidthAdd, AudioLinkRim2EmissionBand, AudioLinkRim2EmissionAdd, AudioLinkRim2BrightnessBand, AudioLinkRim2BrightnessAdd, rim2Bias, (0.0 /*_Rim2BiasIntensity*/), (0 /*_Rim2ApplyAlpha*/), (1.0 /*_Rim2ApplyAlphaBlend*/));
				#endif
				#endif
				#ifdef _SUNDISK_SIMPLE
				applyGlitter(poiFragData, poiMesh, poiCam, poiLight, poiMods);
				#endif
				if ((0.0 /*_AlphaPremultiply*/))
				{
					poiFragData.baseColor *= saturate(poiFragData.alpha);
				}
				poiFragData.finalColor = poiFragData.baseColor;
				poiFragData.finalColor = poiFragData.baseColor * poiLight.finalLighting;
				#ifdef _GLOSSYREFLECTIONS_OFF
				#endif
				#ifdef POI_RIM2
				#endif
				if ((0.0 /*_IgnoreFog*/) == 0)
				{
					UNITY_APPLY_FOG(i.fogCoord, poiFragData.finalColor);
				}
				poiFragData.alpha = (1.0 /*_AlphaForceOpaque*/) ? 1 : poiFragData.alpha;
				poiFragData.finalColor += poiLight.finalLightAdd;
				if ((0.0 /*_Mode*/) == POI_MODE_OPAQUE)
				{
					poiFragData.alpha = 1;
				}
				clip(poiFragData.alpha - (0.0 /*_Cutoff*/));
				if ((0.0 /*_Mode*/) == POI_MODE_CUTOUT && !(0.0 /*_AlphaToCoverage*/))
				{
					poiFragData.alpha = 1;
				}
				if ((0.0 /*_AddBlendOp*/) == 4)
				{
					poiFragData.alpha = saturate(poiFragData.alpha * (10.0 /*_AlphaBoostFA*/));
				}
				if ((0.0 /*_Mode*/) != POI_MODE_TRANSPARENT)
				{
					poiFragData.finalColor *= poiFragData.alpha;
				}
				return float4(poiFragData.finalColor, poiFragData.alpha) + POI_SAFE_RGB0;
			}
			ENDCG
		}
		Pass
		{
			Name "ShadowCaster"
			Tags { "LightMode" = "ShadowCaster" }
			Stencil
			{
				Ref [_StencilRef]
				ReadMask [_StencilReadMask]
				WriteMask [_StencilWriteMask]
				Comp [_StencilCompareFunction]
				Pass [_StencilPassOp]
				Fail [_StencilFailOp]
				ZFail [_StencilZFailOp]
			}
			ZWrite [_ZWrite]
			Cull [_Cull]
			AlphaToMask Off
			ZTest [_ZTest]
			ColorMask [_ColorMask]
			Offset [_OffsetFactor], [_OffsetUnits]
			BlendOp [_BlendOp], [_BlendOpAlpha]
			Blend [_SrcBlend] [_DstBlend], [_SrcBlendAlpha] [_DstBlendAlpha]
			CGPROGRAM
 #define COLOR_GRADING_HDR 
 #define POI_EMISSION_2 
 #define POI_RIM2 
 #define VIGNETTE_MASKED 
 #define _CUBEMAP 
 #define _GLOSSYREFLECTIONS_OFF 
 #define _LIGHTINGMODE_FLAT 
 #define _RIM2STYLE_POIYOMI 
 #define _RIMSTYLE_POIYOMI 
 #define _STOCHASTICMODE_DELIOT_HEITZ 
 #define _SUNDISK_SIMPLE 
 #define PROP_BUMPMAP 
 #define PROP_CUBEMAP 
 #define PROP_CUBEMAPMASK 
 #define PROP_GLITTERTEXTURE 
 #define PROP_GLITTERCOLORMAP 
 #define OPTIMIZER_ENABLED 
			#pragma target 5.0
			#pragma skip_variants LIGHTMAP_ON DYNAMICLIGHTMAP_ON LIGHTMAP_SHADOW_MIXING SHADOWS_SHADOWMASK DIRLIGHTMAP_COMBINED _MIXED_LIGHTING_SUBTRACTIVE
			#pragma skip_variants DECALS_OFF DECALS_3RT DECALS_4RT DECAL_SURFACE_GRADIENT _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
			#pragma skip_variants _ADDITIONAL_LIGHT_SHADOWS
			#pragma skip_variants PROBE_VOLUMES_OFF PROBE_VOLUMES_L1 PROBE_VOLUMES_L2
			#pragma skip_variants _SCREEN_SPACE_OCCLUSION
			#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
			#pragma multi_compile_instancing
			#pragma multi_compile_shadowcaster
			#pragma multi_compile_fog
			#define POI_PASS_SHADOW
			#include "UnityCG.cginc"
			#include "UnityStandardUtils.cginc"
			#include "AutoLight.cginc"
			#include "UnityLightingCommon.cginc"
			#include "UnityPBSLighting.cginc"
			#ifdef POI_PASS_META
			#include "UnityMetaPass.cginc"
			#endif
			#pragma vertex vert
			#pragma fragment frag
			#define DielectricSpec float4(0.04, 0.04, 0.04, 1.0 - 0.04)
			#define PI float(3.14159265359)
			#define Epsilon float(1e-10)
			#define POI2D_SAMPLE_TEX2D_SAMPLERGRAD(tex, samplertex, coord, dx, dy) tex.SampleGrad(sampler##samplertex, coord, dx, dy)
			#define POI2D_SAMPLE_TEX2D_SAMPLERGRADD(tex, samp, uv, pan, dx, dy) tex.SampleGrad(samp, POI_PAN_UV(uv, pan), dx, dy)
			#define POI_PAN_UV(uv, pan) (uv + _Time.x * pan)
			#define POI2D_SAMPLER_PAN(tex, texSampler, uv, pan) (UNITY_SAMPLE_TEX2D_SAMPLER(tex, texSampler, POI_PAN_UV(uv, pan)))
			#define POI2D_SAMPLER_PANGRAD(tex, texSampler, uv, pan, dx, dy) (POI2D_SAMPLE_TEX2D_SAMPLERGRAD(tex, texSampler, POI_PAN_UV(uv, pan), dx, dy))
			#define POI2D_SAMPLER(tex, texSampler, uv) (UNITY_SAMPLE_TEX2D_SAMPLER(tex, texSampler, uv))
			#define POI_SAMPLE_1D_X(tex, samp, uv) tex.Sample(samp, float2(uv, 0.5))
			#define POI2D_SAMPLER_GRAD(tex, texSampler, uv, dx, dy) (POI2D_SAMPLE_TEX2D_SAMPLERGRAD(tex, texSampler, uv, dx, dy))
			#define POI2D_SAMPLER_GRADD(tex, texSampler, uv, dx, dy) tex.SampleGrad(texSampler, uv, dx, dy)
			#define POI2D_PAN(tex, uv, pan) (tex2D(tex, POI_PAN_UV(uv, pan)))
			#define POI2D(tex, uv) (tex2D(tex, uv))
			#define POI_SAMPLE_TEX2D(tex, uv) (UNITY_SAMPLE_TEX2D(tex, uv))
			#define POI_SAMPLE_TEX2D_PAN(tex, uv, pan) (UNITY_SAMPLE_TEX2D(tex, POI_PAN_UV(uv, pan)))
			#define POI_SAMPLE_CUBE_LOD(tex, samp, uv, lod) texCUBElod(tex, float4(uv, 0, lod))
			#if defined(UNITY_STEREO_INSTANCING_ENABLED) || defined(UNITY_STEREO_MULTIVIEW_ENABLED)
			#define POI_SAMPLE_SCREEN(tex, samp, uv)          tex.Sample(samp, float3(uv, unity_StereoEyeIndex))
			#else
			#define POI_SAMPLE_SCREEN(tex, samp, uv)          tex.Sample(samp, uv)
			#endif
			#define POI_SAFE_RGB0 float4(mainTexture.rgb * .0001, 0)
			#define POI_SAFE_RGB1 float4(mainTexture.rgb * .0001, 1)
			#define POI_SAFE_RGBA mainTexture
			#if defined(UNITY_COMPILER_HLSL)
			#define PoiInitStruct(type, name) name = (type)0;
			#else
			#define PoiInitStruct(type, name)
			#endif
			#define POI_ERROR(poiMesh, gridSize) lerp(float3(1, 0, 1), float3(0, 0, 0), fmod(floor((poiMesh.worldPos.x) * gridSize) + floor((poiMesh.worldPos.y) * gridSize) + floor((poiMesh.worldPos.z) * gridSize), 2) == 0)
			#define POI_NAN (asfloat(-1))
			#define POI_MODE_OPAQUE 0
			#define POI_MODE_CUTOUT 1
			#define POI_MODE_FADE 2
			#define POI_MODE_TRANSPARENT 3
			#define POI_MODE_ADDITIVE 4
			#define POI_MODE_SOFTADDITIVE 5
			#define POI_MODE_MULTIPLICATIVE 6
			#define POI_MODE_2XMULTIPLICATIVE 7
			#define POI_MODE_TRANSCLIPPING 9
			float _GrabMode;
			float _Mode;
			float _StochasticDeliotHeitzDensity;
			float _StochasticHexGridDensity;
			float _StochasticHexRotationStrength;
			float _StochasticHexFallOffContrast;
			float _StochasticHexFallOffPower;
			float _IgnoreFog;
			float _RenderingReduceClipDistance;
			int _FlipBackfaceNormals;
			float _AddBlendOp;
			float _Cull;
			float4 _Color;
			float _ColorThemeIndex;
			UNITY_DECLARE_TEX2D(_MainTex);
			UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture);
			float _MainPixelMode;
			float4 _MainTex_ST;
			float2 _MainTexPan;
			float _MainTexUV;
			float4 _MainTex_TexelSize;
			float _MainTexStochastic;
			#if defined(PROP_BUMPMAP) || !defined(OPTIMIZER_ENABLED)
			Texture2D _BumpMap;
			#endif
			float4 _BumpMap_ST;
			float2 _BumpMapPan;
			float _BumpMapUV;
			float _BumpScale;
			float _BumpMapStochastic;
			#if defined(PROP_ALPHAMASK) || !defined(OPTIMIZER_ENABLED)
			Texture2D _AlphaMask;
			float4 _AlphaMask_ST;
			float2 _AlphaMaskPan;
			float _AlphaMaskUV;
			float _AlphaMaskInvert;
			float _MainAlphaMaskMode;
			float _AlphaMaskScale;
			float _AlphaMaskValue;
			#endif
			float _Cutoff;
			#ifdef COLOR_GRADING_HDR
			float _MainColorAdjustToggle;
			#if defined(PROP_MAINCOLORADJUSTTEXTURE) || !defined(OPTIMIZER_ENABLED)
			Texture2D _MainColorAdjustTexture;
			#endif
			float4 _MainColorAdjustTexture_ST;
			float2 _MainColorAdjustTexturePan;
			float _MainColorAdjustTextureUV;
			float _MainHueShiftToggle;
			float _MainHueShiftReplace;
			float _MainHueShift;
			float _MainHueShiftSpeed;
			float _Saturation;
			float _MainBrightness;
			float _MainHueALCTEnabled;
			float _MainALHueShiftBand;
			float _MainALHueShiftCTIndex;
			float _MainHueALMotionSpeed;
			float _MainHueGlobalMask;
			float _MainHueGlobalMaskBlendType;
			float _MainSaturationGlobalMask;
			float _MainSaturationGlobalMaskBlendType;
			float _MainBrightnessGlobalMask;
			float _MainBrightnessGlobalMaskBlendType;
			#if defined(PROP_MAINGRADATIONTEX) || !defined(OPTIMIZER_ENABLED)
			Texture2D _MainGradationTex;
			#endif
			float _ColorGradingToggle;
			float _MainGradationStrength;
			#endif
			SamplerState sampler_linear_clamp;
			SamplerState sampler_linear_repeat;
			SamplerState sampler_trilinear_repeat;
			float _AlphaForceOpaque;
			float _AlphaMod;
			float _AlphaPremultiply;
			float _AlphaBoostFA;
			float _AlphaGlobalMask;
			float _AlphaGlobalMaskBlendType;
			int _GlobalMaskVertexColorLinearSpace;
			float _StereoEnabled;
			float _PolarUV;
			float2 _PolarCenter;
			float _PolarRadialScale;
			float _PolarLengthScale;
			float _PolarSpiralPower;
			float _PanoUseBothEyes;
			float _UVModWorldPos0;
			float _UVModWorldPos1;
			float _UVModLocalPos0;
			float _UVModLocalPos1;
			struct appdata
			{
				float4 vertex : POSITION;
				float3 normal : NORMAL;
				float4 tangent : TANGENT;
				float4 color : COLOR;
				float2 uv0 : TEXCOORD0;
				float2 uv1 : TEXCOORD1;
				float2 uv2 : TEXCOORD2;
				float2 uv3 : TEXCOORD3;
				uint vertexId : SV_VertexID;
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};
			struct VertexOut
			{
				float4 pos : SV_POSITION;
				float4 uv[2] : TEXCOORD0;
				float3 normal : TEXCOORD2;
				float4 tangent : TEXCOORD3;
				float4 worldPos : TEXCOORD4;
				float4 localPos : TEXCOORD5;
				float4 vertexColor : TEXCOORD6;
				float4 lightmapUV : TEXCOORD7;
				float2 fogCoord: TEXCOORD10;
				UNITY_SHADOW_COORDS(11)
				UNITY_VERTEX_INPUT_INSTANCE_ID
				UNITY_VERTEX_OUTPUT_STEREO
			};
			struct PoiMesh
			{
				float3 normals[2];
				float3 objNormal;
				float3 tangentSpaceNormal;
				float3 binormal[2];
				float3 tangent[2];
				float3 worldPos;
				float3 localPos;
				float3 objectPosition;
				float isFrontFace;
				float4 vertexColor;
				float4 lightmapUV;
				float2 uv[9];
				float2 parallaxUV;
				float2 dx;
				float2 dy;
			};
			struct PoiCam
			{
				float3 viewDir;
				float3 forwardDir;
				float3 worldPos;
				float distanceToVert;
				float4 clipPos;
				float4 screenSpacePosition;
				float3 reflectionDir;
				float3 vertexReflectionDir;
				float3 tangentViewDir;
				float4 posScreenSpace;
				float2 posScreenPixels;
				float2 screenUV;
				float vDotN;
				float4 worldDirection;
			};
			struct PoiMods
			{
				float4 Mask;
				float audioLink[5];
				float audioLinkAvailable;
				float audioLinkVersion;
				float4 audioLinkTexture;
				float2 detailMask;
				float2 backFaceDetailIntensity;
				float globalEmission;
				float4 globalColorTheme[12];
				float globalMask[16];
				float ALTime[8];
			};
			struct PoiLight
			{
				float3 direction;
				float attenuation;
				float attenuationStrength;
				float3 directColor;
				float3 indirectColor;
				float occlusion;
				float shadowMask;
				float detailShadow;
				float3 halfDir;
				float lightMap;
				float lightMapNoAttenuation;
				float3 rampedLightMap;
				float vertexNDotL;
				float nDotL;
				float nDotV;
				float vertexNDotV;
				float nDotH;
				float vertexNDotH;
				float lDotv;
				float lDotH;
				float nDotLSaturated;
				float nDotLNormalized;
				#ifdef POI_PASS_ADD
				float additiveShadow;
				#endif
				float3 finalLighting;
				float3 finalLightAdd;
				float3 LTCGISpecular;
				float3 LTCGIDiffuse;
				float directLuminance;
				float indirectLuminance;
				float finalLuminance;
				#if defined(VERTEXLIGHT_ON)
				float4 vDotNL;
				float4 vertexVDotNL;
				float3 vColor[4];
				float4 vCorrectedDotNL;
				float4 vAttenuation;
				float4 vSaturatedDotNL;
				float3 vPosition[4];
				float3 vDirection[4];
				float3 vFinalLighting;
				float3 vHalfDir[4];
				half4 vDotNH;
				half4 vertexVDotNH;
				half4 vDotLH;
				#endif
			};
			struct PoiVertexLights
			{
				float3 direction;
				float3 color;
				float attenuation;
			};
			struct PoiFragData
			{
				float smoothness;
				float smoothness2;
				float metallic;
				float specularMask;
				float reflectionMask;
				float3 baseColor;
				float3 finalColor;
				float alpha;
				float3 emission;
				float toggleVertexLights;
			};
			float4 poiTransformClipSpacetoScreenSpaceFrag(float4 clipPos)
			{
				float4 positionSS = float4(clipPos.xyz * clipPos.w, clipPos.w);
				positionSS.xy = positionSS.xy / _ScreenParams.xy;
				return positionSS;
			}
			#ifndef glsl_mod
			#define glsl_mod(x, y) (((x) - (y) * floor((x) / (y))))
			#endif
			uniform float random_uniform_float_only_used_to_stop_compiler_warnings = 0.0f;
			float2 poiUV(float2 uv, float4 tex_st)
			{
				return uv * tex_st.xy + tex_st.zw;
			}
			float2 vertexUV(in VertexOut o, int index)
			{
				switch(index)
				{
					case 0:
					return o.uv[0].xy;
					case 1:
					return o.uv[0].zw;
					case 2:
					return o.uv[1].xy;
					case 3:
					return o.uv[1].zw;
					default:
					return o.uv[0].xy;
				}
			}
			float2 vertexUV(in appdata v, int index)
			{
				switch(index)
				{
					case 0:
					return v.uv0.xy;
					case 1:
					return v.uv1.xy;
					case 2:
					return v.uv2.xy;
					case 3:
					return v.uv3.xy;
					default:
					return v.uv0.xy;
				}
			}
			float calculateluminance(float3 color)
			{
				return color.r * 0.299 + color.g * 0.587 + color.b * 0.114;
			}
			float _VRChatCameraMode;
			float _VRChatMirrorMode;
			float VRCCameraMode()
			{
				return _VRChatCameraMode;
			}
			float VRCMirrorMode()
			{
				return _VRChatMirrorMode;
			}
			bool IsInMirror()
			{
				return unity_CameraProjection[2][0] != 0.f || unity_CameraProjection[2][1] != 0.f;
			}
			bool IsOrthographicCamera()
			{
				return unity_OrthoParams.w == 1 || UNITY_MATRIX_P[3][3] == 1;
			}
			float shEvaluateDiffuseL1Geomerics_local(float L0, float3 L1, float3 n)
			{
				float R0 = max(0, L0);
				float3 R1 = 0.5f * L1;
				float lenR1 = length(R1);
				float q = dot(normalize(R1), n) * 0.5 + 0.5;
				q = saturate(q); // Thanks to ScruffyRuffles for the bug identity.
				float p = 1.0f + 2.0f * lenR1 / R0;
				float a = (1.0f - lenR1 / R0) / (1.0f + lenR1 / R0);
				return R0 * (a + (1.0f - a) * (p + 1.0f) * pow(q, p));
			}
			half3 BetterSH9(half4 normal)
			{
				float3 indirect;
				float3 L0 = float3(unity_SHAr.w, unity_SHAg.w, unity_SHAb.w) + float3(unity_SHBr.z, unity_SHBg.z, unity_SHBb.z) / 3.0;
				indirect.r = shEvaluateDiffuseL1Geomerics_local(L0.r, unity_SHAr.xyz, normal.xyz);
				indirect.g = shEvaluateDiffuseL1Geomerics_local(L0.g, unity_SHAg.xyz, normal.xyz);
				indirect.b = shEvaluateDiffuseL1Geomerics_local(L0.b, unity_SHAb.xyz, normal.xyz);
				indirect = max(0, indirect);
				indirect += SHEvalLinearL2(normal);
				return indirect;
			}
			float3 getCameraForward()
			{
				#if UNITY_SINGLE_PASS_STEREO
				float3 p1 = mul(unity_StereoCameraToWorld[0], float4(0, 0, 1, 1));
				float3 p2 = mul(unity_StereoCameraToWorld[0], float4(0, 0, 0, 1));
				#else
				float3 p1 = mul(unity_CameraToWorld, float4(0, 0, 1, 1)).xyz;
				float3 p2 = mul(unity_CameraToWorld, float4(0, 0, 0, 1)).xyz;
				#endif
				return normalize(p2 - p1);
			}
			half3 GetSHLength()
			{
				half3 x, x1;
				x.r = length(unity_SHAr);
				x.g = length(unity_SHAg);
				x.b = length(unity_SHAb);
				x1.r = length(unity_SHBr);
				x1.g = length(unity_SHBg);
				x1.b = length(unity_SHBb);
				return x + x1;
			}
			float3 BoxProjection(float3 direction, float3 position, float4 cubemapPosition, float3 boxMin, float3 boxMax)
			{
				#if UNITY_SPECCUBE_BOX_PROJECTION
				if (cubemapPosition.w > 0)
				{
					float3 factors = ((direction > 0 ? boxMax : boxMin) - position) / direction;
					float scalar = min(min(factors.x, factors.y), factors.z);
					direction = direction * scalar + (position - cubemapPosition.xyz);
				}
				#endif
				return direction;
			}
			float poiMax(float2 i)
			{
				return max(i.x, i.y);
			}
			float poiMax(float3 i)
			{
				return max(max(i.x, i.y), i.z);
			}
			float poiMax(float4 i)
			{
				return max(max(max(i.x, i.y), i.z), i.w);
			}
			float3 calculateNormal(in float3 baseNormal, in PoiMesh poiMesh, in Texture2D normalTexture, in float4 normal_ST, in float2 normalPan, in float normalUV, in float normalIntensity)
			{
				float3 normal = UnpackScaleNormal(POI2D_SAMPLER_PAN(normalTexture, _MainTex, poiUV(poiMesh.uv[normalUV], normal_ST), normalPan), normalIntensity);
				return normalize(
				normal.x * poiMesh.tangent[0] +
				normal.y * poiMesh.binormal[0] +
				normal.z * baseNormal
				);
			}
			float remap(float x, float minOld, float maxOld, float minNew = 0, float maxNew = 1)
			{
				return minNew + (x - minOld) * (maxNew - minNew) / (maxOld - minOld);
			}
			float2 remap(float2 x, float2 minOld, float2 maxOld, float2 minNew = 0, float2 maxNew = 1)
			{
				return minNew + (x - minOld) * (maxNew - minNew) / (maxOld - minOld);
			}
			float3 remap(float3 x, float3 minOld, float3 maxOld, float3 minNew = 0, float3 maxNew = 1)
			{
				return minNew + (x - minOld) * (maxNew - minNew) / (maxOld - minOld);
			}
			float4 remap(float4 x, float4 minOld, float4 maxOld, float4 minNew = 0, float4 maxNew = 1)
			{
				return minNew + (x - minOld) * (maxNew - minNew) / (maxOld - minOld);
			}
			float remapClamped(float minOld, float maxOld, float x, float minNew = 0, float maxNew = 1)
			{
				return clamp(minNew + (x - minOld) * (maxNew - minNew) / (maxOld - minOld), minNew, maxNew);
			}
			float2 remapClamped(float2 minOld, float2 maxOld, float2 x, float2 minNew, float2 maxNew)
			{
				return clamp(minNew + (x - minOld) * (maxNew - minNew) / (maxOld - minOld), minNew, maxNew);
			}
			float3 remapClamped(float3 minOld, float3 maxOld, float3 x, float3 minNew, float3 maxNew)
			{
				return clamp(minNew + (x - minOld) * (maxNew - minNew) / (maxOld - minOld), minNew, maxNew);
			}
			float4 remapClamped(float4 minOld, float4 maxOld, float4 x, float4 minNew, float4 maxNew)
			{
				return clamp(minNew + (x - minOld) * (maxNew - minNew) / (maxOld - minOld), minNew, maxNew);
			}
			float2 calcParallax(in float height, in PoiCam poiCam)
			{
				return ((height * - 1) + 1) * (poiCam.tangentViewDir.xy / poiCam.tangentViewDir.z);
			}
			float4 poiBlend(const float sourceFactor, const  float4 sourceColor, const  float destinationFactor, const  float4 destinationColor, const float4 blendFactor)
			{
				float4 sA = 1 - blendFactor;
				const float4 blendData[11] = {
					float4(0.0, 0.0, 0.0, 0.0),
					float4(1.0, 1.0, 1.0, 1.0),
					destinationColor,
					sourceColor,
					float4(1.0, 1.0, 1.0, 1.0) - destinationColor,
					sA,
					float4(1.0, 1.0, 1.0, 1.0) - sourceColor,
					sA,
					float4(1.0, 1.0, 1.0, 1.0) - sA,
					saturate(sourceColor.aaaa),
					1 - sA,
				};
				return lerp(blendData[sourceFactor] * sourceColor + blendData[destinationFactor] * destinationColor, sourceColor, sA);
			}
			float blendAverage(float base, float blend)
			{
				return (base + blend) / 2.0;
			}
			float3 blendAverage(float3 base, float3 blend)
			{
				return (base + blend) / 2.0;
			}
			float blendColorBurn(float base, float blend)
			{
				return (blend == 0.0) ? blend : max((1.0 - ((1.0 - base) * rcp(random_uniform_float_only_used_to_stop_compiler_warnings + blend))), 0.0);
			}
			float3 blendColorBurn(float3 base, float3 blend)
			{
				return float3(blendColorBurn(base.r, blend.r), blendColorBurn(base.g, blend.g), blendColorBurn(base.b, blend.b));
			}
			float blendColorDodge(float base, float blend)
			{
				return (blend == 1.0) ? blend : min(base / (1.0 - blend), 1.0);
			}
			float3 blendColorDodge(float3 base, float3 blend)
			{
				return float3(blendColorDodge(base.r, blend.r), blendColorDodge(base.g, blend.g), blendColorDodge(base.b, blend.b));
			}
			float blendDarken(float base, float blend)
			{
				return min(blend, base);
			}
			float3 blendDarken(float3 base, float3 blend)
			{
				return float3(blendDarken(base.r, blend.r), blendDarken(base.g, blend.g), blendDarken(base.b, blend.b));
			}
			float blendExclusion(float base, float blend)
			{
				return base + blend - 2.0 * base * blend;
			}
			float3 blendExclusion(float3 base, float3 blend)
			{
				return base + blend - 2.0 * base * blend;
			}
			float blendReflect(float base, float blend)
			{
				return (blend == 1.0) ? blend : min(base * base / (1.0 - blend), 1.0);
			}
			float3 blendReflect(float3 base, float3 blend)
			{
				return float3(blendReflect(base.r, blend.r), blendReflect(base.g, blend.g), blendReflect(base.b, blend.b));
			}
			float blendGlow(float base, float blend)
			{
				return blendReflect(blend, base);
			}
			float3 blendGlow(float3 base, float3 blend)
			{
				return blendReflect(blend, base);
			}
			float blendOverlay(float base, float blend)
			{
				return base < 0.5 ? (2.0 * base * blend) : (1.0 - 2.0 * (1.0 - base) * (1.0 - blend));
			}
			float3 blendOverlay(float3 base, float3 blend)
			{
				return float3(blendOverlay(base.r, blend.r), blendOverlay(base.g, blend.g), blendOverlay(base.b, blend.b));
			}
			float blendHardLight(float base, float blend)
			{
				return blendOverlay(blend, base);
			}
			float3 blendHardLight(float3 base, float3 blend)
			{
				return blendOverlay(blend, base);
			}
			float blendVividLight(float base, float blend)
			{
				return (blend < 0.5) ? blendColorBurn(base, (2.0 * blend)) : blendColorDodge(base, (2.0 * (blend - 0.5)));
			}
			float3 blendVividLight(float3 base, float3 blend)
			{
				return float3(blendVividLight(base.r, blend.r), blendVividLight(base.g, blend.g), blendVividLight(base.b, blend.b));
			}
			float blendHardMix(float base, float blend)
			{
				return (blendVividLight(base, blend) < 0.5) ? 0.0 : 1.0;
			}
			float3 blendHardMix(float3 base, float3 blend)
			{
				return float3(blendHardMix(base.r, blend.r), blendHardMix(base.g, blend.g), blendHardMix(base.b, blend.b));
			}
			float blendLighten(float base, float blend)
			{
				return max(blend, base);
			}
			float3 blendLighten(float3 base, float3 blend)
			{
				return float3(blendLighten(base.r, blend.r), blendLighten(base.g, blend.g), blendLighten(base.b, blend.b));
			}
			float blendLinearBurn(float base, float blend)
			{
				return max(base + blend - 1.0, 0.0);
			}
			float3 blendLinearBurn(float3 base, float3 blend)
			{
				return max(base + blend - float3(1.0, 1.0, 1.0), float3(0.0, 0.0, 0.0));
			}
			float blendLinearDodge(float base, float blend)
			{
				return min(base + blend, 1.0);
			}
			float3 blendLinearDodge(float3 base, float3 blend)
			{
				return base + blend;
			}
			float blendLinearLight(float base, float blend)
			{
				return blend < 0.5 ? blendLinearBurn(base, (2.0 * blend)) : blendLinearDodge(base, (2.0 * (blend - 0.5)));
			}
			float3 blendLinearLight(float3 base, float3 blend)
			{
				return float3(blendLinearLight(base.r, blend.r), blendLinearLight(base.g, blend.g), blendLinearLight(base.b, blend.b));
			}
			float blendMultiply(float base, float blend)
			{
				return base * blend;
			}
			float3 blendMultiply(float3 base, float3 blend)
			{
				return base * blend;
			}
			float blendNegation(float base, float blend)
			{
				return 1.0 - abs(1.0 - base - blend);
			}
			float3 blendNegation(float3 base, float3 blend)
			{
				return float3(1.0, 1.0, 1.0) - abs(float3(1.0, 1.0, 1.0) - base - blend);
			}
			float blendNormal(float base, float blend)
			{
				return blend;
			}
			float3 blendNormal(float3 base, float3 blend)
			{
				return blend;
			}
			float blendPhoenix(float base, float blend)
			{
				return min(base, blend) - max(base, blend) + 1.0;
			}
			float3 blendPhoenix(float3 base, float3 blend)
			{
				return min(base, blend) - max(base, blend) + float3(1.0, 1.0, 1.0);
			}
			float blendPinLight(float base, float blend)
			{
				return (blend < 0.5) ? blendDarken(base, (2.0 * blend)) : blendLighten(base, (2.0 * (blend - 0.5)));
			}
			float3 blendPinLight(float3 base, float3 blend)
			{
				return float3(blendPinLight(base.r, blend.r), blendPinLight(base.g, blend.g), blendPinLight(base.b, blend.b));
			}
			float blendScreen(float base, float blend)
			{
				return 1.0 - ((1.0 - base) * (1.0 - blend));
			}
			float3 blendScreen(float3 base, float3 blend)
			{
				return float3(blendScreen(base.r, blend.r), blendScreen(base.g, blend.g), blendScreen(base.b, blend.b));
			}
			float blendSoftLight(float base, float blend)
			{
				return (blend < 0.5) ? (2.0 * base * blend + base * base * (1.0 - 2.0 * blend)) : (sqrt(base) * (2.0 * blend - 1.0) + 2.0 * base * (1.0 - blend));
			}
			float3 blendSoftLight(float3 base, float3 blend)
			{
				return float3(blendSoftLight(base.r, blend.r), blendSoftLight(base.g, blend.g), blendSoftLight(base.b, blend.b));
			}
			float blendSubtract(float base, float blend)
			{
				return max(base - blend, 0.0);
			}
			float3 blendSubtract(float3 base, float3 blend)
			{
				return max(base - blend, 0.0);
			}
			float blendDifference(float base, float blend)
			{
				return abs(base - blend);
			}
			float3 blendDifference(float3 base, float3 blend)
			{
				return abs(base - blend);
			}
			float blendDivide(float base, float blend)
			{
				return base / max(blend, 0.0001);
			}
			float3 blendDivide(float3 base, float3 blend)
			{
				return base / max(blend, 0.0001);
			}
			float blendMixed(float base, float blend)
			{
				return base + base * blend;
			}
			float3 blendMixed(float3 base, float3 blend)
			{
				return base + base * blend;
			}
			float3 customBlend(float3 base, float3 blend, float blendType, float alpha = 1)
			{
				float3 output = base;
				switch(blendType)
				{
					case 0: output = lerp(base, blend, alpha); break;
					case 1: output = lerp(base, blendDarken(base, blend), alpha); break;
					case 2: output = base * lerp(1, blend, alpha); break;
					case 5: output = lerp(base, blendLighten(base, blend), alpha); break;
					case 6: output = lerp(base, blendScreen(base, blend), alpha); break;
					case 7: output = blendSubtract(base, blend * alpha); break;
					case 8: output = lerp(base, blendLinearDodge(base, blend), alpha); break;
					case 9: output = lerp(base, blendOverlay(base, blend), alpha); break;
					case 20: output = lerp(base, blendMixed(base, blend), alpha); break;
					default: output = 0; break;
				}
				return output;
			}
			float3 customBlend(float base, float blend, float blendType, float alpha = 1)
			{
				float3 output = base;
				switch(blendType)
				{
					case 0: output = lerp(base, blend, alpha); break;
					case 2: output = base * lerp(1, blend, alpha); break;
					case 5: output = lerp(base, blendLighten(base, blend), alpha); break;
					case 6: output = lerp(base, blendScreen(base, blend), alpha); break;
					case 7: output = blendSubtract(base, blend * alpha); break;
					case 8: output = lerp(base, blendLinearDodge(base, blend), alpha); break;
					case 9: output = lerp(base, blendOverlay(base, blend), alpha); break;
					case 20: output = lerp(base, blendMixed(base, blend), alpha); break;
					default: output = 0; break;
				}
				return output;
			}
			#define REPLACE 0
			#define SUBSTRACT 1
			#define MULTIPLY 2
			#define DIVIDE 3
			#define MIN 4
			#define MAX 5
			#define AVERAGE 6
			#define ADD 7
			float maskBlend(float baseMask, float blendMask, float blendType)
			{
				float output = 0;
				switch(blendType)
				{
					case REPLACE: output = blendMask; break;
					case SUBSTRACT: output = baseMask - blendMask; break;
					case MULTIPLY: output = baseMask * blendMask; break;
					case DIVIDE: output = baseMask / blendMask; break;
					case MIN: output = min(baseMask, blendMask); break;
					case MAX: output = max(baseMask, blendMask); break;
					case AVERAGE: output = (baseMask + blendMask) * 0.5; break;
					case ADD: output = baseMask + blendMask; break;
				}
				return saturate(output);
			}
			float globalMaskBlend(float baseMask, float globalMaskIndex, float blendType, PoiMods poiMods)
			{
				if (globalMaskIndex == 0)
				{
					return baseMask;
				}
				else
				{
					return maskBlend(baseMask, poiMods.globalMask[globalMaskIndex - 1], blendType);
				}
			}
			float random(float2 p)
			{
				return frac(sin(dot(p, float2(12.9898, 78.2383))) * 43758.5453123);
			}
			float2 random2(float2 p)
			{
				return frac(sin(float2(dot(p, float2(127.1, 311.7)), dot(p, float2(269.5, 183.3)))) * 43758.5453);
			}
			float3 random3(float2 p)
			{
				return frac(sin(float3(dot(p, float2(127.1, 311.7)), dot(p, float2(269.5, 183.3)), dot(p, float2(248.3, 315.9)))) * 43758.5453);
			}
			float3 random3(float3 p)
			{
				return frac(sin(float3(dot(p, float3(127.1, 311.7, 248.6)), dot(p, float3(269.5, 183.3, 423.3)), dot(p, float3(248.3, 315.9, 184.2)))) * 43758.5453);
			}
			float3 randomFloat3(float2 Seed, float maximum)
			{
				return (.5 + float3(
				frac(sin(dot(Seed.xy, float2(12.9898, 78.233))) * 43758.5453),
				frac(sin(dot(Seed.yx, float2(12.9898, 78.233))) * 43758.5453),
				frac(sin(dot(float2(Seed), float2(12.9898, 78.233))) * 43758.5453)
				) * .5) * (maximum);
			}
			float3 randomFloat3Range(float2 Seed, float Range)
			{
				return (float3(
				frac(sin(dot(Seed.xy, float2(12.9898, 78.233))) * 43758.5453),
				frac(sin(dot(Seed.yx, float2(12.9898, 78.233))) * 43758.5453),
				frac(sin(dot(float2(Seed.x * Seed.y, Seed.y + Seed.x), float2(12.9898, 78.233))) * 43758.5453)
				) * 2 - 1) * Range;
			}
			float3 randomFloat3WiggleRange(float2 Seed, float Range, float wiggleSpeed, float timeOffset)
			{
				float3 rando = (float3(
				frac(sin(dot(Seed.xy, float2(12.9898, 78.233))) * 43758.5453),
				frac(sin(dot(Seed.yx, float2(12.9898, 78.233))) * 43758.5453),
				frac(sin(dot(float2(Seed.x * Seed.y, Seed.y + Seed.x), float2(12.9898, 78.233))) * 43758.5453)
				) * 2 - 1);
				float speed = 1 + wiggleSpeed;
				return float3(sin(((_Time.x + timeOffset) + rando.x * PI) * speed), sin(((_Time.x + timeOffset) + rando.y * PI) * speed), sin(((_Time.x + timeOffset) + rando.z * PI) * speed)) * Range;
			}
			void poiDither(float4 In, float4 ScreenPosition, out float4 Out)
			{
				float2 uv = ScreenPosition.xy * _ScreenParams.xy;
				float DITHER_THRESHOLDS[16] = {
					1.0 / 17.0, 9.0 / 17.0, 3.0 / 17.0, 11.0 / 17.0,
					13.0 / 17.0, 5.0 / 17.0, 15.0 / 17.0, 7.0 / 17.0,
					4.0 / 17.0, 12.0 / 17.0, 2.0 / 17.0, 10.0 / 17.0,
					16.0 / 17.0, 8.0 / 17.0, 14.0 / 17.0, 6.0 / 17.0
				};
				uint index = (uint(uv.x) % 4) * 4 + uint(uv.y) % 4;
				Out = In - DITHER_THRESHOLDS[index];
			}
			static const float3 HCYwts = float3(0.299, 0.587, 0.114);
			static const float HCLgamma = 3;
			static const float HCLy0 = 100;
			static const float HCLmaxL = 0.530454533953517; // == exp(HCLgamma / HCLy0) - 0.5
			static const float3 wref = float3(1.0, 1.0, 1.0);
			#define TAU 6.28318531
			float3 HUEtoRGB(in float H)
			{
				float R = abs(H * 6 - 3) - 1;
				float G = 2 - abs(H * 6 - 2);
				float B = 2 - abs(H * 6 - 4);
				return saturate(float3(R, G, B));
			}
			float3 RGBtoHCV(in float3 RGB)
			{
				float4 P = (RGB.g < RGB.b) ? float4(RGB.bg, -1.0, 2.0 / 3.0) : float4(RGB.gb, 0.0, -1.0 / 3.0);
				float4 Q = (RGB.r < P.x) ? float4(P.xyw, RGB.r) : float4(RGB.r, P.yzx);
				float C = Q.x - min(Q.w, Q.y);
				float H = abs((Q.w - Q.y) / (6 * C + Epsilon) + Q.z);
				return float3(H, C, Q.x);
			}
			float3 HSVtoRGB(in float3 HSV)
			{
				float3 RGB = HUEtoRGB(HSV.x);
				return ((RGB - 1) * HSV.y + 1) * HSV.z;
			}
			float3 RGBtoHSV(in float3 RGB)
			{
				float3 HCV = RGBtoHCV(RGB);
				float S = HCV.y / (HCV.z + Epsilon);
				return float3(HCV.x, S, HCV.z);
			}
			float3 HSLtoRGB(in float3 HSL)
			{
				float3 RGB = HUEtoRGB(HSL.x);
				float C = (1 - abs(2 * HSL.z - 1)) * HSL.y;
				return (RGB - 0.5) * C + HSL.z;
			}
			float3 RGBtoHSL(in float3 RGB)
			{
				float3 HCV = RGBtoHCV(RGB);
				float L = HCV.z - HCV.y * 0.5;
				float S = HCV.y / (1 - abs(L * 2 - 1) + Epsilon);
				return float3(HCV.x, S, L);
			}
			void DecomposeHDRColor(in float3 linearColorHDR, out float3 baseLinearColor, out float exposure)
			{
				float maxColorComponent = max(linearColorHDR.r, max(linearColorHDR.g, linearColorHDR.b));
				bool isSDR = maxColorComponent <= 1.0;
				float scaleFactor = isSDR ? 1.0 : (1.0 / maxColorComponent);
				exposure = isSDR ? 0.0 : log(maxColorComponent) * 1.44269504089; // ln(2)
				baseLinearColor = scaleFactor * linearColorHDR;
			}
			float3 ApplyHDRExposure(float3 linearColor, float exposure)
			{
				return linearColor * pow(2, exposure);
			}
			float3 ModifyViaHSV(float3 color, float h, float s, float v)
			{
				float3 colorHSV = RGBtoHSV(color);
				colorHSV.x = frac(colorHSV.x + h);
				colorHSV.y = saturate(colorHSV.y + s);
				colorHSV.z = saturate(colorHSV.z + v);
				return HSVtoRGB(colorHSV);
			}
			float3 ModifyViaHSV(float3 color, float3 HSVMod)
			{
				return ModifyViaHSV(color, HSVMod.x, HSVMod.y, HSVMod.z);
			}
			float4x4 brightnessMatrix(float brightness)
			{
				return float4x4(
				1, 0, 0, 0,
				0, 1, 0, 0,
				0, 0, 1, 0,
				brightness, brightness, brightness, 1
				);
			}
			float4x4 contrastMatrix(float contrast)
			{
				float t = (1.0 - contrast) / 2.0;
				return float4x4(
				contrast, 0, 0, 0,
				0, contrast, 0, 0,
				0, 0, contrast, 0,
				t, t, t, 1
				);
			}
			float4x4 saturationMatrix(float saturation)
			{
				float3 luminance = float3(0.3086, 0.6094, 0.0820);
				float oneMinusSat = 1.0 - saturation;
				float3 red = luminance.x * oneMinusSat;
				red += float3(saturation, 0, 0);
				float3 green = luminance.y * oneMinusSat;
				green += float3(0, saturation, 0);
				float3 blue = luminance.z * oneMinusSat;
				blue += float3(0, 0, saturation);
				return float4x4(
				red, 0,
				green, 0,
				blue, 0,
				0, 0, 0, 1
				);
			}
			float4 PoiColorBCS(float4 color, float brightness, float contrast, float saturation)
			{
				return mul(color, mul(brightnessMatrix(brightness), mul(contrastMatrix(contrast), saturationMatrix(saturation))));
			}
			float3 PoiColorBCS(float3 color, float brightness, float contrast, float saturation)
			{
				return mul(float4(color, 1), mul(brightnessMatrix(brightness), mul(contrastMatrix(contrast), saturationMatrix(saturation)))).rgb;
			}
			float3 linear_srgb_to_oklab(float3 c)
			{
				float l = 0.4122214708 * c.x + 0.5363325363 * c.y + 0.0514459929 * c.z;
				float m = 0.2119034982 * c.x + 0.6806995451 * c.y + 0.1073969566 * c.z;
				float s = 0.0883024619 * c.x + 0.2817188376 * c.y + 0.6299787005 * c.z;
				float l_ = pow(l, 1.0 / 3.0);
				float m_ = pow(m, 1.0 / 3.0);
				float s_ = pow(s, 1.0 / 3.0);
				return float3(
				0.2104542553 * l_ + 0.7936177850 * m_ - 0.0040720468 * s_,
				1.9779984951 * l_ - 2.4285922050 * m_ + 0.4505937099 * s_,
				0.0259040371 * l_ + 0.7827717662 * m_ - 0.8086757660 * s_
				);
			}
			float3 oklab_to_linear_srgb(float3 c)
			{
				float l_ = c.x + 0.3963377774 * c.y + 0.2158037573 * c.z;
				float m_ = c.x - 0.1055613458 * c.y - 0.0638541728 * c.z;
				float s_ = c.x - 0.0894841775 * c.y - 1.2914855480 * c.z;
				float l = l_ * l_ * l_;
				float m = m_ * m_ * m_;
				float s = s_ * s_ * s_;
				return float3(
				+ 4.0767416621 * l - 3.3077115913 * m + 0.2309699292 * s,
				- 1.2684380046 * l + 2.6097574011 * m - 0.3413193965 * s,
				- 0.0041960863 * l - 0.7034186147 * m + 1.7076147010 * s
				);
			}
			float3 hueShift(float3 color, float shift)
			{
				float3 oklab = linear_srgb_to_oklab(color + 0.0000001);
				float hue = atan2(oklab.z, oklab.y);
				hue += shift * PI * 2;  // Add the hue shift
				float chroma = length(oklab.yz);
				oklab.y = cos(hue) * chroma;
				oklab.z = sin(hue) * chroma;
				return oklab_to_linear_srgb(oklab);
			}
			float3 hueShift(float4 color, float shift)
			{
				return hueShift(color.rgb, shift);
			}
			float xyzF(float t)
			{
				return lerp(pow(t, 1. / 3.), 7.787037 * t + 0.139731, step(t, 0.00885645));
			}
			float xyzR(float t)
			{
				return lerp(t * t * t, 0.1284185 * (t - 0.139731), step(t, 0.20689655));
			}
			float4x4 poiRotationMatrixFromAngles(float x, float y, float z)
			{
				float angleX = radians(x);
				float c = cos(angleX);
				float s = sin(angleX);
				float4x4 rotateXMatrix = float4x4(1, 0, 0, 0,
				0, c, -s, 0,
				0, s, c, 0,
				0, 0, 0, 1);
				float angleY = radians(y);
				c = cos(angleY);
				s = sin(angleY);
				float4x4 rotateYMatrix = float4x4(c, 0, s, 0,
				0, 1, 0, 0,
				- s, 0, c, 0,
				0, 0, 0, 1);
				float angleZ = radians(z);
				c = cos(angleZ);
				s = sin(angleZ);
				float4x4 rotateZMatrix = float4x4(c, -s, 0, 0,
				s, c, 0, 0,
				0, 0, 1, 0,
				0, 0, 0, 1);
				return mul(mul(rotateXMatrix, rotateYMatrix), rotateZMatrix);
			}
			float4x4 poiRotationMatrixFromAngles(float3 angles)
			{
				float angleX = radians(angles.x);
				float c = cos(angleX);
				float s = sin(angleX);
				float4x4 rotateXMatrix = float4x4(1, 0, 0, 0,
				0, c, -s, 0,
				0, s, c, 0,
				0, 0, 0, 1);
				float angleY = radians(angles.y);
				c = cos(angleY);
				s = sin(angleY);
				float4x4 rotateYMatrix = float4x4(c, 0, s, 0,
				0, 1, 0, 0,
				- s, 0, c, 0,
				0, 0, 0, 1);
				float angleZ = radians(angles.z);
				c = cos(angleZ);
				s = sin(angleZ);
				float4x4 rotateZMatrix = float4x4(c, -s, 0, 0,
				s, c, 0, 0,
				0, 0, 1, 0,
				0, 0, 0, 1);
				return mul(mul(rotateXMatrix, rotateYMatrix), rotateZMatrix);
			}
			float3 getCameraPosition()
			{
				#ifdef USING_STEREO_MATRICES
				return lerp(unity_StereoWorldSpaceCameraPos[0], unity_StereoWorldSpaceCameraPos[1], 0.5);
				#endif
				return _WorldSpaceCameraPos;
			}
			float2 calcPixelScreenUVs(half4 grabPos)
			{
				half2 uv = grabPos.xy / (grabPos.w + 0.0000000001);
				#if UNITY_SINGLE_PASS_STEREO
				uv.xy *= half2(_ScreenParams.x * 2, _ScreenParams.y);
				#else
				uv.xy *= _ScreenParams.xy;
				#endif
				return uv;
			}
			float CalcMipLevel(float2 texture_coord)
			{
				float2 dx = ddx(texture_coord);
				float2 dy = ddy(texture_coord);
				float delta_max_sqr = max(dot(dx, dx), dot(dy, dy));
				return 0.5 * log2(delta_max_sqr);
			}
			float inverseLerp(float A, float B, float T)
			{
				return (T - A) / (B - A);
			}
			float inverseLerp2(float2 a, float2 b, float2 value)
			{
				float2 AB = b - a;
				float2 AV = value - a;
				return dot(AV, AB) / dot(AB, AB);
			}
			float inverseLerp3(float3 a, float3 b, float3 value)
			{
				float3 AB = b - a;
				float3 AV = value - a;
				return dot(AV, AB) / dot(AB, AB);
			}
			float inverseLerp4(float4 a, float4 b, float4 value)
			{
				float4 AB = b - a;
				float4 AV = value - a;
				return dot(AV, AB) / dot(AB, AB);
			}
			float4 quaternion_conjugate(float4 v)
			{
				return float4(
				v.x, -v.yzw
				);
			}
			float4 quaternion_mul(float4 v1, float4 v2)
			{
				float4 result1 = (v1.x * v2 + v1 * v2.x);
				float4 result2 = float4(
				- dot(v1.yzw, v2.yzw),
				cross(v1.yzw, v2.yzw)
				);
				return float4(result1 + result2);
			}
			float4 get_quaternion_from_angle(float3 axis, float angle)
			{
				float sn = sin(angle * 0.5);
				float cs = cos(angle * 0.5);
				return float4(axis * sn, cs);
			}
			float4 quaternion_from_vector(float3 inVec)
			{
				return float4(0.0, inVec);
			}
			float degree_to_radius(float degree)
			{
				return (
				degree / 180.0 * PI
				);
			}
			float3 rotate_with_quaternion(float3 inVec, float3 rotation)
			{
				float4 qx = get_quaternion_from_angle(float3(1, 0, 0), radians(rotation.x));
				float4 qy = get_quaternion_from_angle(float3(0, 1, 0), radians(rotation.y));
				float4 qz = get_quaternion_from_angle(float3(0, 0, 1), radians(rotation.z));
				#define MUL3(A, B, C) quaternion_mul(quaternion_mul((A), (B)), (C))
				float4 quaternion = normalize(MUL3(qx, qy, qz));
				float4 conjugate = quaternion_conjugate(quaternion);
				float4 inVecQ = quaternion_from_vector(inVec);
				float3 rotated = (
				MUL3(quaternion, inVecQ, conjugate)
				).yzw;
				return rotated;
			}
			float4 transform(float4 input, float4 pos, float4 rotation, float4 scale)
			{
				input.rgb *= (scale.xyz * scale.w);
				input = float4(rotate_with_quaternion(input.xyz, rotation.xyz * rotation.w) + (pos.xyz * pos.w), input.w);
				return input;
			}
			float2 RotateUV(float2 _uv, float _radian, float2 _piv, float _time)
			{
				float RotateUV_ang = _radian;
				float RotateUV_cos = cos(_time * RotateUV_ang);
				float RotateUV_sin = sin(_time * RotateUV_ang);
				return (mul(_uv - _piv, float2x2(RotateUV_cos, -RotateUV_sin, RotateUV_sin, RotateUV_cos)) + _piv);
			}
			float3 RotateAroundAxis(float3 original, float3 axis, float radian)
			{
				float s = sin(radian);
				float c = cos(radian);
				float one_minus_c = 1.0 - c;
				axis = normalize(axis);
				float3x3 rot_mat = {
					one_minus_c * axis.x * axis.x + c, one_minus_c * axis.x * axis.y - axis.z * s, one_minus_c * axis.z * axis.x + axis.y * s,
					one_minus_c * axis.x * axis.y + axis.z * s, one_minus_c * axis.y * axis.y + c, one_minus_c * axis.y * axis.z - axis.x * s,
					one_minus_c * axis.z * axis.x - axis.y * s, one_minus_c * axis.y * axis.z + axis.x * s, one_minus_c * axis.z * axis.z + c
				};
				return mul(rot_mat, original);
			}
			float3 poiThemeColor(in PoiMods poiMods, in float3 srcColor, in float themeIndex)
			{
				float3 outputColor = srcColor;
				if (themeIndex != 0)
				{
					themeIndex = max(themeIndex - 1, 0);
					if (themeIndex <= 3)
					{
						outputColor = poiMods.globalColorTheme[themeIndex];
					}
					else
					{
						#ifdef POI_AUDIOLINK
						if (poiMods.audioLinkAvailable)
						{
							outputColor = poiMods.globalColorTheme[themeIndex];
						}
						#endif
					}
				}
				return outputColor;
			}
			float3 lilToneCorrection(float3 c, float4 hsvg)
			{
				c = pow(abs(c), hsvg.w);
				float4 p = (c.b > c.g) ? float4(c.bg, -1.0, 2.0 / 3.0) : float4(c.gb, 0.0, -1.0 / 3.0);
				float4 q = (p.x > c.r) ? float4(p.xyw, c.r) : float4(c.r, p.yzx);
				float d = q.x - min(q.w, q.y);
				float e = 1.0e-10;
				float3 hsv = float3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
				hsv = float3(hsv.x + hsvg.x, saturate(hsv.y * hsvg.y), saturate(hsv.z * hsvg.z));
				return hsv.z - hsv.z * hsv.y + hsv.z * hsv.y * saturate(abs(frac(hsv.x + float3(1.0, 2.0 / 3.0, 1.0 / 3.0)) * 6.0 - 3.0) - 1.0);
			}
			float3 lilBlendColor(float3 dstCol, float3 srcCol, float3 srcA, int blendMode)
			{
				float3 ad = dstCol + srcCol;
				float3 mu = dstCol * srcCol;
				float3 outCol = float3(0, 0, 0);
				if (blendMode == 0) outCol = srcCol; // Normal
				if (blendMode == 1) outCol = ad; // Add
				if (blendMode == 2) outCol = max(ad - mu, dstCol); // Screen
				if (blendMode == 3) outCol = mu; // Multiply
				return lerp(dstCol, outCol, srcA);
			}
			float lilIsIn0to1(float f)
			{
				float value = 0.5 - abs(f - 0.5);
				return saturate(value / clamp(fwidth(value), 0.0001, 1.0));
			}
			float lilIsIn0to1(float f, float nv)
			{
				float value = 0.5 - abs(f - 0.5);
				return saturate(value / clamp(fwidth(value), 0.0001, nv));
			}
			float poiEdgeLinearNoSaturate(float value, float border)
			{
				return (value - border) / clamp(fwidth(value), 0.0001, 1.0);
			}
			float3 poiEdgeLinearNoSaturate(float value, float3 border)
			{
				return float3(
				(value - border.x) / clamp(fwidth(value), 0.0001, 1.0),
				(value - border.y) / clamp(fwidth(value), 0.0001, 1.0),
				(value - border.z) / clamp(fwidth(value), 0.0001, 1.0)
				);
			}
			float poiEdgeLinearNoSaturate(float value, float border, float blur)
			{
				float borderMin = saturate(border - blur * 0.5);
				float borderMax = saturate(border + blur * 0.5);
				return (value - borderMin) / saturate(borderMax - borderMin + fwidth(value));
			}
			float poiEdgeLinearNoSaturate(float value, float border, float blur, float borderRange)
			{
				float borderMin = saturate(border - blur * 0.5 - borderRange);
				float borderMax = saturate(border + blur * 0.5);
				return (value - borderMin) / saturate(borderMax - borderMin + fwidth(value));
			}
			float poiEdgeNonLinearNoSaturate(float value, float border)
			{
				float fwidthValue = fwidth(value);
				return smoothstep(border - fwidthValue, border + fwidthValue, value);
			}
			float poiEdgeNonLinearNoSaturate(float value, float border, float blur)
			{
				float fwidthValue = fwidth(value);
				float borderMin = saturate(border - blur * 0.5);
				float borderMax = saturate(border + blur * 0.5);
				return smoothstep(borderMin - fwidthValue, borderMax + fwidthValue, value);
			}
			float poiEdgeNonLinearNoSaturate(float value, float border, float blur, float borderRange)
			{
				float fwidthValue = fwidth(value);
				float borderMin = saturate(border - blur * 0.5 - borderRange);
				float borderMax = saturate(border + blur * 0.5);
				return smoothstep(borderMin - fwidthValue, borderMax + fwidthValue, value);
			}
			float poiEdgeNonLinear(float value, float border)
			{
				return saturate(poiEdgeNonLinearNoSaturate(value, border));
			}
			float poiEdgeNonLinear(float value, float border, float blur)
			{
				return saturate(poiEdgeNonLinearNoSaturate(value, border, blur));
			}
			float poiEdgeNonLinear(float value, float border, float blur, float borderRange)
			{
				return saturate(poiEdgeNonLinearNoSaturate(value, border, blur, borderRange));
			}
			float poiEdgeLinear(float value, float border)
			{
				return saturate(poiEdgeLinearNoSaturate(value, border));
			}
			float poiEdgeLinear(float value, float border, float blur)
			{
				return saturate(poiEdgeLinearNoSaturate(value, border, blur));
			}
			float poiEdgeLinear(float value, float border, float blur, float borderRange)
			{
				return saturate(poiEdgeLinearNoSaturate(value, border, blur, borderRange));
			}
			float3 OpenLitLinearToSRGB(float3 col)
			{
				return LinearToGammaSpace(col);
			}
			float3 OpenLitSRGBToLinear(float3 col)
			{
				return GammaToLinearSpace(col);
			}
			float OpenLitLuminance(float3 rgb)
			{
				#if defined(UNITY_COLORSPACE_GAMMA)
				return dot(rgb, float3(0.22, 0.707, 0.071));
				#else
				return dot(rgb, float3(0.0396819152, 0.458021790, 0.00609653955));
				#endif
			}
			float3 AdjustLitLuminance(float3 rgb, float targetLuminance)
			{
				float currentLuminance;
				#if defined(UNITY_COLORSPACE_GAMMA)
				currentLuminance = dot(rgb, float3(0.22, 0.707, 0.071));
				#else
				currentLuminance = dot(rgb, float3(0.0396819152, 0.458021790, 0.00609653955));
				#endif
				float luminanceRatio = targetLuminance / currentLuminance;
				return rgb * luminanceRatio;
			}
			float3 ClampLuminance(float3 rgb, float minLuminance, float maxLuminance)
			{
				float currentLuminance = dot(rgb, float3(0.299, 0.587, 0.114));
				float minRatio = (currentLuminance != 0) ? minLuminance / currentLuminance : 1.0;
				float maxRatio = (currentLuminance != 0) ? maxLuminance / currentLuminance : 1.0;
				float luminanceRatio = clamp(min(maxRatio, max(minRatio, 1.0)), 0.0, 1.0);
				return lerp(rgb, rgb * luminanceRatio, luminanceRatio < 1.0);
			}
			float3 MaxLuminance(float3 rgb, float maxLuminance)
			{
				float currentLuminance = dot(rgb, float3(0.299, 0.587, 0.114));
				float luminanceRatio = (currentLuminance != 0) ? maxLuminance / max(currentLuminance, 0.00001) : 1.0;
				return lerp(rgb, rgb * luminanceRatio, currentLuminance > maxLuminance);
			}
			float OpenLitGray(float3 rgb)
			{
				return dot(rgb, float3(1.0 / 3.0, 1.0 / 3.0, 1.0 / 3.0));
			}
			void OpenLitShadeSH9ToonDouble(float3 lightDirection, out float3 shMax, out float3 shMin)
			{
				#if !defined(LIGHTMAP_ON)
				float3 N = lightDirection * 0.666666;
				float4 vB = N.xyzz * N.yzzx;
				float3 res = float3(unity_SHAr.w, unity_SHAg.w, unity_SHAb.w);
				res.r += dot(unity_SHBr, vB);
				res.g += dot(unity_SHBg, vB);
				res.b += dot(unity_SHBb, vB);
				res += unity_SHC.rgb * (N.x * N.x - N.y * N.y);
				float3 l1;
				l1.r = dot(unity_SHAr.rgb, N);
				l1.g = dot(unity_SHAg.rgb, N);
				l1.b = dot(unity_SHAb.rgb, N);
				shMax = res + l1;
				shMin = res - l1;
				#if defined(UNITY_COLORSPACE_GAMMA)
				shMax = OpenLitLinearToSRGB(shMax);
				shMin = OpenLitLinearToSRGB(shMin);
				#endif
				#else
				shMax = 0.0;
				shMin = 0.0;
				#endif
			}
			float3 OpenLitComputeCustomLightDirection(float4 lightDirectionOverride)
			{
				float3 customDir = length(lightDirectionOverride.xyz) * normalize(mul((float3x3)unity_ObjectToWorld, lightDirectionOverride.xyz));
				return lightDirectionOverride.w ? customDir : lightDirectionOverride.xyz; // .w isn't doc'd anywhere and is always 0 unless end user changes it
			}
			float3 OpenLitLightingDirectionForSH9()
			{
				float3 mainDir = _WorldSpaceLightPos0.xyz * OpenLitLuminance(_LightColor0.rgb);
				#if !defined(LIGHTMAP_ON)
				float3 sh9Dir = unity_SHAr.xyz * 0.333333 + unity_SHAg.xyz * 0.333333 + unity_SHAb.xyz * 0.333333;
				float3 sh9DirAbs = float3(sh9Dir.x, abs(sh9Dir.y), sh9Dir.z);
				#else
				float3 sh9Dir = 0;
				float3 sh9DirAbs = 0;
				#endif
				float3 lightDirectionForSH9 = sh9Dir + mainDir;
				lightDirectionForSH9 = dot(lightDirectionForSH9, lightDirectionForSH9) < 0.000001 ? 0 : normalize(lightDirectionForSH9);
				return lightDirectionForSH9;
			}
			float3 OpenLitLightingDirection(float4 lightDirectionOverride)
			{
				float3 mainDir = _WorldSpaceLightPos0.xyz * OpenLitLuminance(_LightColor0.rgb);
				#if !defined(LIGHTMAP_ON) && UNITY_SHOULD_SAMPLE_SH
				float3 sh9Dir = unity_SHAr.xyz * 0.333333 + unity_SHAg.xyz * 0.333333 + unity_SHAb.xyz * 0.333333;
				float3 sh9DirAbs = float3(sh9Dir.x, abs(sh9Dir.y), sh9Dir.z);
				#else
				float3 sh9Dir = 0;
				float3 sh9DirAbs = 0;
				#endif
				float3 customDir = OpenLitComputeCustomLightDirection(lightDirectionOverride);
				return normalize(sh9DirAbs + mainDir + customDir);
			}
			float3 OpenLitLightingDirection()
			{
				float4 customDir = float4(0.001, 0.002, 0.001, 0.0);
				return OpenLitLightingDirection(customDir);
			}
			inline float4 CalculateFrustumCorrection()
			{
				float x1 = -UNITY_MATRIX_P._31 / (UNITY_MATRIX_P._11 * UNITY_MATRIX_P._34);
				float x2 = -UNITY_MATRIX_P._32 / (UNITY_MATRIX_P._22 * UNITY_MATRIX_P._34);
				return float4(x1, x2, 0, UNITY_MATRIX_P._33 / UNITY_MATRIX_P._34 + x1 * UNITY_MATRIX_P._13 + x2 * UNITY_MATRIX_P._23);
			}
			inline float CorrectedLinearEyeDepth(float z, float B)
			{
				return 1.0 / (z / UNITY_MATRIX_P._34 + B);
			}
			float2 sharpSample(float4 texelSize, float2 p)
			{
				p = p * texelSize.zw;
				float2 c = max(0.0, fwidth(p));
				p = floor(p) + saturate(frac(p) / c);
				p = (p - 0.5) * texelSize.xy;
				return p;
			}
			void applyToGlobalMask(inout PoiMods poiMods, int index, int blendType, float val)
			{
				float valBlended = saturate(maskBlend(poiMods.globalMask[index], val, blendType));
				switch(index)
				{
					case 0: poiMods.globalMask[0] = valBlended; break;
					case 1: poiMods.globalMask[1] = valBlended; break;
					case 2: poiMods.globalMask[2] = valBlended; break;
					case 3: poiMods.globalMask[3] = valBlended; break;
					case 4: poiMods.globalMask[4] = valBlended; break;
					case 5: poiMods.globalMask[5] = valBlended; break;
					case 6: poiMods.globalMask[6] = valBlended; break;
					case 7: poiMods.globalMask[7] = valBlended; break;
					case 8: poiMods.globalMask[8] = valBlended; break;
					case 9: poiMods.globalMask[9] = valBlended; break;
					case 10: poiMods.globalMask[10] = valBlended; break;
					case 11: poiMods.globalMask[11] = valBlended; break;
					case 12: poiMods.globalMask[12] = valBlended; break;
					case 13: poiMods.globalMask[13] = valBlended; break;
					case 14: poiMods.globalMask[14] = valBlended; break;
					case 15: poiMods.globalMask[15] = valBlended; break;
				}
			}
			void assignValueToVectorFromIndex(inout float4 vec, int index, float value)
			{
				switch(index)
				{
					case 0: vec[0] = value; break;
					case 1: vec[1] = value; break;
					case 2: vec[2] = value; break;
					case 3: vec[3] = value; break;
				}
			}
			float3 mod289(float3 x)
			{
				return x - floor(x * (1.0 / 289.0)) * 289.0;
			}
			float2 mod289(float2 x)
			{
				return x - floor(x * (1.0 / 289.0)) * 289.0;
			}
			float3 permute(float3 x)
			{
				return mod289(((x * 34.0) + 1.0) * x);
			}
			float snoise(float2 v)
			{
				const float4 C = float4(0.211324865405187, // (3.0 - sqrt(3.0)) / 6.0
				0.366025403784439, // 0.5 * (sqrt(3.0) - 1.0)
				- 0.577350269189626, // - 1.0 + 2.0 * C.x
				0.024390243902439); // 1.0 / 41.0
				float2 i = floor(v + dot(v, C.yy));
				float2 x0 = v - i + dot(i, C.xx);
				float2 i1;
				i1 = (x0.x > x0.y) ? float2(1.0, 0.0) : float2(0.0, 1.0);
				float4 x12 = x0.xyxy + C.xxzz;
				x12.xy -= i1;
				i = mod289(i); // Avoid truncation effects in permutation
				float3 p = permute(permute(i.y + float3(0.0, i1.y, 1.0))
				+ i.x + float3(0.0, i1.x, 1.0));
				float3 m = max(0.5 - float3(dot(x0, x0), dot(x12.xy, x12.xy), dot(x12.zw, x12.zw)), 0.0);
				m = m * m ;
				m = m * m ;
				float3 x = 2.0 * frac(p * C.www) - 1.0;
				float3 h = abs(x) - 0.5;
				float3 ox = floor(x + 0.5);
				float3 a0 = x - ox;
				m *= 1.79284291400159 - 0.85373472095314 * (a0 * a0 + h * h);
				float3 g;
				g.x = a0.x * x0.x + h.x * x0.y;
				g.yz = a0.yz * x12.xz + h.yz * x12.yw;
				return 130.0 * dot(m, g);
			}
			float nsqDistance(float2 a, float2 b)
			{
				return dot(a - b, a - b);
			}
			float poiInvertToggle(in float value, in float toggle)
			{
				return (toggle == 0 ? value : 1 - value);
			}
			float3 PoiBlendNormal(float3 dstNormal, float3 srcNormal)
			{
				return float3(dstNormal.xy + srcNormal.xy, dstNormal.z * srcNormal.z);
			}
			float3 lilTransformDirOStoWS(float3 directionOS, bool doNormalize)
			{
				if (doNormalize) return normalize(mul((float3x3)unity_ObjectToWorld, directionOS));
				else            return mul((float3x3)unity_ObjectToWorld, directionOS);
			}
			float2 poiGetWidthAndHeight(Texture2D tex)
			{
				uint width, height;
				tex.GetDimensions(width, height);
				return float2(width, height);
			}
			float2 poiGetWidthAndHeight(Texture2DArray tex)
			{
				uint width, height, element;
				tex.GetDimensions(width, height, element);
				return float2(width, height);
			}
			VertexOut vert(
			#ifndef POI_TESSELLATED
			appdata v
			#else
			tessAppData v
			#endif
			)
			{
				UNITY_SETUP_INSTANCE_ID(v);
				VertexOut o;
				PoiInitStruct(VertexOut, o);
				UNITY_TRANSFER_INSTANCE_ID(v, o);
				#ifdef POI_TESSELLATED
				UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(v);
				#endif
				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
				o.normal = UnityObjectToWorldNormal(v.normal);
				o.tangent.xyz = UnityObjectToWorldDir(v.tangent);
				o.tangent.w = v.tangent.w;
				o.vertexColor = v.color;
				o.uv[0] = float4(v.uv0.xy, v.uv1.xy);
				o.uv[1] = float4(v.uv2.xy, v.uv3.xy);
				#if defined(LIGHTMAP_ON)
				o.lightmapUV.xy = v.uv1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
				#endif
				#ifdef DYNAMICLIGHTMAP_ON
				o.lightmapUV.zw = v.uv2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
				#endif
				o.localPos = v.vertex;
				o.worldPos = mul(unity_ObjectToWorld, o.localPos);
				float3 localOffset = float3(0, 0, 0);
				float3 worldOffset = float3(0, 0, 0);
				o.localPos.rgb += localOffset;
				o.worldPos.rgb += worldOffset;
				o.pos = UnityObjectToClipPos(o.localPos);
				#ifdef POI_PASS_OUTLINE
				#if defined(UNITY_REVERSED_Z)
				o.pos.z += (0.0 /*_Offset_Z*/) * - 0.01;
				#else
				o.pos.z += (0.0 /*_Offset_Z*/) * 0.01;
				#endif
				#endif
				#ifndef FORWARD_META_PASS
				#if !defined(UNITY_PASS_SHADOWCASTER)
				UNITY_TRANSFER_SHADOW(o, o.uv[0].xy);
				#else
				v.vertex.xyz = o.localPos.xyz;
				TRANSFER_SHADOW_CASTER_NOPOS(o, o.pos);
				#endif
				#endif
				UNITY_TRANSFER_FOG(o, o.pos);
				if ((0.0 /*_RenderingReduceClipDistance*/))
				{
					if (o.pos.w < _ProjectionParams.y * 1.01 && o.pos.w > 0)
					{
						#if defined(UNITY_REVERSED_Z) // DirectX
						o.pos.z = o.pos.z * 0.0001 + o.pos.w * 0.999;
						#else // OpenGL
						o.pos.z = o.pos.z * 0.0001 - o.pos.w * 0.999;
						#endif
					}
				}
				#ifdef POI_PASS_META
				o.pos = UnityMetaVertexPosition(v.vertex, v.uv1.xy, v.uv2.xy, unity_LightmapST, unity_DynamicLightmapST);
				#endif
				return o;
			}
			#if defined(_STOCHASTICMODE_DELIOT_HEITZ)
			#define POI2D_SAMPLER_STOCHASTIC(tex, texSampler, uv, useStochastic) (useStochastic ? DeliotHeitzSampleTexture(tex, sampler##texSampler, uv) : POI2D_SAMPLER(tex, texSampler, uv))
			#define POI2D_SAMPLER_PAN_STOCHASTIC(tex, texSampler, uv, pan, useStochastic) (useStochastic ? DeliotHeitzSampleTexture(tex, sampler##texSampler, POI_PAN_UV(uv, pan)) : POI2D_SAMPLER_PAN(tex, texSampler, uv, pan))
			#define POI2D_SAMPLER_PANGRAD_STOCHASTIC(tex, texSampler, uv, pan, dx, dy, useStochastic) (useStochastic ? DeliotHeitzSampleTexture(tex, sampler##texSampler, POI_PAN_UV(uv, pan), dx, dy) : POI2D_SAMPLER_PANGRAD(tex, texSampler, uv, pan, dx, dy))
			#endif
			#if defined(_STOCHASTICMODE_HEXTILE)
			#define POI2D_SAMPLER_STOCHASTIC(tex, texSampler, uv, useStochastic) (useStochastic ? HextileSampleTexture(tex, sampler##texSampler, uv, false) : POI2D_SAMPLER(tex, texSampler, uv))
			#define POI2D_SAMPLER_PAN_STOCHASTIC(tex, texSampler, uv, pan, useStochastic) (useStochastic ? HextileSampleTexture(tex, sampler##texSampler, POI_PAN_UV(uv, pan), false) : POI2D_SAMPLER_PAN(tex, texSampler, uv, pan))
			#define POI2D_SAMPLER_PANGRAD_STOCHASTIC(tex, texSampler, uv, pan, dx, dy, useStochastic) (useStochastic ? HextileSampleTexture(tex, sampler##texSampler, POI_PAN_UV(uv, pan), false, dx, dy) : POI2D_SAMPLER_PANGRAD(tex, texSampler, uv, pan, dx, dy))
			#endif
			#ifndef POI2D_SAMPLER_STOCHASTIC
			#define POI2D_SAMPLER_STOCHASTIC(tex, texSampler, uv, useStochastic) (POI2D_SAMPLER(tex, texSampler, uv))
			#endif
			#ifndef POI2D_SAMPLER_PAN_STOCHASTIC
			#define POI2D_SAMPLER_PAN_STOCHASTIC(tex, texSampler, uv, pan, useStochastic) (POI2D_SAMPLER_PAN(tex, texSampler, uv, pan))
			#endif
			#ifndef POI2D_SAMPLER_PANGRAD_STOCHASTIC
			#define POI2D_SAMPLER_PANGRAD_STOCHASTIC(tex, texSampler, uv, pan, dx, dy, useStochastic) (POI2D_SAMPLER_PANGRAD(tex, texSampler, uv, pan, dx, dy))
			#endif
			#if !defined(_STOCHASTICMODE_NONE)
			float2 StochasticHash2D2D (float2 s)
			{
				return frac(sin(glsl_mod(float2(dot(s, float2(127.1,311.7)), dot(s, float2(269.5,183.3))), 3.14159)) * 43758.5453);
			}
			#endif
			#if defined(_STOCHASTICMODE_DELIOT_HEITZ)
			float3x3 DeliotHeitzStochasticUVBW(float2 uv)
			{
				const float2x2 stochasticSkewedGrid = float2x2(1.0, -0.57735027, 0.0, 1.15470054);
				float2 skewUV = mul(stochasticSkewedGrid, uv * 3.4641 * (1.0 /*_StochasticDeliotHeitzDensity*/));
				float2 vxID = floor(skewUV);
				float3 bary = float3(frac(skewUV), 0);
				bary.z = 1.0 - bary.x - bary.y;
				float3x3 pos = float3x3(
				float3(vxID, 				bary.z),
				float3(vxID + float2(0, 1), bary.y),
				float3(vxID + float2(1, 0), bary.x)
				);
				float3x3 neg = float3x3(
				float3(vxID + float2(1, 1), 	 -bary.z),
				float3(vxID + float2(1, 0), 1.0 - bary.y),
				float3(vxID + float2(0, 1), 1.0 - bary.x)
				);
				return (bary.z > 0) ? pos : neg;
			}
			float4 DeliotHeitzSampleTexture(Texture2D tex, SamplerState texSampler, float2 uv, float2 dx, float2 dy)
			{
				float3x3 UVBW = DeliotHeitzStochasticUVBW(uv);
				return 	mul(tex.SampleGrad(texSampler, uv + StochasticHash2D2D(UVBW[0].xy), dx, dy), UVBW[0].z) +
				mul(tex.SampleGrad(texSampler, uv + StochasticHash2D2D(UVBW[1].xy), dx, dy), UVBW[1].z) +
				mul(tex.SampleGrad(texSampler, uv + StochasticHash2D2D(UVBW[2].xy), dx, dy), UVBW[2].z) ;
			}
			float4 DeliotHeitzSampleTexture(Texture2D tex, SamplerState texSampler, float2 uv)
			{
				float2 dx = ddx(uv), dy = ddy(uv);
				return DeliotHeitzSampleTexture(tex, texSampler, uv, dx, dy);
			}
			#endif // defined(_STOCHASTICMODE_DELIOT_HEITZ)
			#if defined(_STOCHASTICMODE_HEXTILE)
			float2 HextileMakeCenUV(float2 vertex)
			{
				const float2x2 stochasticInverseSkewedGrid = float2x2(1.0, 0.5, 0.0, 1.0/1.15470054);
				return mul(stochasticInverseSkewedGrid, vertex) * 0.288675;
			}
			float2x2 HextileLoadRot2x2(float2 idx, float rotStrength)
			{
				float angle = abs(idx.x * idx.y) + abs(idx.x + idx.y) + PI;
				angle = glsl_mod(angle, 2 * PI);
				if(angle < 0)  angle += 2 * PI;
				if(angle > PI) angle -= 2 * PI;
				angle *= rotStrength;
				float cs = cos(angle), si = sin(angle);
				return float2x2(cs, -si, si, cs);
			}
			float4x4 HextileUVBWR(float2 uv)
			{
				const float2x2 stochasticSkewedGrid = float2x2(1.0, -0.57735027, 0.0, 1.15470054);
				float2 skewedCoord = mul(stochasticSkewedGrid, uv * 3.4641 * (1.0 /*_StochasticHexGridDensity*/));
				float2 baseId = float2(floor(skewedCoord));
				float3 temp = float3(frac(skewedCoord), 0);
				temp.z = 1 - temp.x - temp.y;
				float s = step(0.0, -temp.z);
				float s2 = 2 * s - 1;
				float3 weights = float3(-temp.z * s2, s - temp.y * s2, s - temp.x * s2);
				float2 vertex0 = baseId + float2(s, s);
				float2 vertex1 = baseId + float2(s, 1 - s);
				float2 vertex2 = baseId + float2(1 - s, s);
				float2 cen0 = HextileMakeCenUV(vertex0), cen1 = HextileMakeCenUV(vertex1), cen2 = HextileMakeCenUV(vertex2);
				float2x2 rot0 = float2x2(1, 0, 0, 1), rot1 = float2x2(1, 0, 0, 1), rot2 = float2x2(1, 0, 0, 1);
				if((0.0 /*_StochasticHexRotationStrength*/) > 0)
				{
					rot0 = HextileLoadRot2x2(vertex0, (0.0 /*_StochasticHexRotationStrength*/));
					rot1 = HextileLoadRot2x2(vertex1, (0.0 /*_StochasticHexRotationStrength*/));
					rot2 = HextileLoadRot2x2(vertex2, (0.0 /*_StochasticHexRotationStrength*/));
				}
				return float4x4(
				float4(mul(uv - cen0, rot0) + cen0 + StochasticHash2D2D(vertex0), rot0[0].x, -rot0[0].y),
				float4(mul(uv - cen1, rot1) + cen1 + StochasticHash2D2D(vertex1), rot1[0].x, -rot1[0].y),
				float4(mul(uv - cen2, rot2) + cen2 + StochasticHash2D2D(vertex2), rot2[0].x, -rot2[0].y),
				float4(weights, 0)
				);
			}
			float4 HextileSampleTexture(Texture2D tex, SamplerState texSampler, float2 uv, bool isNormalMap, float2 dUVdx, float2 dUVdy)
			{
				float4x4 UVBWR = HextileUVBWR(uv);
				float2x2 rot0 = float2x2(1, 0, 0, 1), rot1 = float2x2(1, 0, 0, 1), rot2 = float2x2(1, 0, 0, 1);
				if((0.0 /*_StochasticHexRotationStrength*/) > 0)
				{
					rot0 = float2x2(UVBWR[0].z, -UVBWR[0].w, UVBWR[0].w, UVBWR[0].z);
					rot1 = float2x2(UVBWR[1].z, -UVBWR[1].w, UVBWR[1].w, UVBWR[1].z);
					rot2 = float2x2(UVBWR[2].z, -UVBWR[2].w, UVBWR[2].w, UVBWR[2].z);
				}
				float3 W = UVBWR[3].xyz;
				float4 c0 = tex.SampleGrad(texSampler, UVBWR[0].xy, mul(dUVdx, rot0), mul(dUVdy, rot0));
				float4 c1 = tex.SampleGrad(texSampler, UVBWR[1].xy, mul(dUVdx, rot1), mul(dUVdy, rot1));
				float4 c2 = tex.SampleGrad(texSampler, UVBWR[2].xy, mul(dUVdx, rot2), mul(dUVdy, rot2));
				const float3 Lw = float3(0.299, 0.587, 0.114);
				float3 Dw = float3(dot(c0.xyz, Lw), dot(c1.xyz, Lw), dot(c2.xyz, Lw));
				Dw = lerp(1.0, Dw, (0.6 /*_StochasticHexFallOffContrast*/));
				W = Dw * pow(W, (7.0 /*_StochasticHexFallOffPower*/));
				W /= (W.x + W.y + W.z);
				return W.x * c0 + W.y * c1 + W.z * c2;
			}
			float4 HextileSampleTexture(Texture2D tex, SamplerState texSampler, float2 uv, bool isNormalMap)
			{
				return HextileSampleTexture(tex, texSampler, uv, isNormalMap, ddx(uv), ddy(uv));
			}
			#endif // defined(_STOCHASTICMODE_HEXTILE)
			void applyAlphaOptions(inout PoiFragData poiFragData, in PoiMesh poiMesh, in PoiCam poiCam, in PoiMods poiMods)
			{
				poiFragData.alpha = saturate(poiFragData.alpha + (0.0 /*_AlphaMod*/));
				if ((0.0 /*_AlphaGlobalMask*/) > 0)
				{
					poiFragData.alpha = maskBlend(poiFragData.alpha, poiMods.globalMask[(0.0 /*_AlphaGlobalMask*/) - 1], (2.0 /*_AlphaGlobalMaskBlendType*/));
				}
			}
			float customDistanceBlend(float base, float blend, float blendType)
			{
				switch(blendType)
				{
					case 0: return blendNormal(base, blend); break;
					case 2: return blendMultiply(base, blend); break;
					default: return 0; break;
				}
			}
			void handleGlobalMaskDistance(int index, bool enable, bool type, float minAlpha, float maxAlpha, float min, float max, int blendType, in PoiMesh poiMesh, inout PoiMods poiMods)
			{
				if (enable)
				{
					float3 position = type ? poiMesh.worldPos : poiMesh.objectPosition;
					float val = lerp(minAlpha, maxAlpha, smoothstep(min, max, distance(position, _WorldSpaceCameraPos)));
					poiMods.globalMask[index] = saturate(customDistanceBlend(poiMods.globalMask[index], val, blendType));
				}
			}
			void ApplyGlobalMaskModifiers(in PoiMesh poiMesh, inout PoiMods poiMods, in PoiCam poiCam)
			{
			}
			float2 calculatePolarCoordinate(in PoiMesh poiMesh)
			{
				float2 delta = poiMesh.uv[(0.0 /*_PolarUV*/)] - float4(0.5,0.5,0,0);
				float radius = length(delta) * 2 * (1.0 /*_PolarRadialScale*/);
				float angle = atan2(delta.x, delta.y);
				float phi = angle / (UNITY_PI * 2.0);
				float phi_frac = frac(phi);
				angle = fwidth(phi) - 0.0001 < fwidth(phi_frac) ? phi : phi_frac;
				angle *= (1.0 /*_PolarLengthScale*/);
				return float2(radius, angle + distance(poiMesh.uv[(0.0 /*_PolarUV*/)], float4(0.5,0.5,0,0)) * (0.0 /*_PolarSpiralPower*/));
			}
			float2 MonoPanoProjection(float3 coords)
			{
				float3 normalizedCoords = normalize(coords);
				float latitude = acos(normalizedCoords.y);
				float longitude = atan2(normalizedCoords.z, normalizedCoords.x);
				float phi = longitude / (UNITY_PI * 2.0);
				float phi_frac = frac(phi);
				longitude = fwidth(phi) - 0.0001 < fwidth(phi_frac) ? phi : phi_frac;
				longitude *= 2;
				float2 sphereCoords = float2(longitude, latitude) * float2(1.0, 1.0 / UNITY_PI);
				sphereCoords = float2(1.0, 1.0) - sphereCoords;
				return (sphereCoords + float4(0, 1 - unity_StereoEyeIndex, 1, 1.0).xy) * float4(0, 1 - unity_StereoEyeIndex, 1, 1.0).zw;
			}
			float2 StereoPanoProjection(float3 coords)
			{
				float3 normalizedCoords = normalize(coords);
				float latitude = acos(normalizedCoords.y);
				float longitude = atan2(normalizedCoords.z, normalizedCoords.x);
				float phi = longitude / (UNITY_PI * 2.0);
				float phi_frac = frac(phi);
				longitude = fwidth(phi) - 0.0001 < fwidth(phi_frac) ? phi : phi_frac;
				longitude *= 2;
				float2 sphereCoords = float2(longitude, latitude) * float2(0.5, 1.0 / UNITY_PI);
				sphereCoords = float2(0.5, 1.0) - sphereCoords;
				return (sphereCoords + float4(0, 1 - unity_StereoEyeIndex, 1, 0.5).xy) * float4(0, 1 - unity_StereoEyeIndex, 1, 0.5).zw;
			}
			float2 calculateWorldUV(in PoiMesh poiMesh)
			{
				return float2((0.0 /*_UVModWorldPos0*/) != 3 ? poiMesh.worldPos[ (0.0 /*_UVModWorldPos0*/)] : 0.0f, (2.0 /*_UVModWorldPos1*/) != 3 ? poiMesh.worldPos[(2.0 /*_UVModWorldPos1*/)] : 0.0f);
			}
			float2 calculatelocalUV(in PoiMesh poiMesh)
			{
				float localUVs[8];
				localUVs[0] = poiMesh.localPos.x;
				localUVs[1] = poiMesh.localPos.y;
				localUVs[2] = poiMesh.localPos.z;
				localUVs[3] = 0;
				localUVs[4] = poiMesh.vertexColor.r;
				localUVs[5] = poiMesh.vertexColor.g;
				localUVs[6] = poiMesh.vertexColor.b;
				localUVs[7] = poiMesh.vertexColor.a;
				return float2(localUVs[(0.0 /*_UVModLocalPos0*/)],localUVs[(1.0 /*_UVModLocalPos1*/)]);
			}
			float2 calculatePanosphereUV(in PoiMesh poiMesh)
			{
				float3 viewDirection = normalize(lerp(getCameraPosition().xyz, _WorldSpaceCameraPos.xyz, (1.0 /*_PanoUseBothEyes*/)) - poiMesh.worldPos.xyz) * - 1;
				return lerp(MonoPanoProjection(viewDirection), StereoPanoProjection(viewDirection), (0.0 /*_StereoEnabled*/));
			}
			float4 frag(VertexOut i, uint facing : SV_IsFrontFace) : SV_Target
			{
				UNITY_SETUP_INSTANCE_ID(i);
				UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
				PoiMesh poiMesh;
				PoiInitStruct(PoiMesh, poiMesh);
				PoiLight poiLight;
				PoiInitStruct(PoiLight, poiLight);
				PoiVertexLights poiVertexLights;
				PoiInitStruct(PoiVertexLights, poiVertexLights);
				PoiCam poiCam;
				PoiInitStruct(PoiCam, poiCam);
				PoiMods poiMods;
				PoiInitStruct(PoiMods, poiMods);
				poiMods.globalEmission = 1;
				PoiFragData poiFragData;
				poiFragData.smoothness = 1;
				poiFragData.smoothness2 = 1;
				poiFragData.metallic = 1;
				poiFragData.specularMask = 1;
				poiFragData.reflectionMask = 1;
				poiFragData.emission = 0;
				poiFragData.baseColor = float3(0, 0, 0);
				poiFragData.finalColor = float3(0, 0, 0);
				poiFragData.alpha = 1;
				poiFragData.toggleVertexLights = 0;
				#ifdef POI_UDIMDISCARD
				applyUDIMDiscard(i);
				#endif
				poiMesh.objectPosition = mul(unity_ObjectToWorld, float4(0, 0, 0, 1)).xyz;
				poiMesh.objNormal = mul(unity_WorldToObject, i.normal);
				poiMesh.normals[0] = i.normal;
				poiMesh.tangent[0] = i.tangent.xyz;
				poiMesh.binormal[0] = cross(i.normal, i.tangent.xyz) * (i.tangent.w * unity_WorldTransformParams.w);
				poiMesh.worldPos = i.worldPos.xyz;
				poiMesh.localPos = i.localPos.xyz;
				poiMesh.vertexColor = i.vertexColor;
				poiMesh.isFrontFace = facing;
				poiMesh.dx = ddx(poiMesh.uv[0]);
				poiMesh.dy = ddy(poiMesh.uv[0]);
				#ifndef POI_PASS_OUTLINE
				if (!poiMesh.isFrontFace && (1 /*_FlipBackfaceNormals*/))
				{
					poiMesh.normals[0] *= -1;
					poiMesh.tangent[0] *= -1;
					poiMesh.binormal[0] *= -1;
				}
				#endif
				poiCam.viewDir = !IsOrthographicCamera() ? normalize(_WorldSpaceCameraPos - i.worldPos.xyz) : normalize(UNITY_MATRIX_I_V._m02_m12_m22);
				float3 tanToWorld0 = float3(poiMesh.tangent[0].x, poiMesh.binormal[0].x, poiMesh.normals[0].x);
				float3 tanToWorld1 = float3(poiMesh.tangent[0].y, poiMesh.binormal[0].y, poiMesh.normals[0].y);
				float3 tanToWorld2 = float3(poiMesh.tangent[0].z, poiMesh.binormal[0].z, poiMesh.normals[0].z);
				float3 ase_tanViewDir = tanToWorld0 * poiCam.viewDir.x + tanToWorld1 * poiCam.viewDir.y + tanToWorld2 * poiCam.viewDir.z;
				poiCam.tangentViewDir = normalize(ase_tanViewDir);
				#if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)
				poiMesh.lightmapUV = i.lightmapUV;
				#endif
				poiMesh.parallaxUV = poiCam.tangentViewDir.xy / max(poiCam.tangentViewDir.z, 0.0001);
				poiMesh.uv[0] = i.uv[0].xy;
				poiMesh.uv[1] = i.uv[0].zw;
				poiMesh.uv[2] = i.uv[1].xy;
				poiMesh.uv[3] = i.uv[1].zw;
				poiMesh.uv[4] = poiMesh.uv[0];
				poiMesh.uv[5] = poiMesh.uv[0];
				poiMesh.uv[6] = poiMesh.uv[0];
				poiMesh.uv[7] = poiMesh.uv[0];
				poiMesh.uv[8] = poiMesh.uv[0];
				poiMesh.uv[4] = calculatePanosphereUV(poiMesh);
				poiMesh.uv[5] = calculateWorldUV(poiMesh);
				poiMesh.uv[6] = calculatePolarCoordinate(poiMesh);
				poiMesh.uv[8] = calculatelocalUV(poiMesh);
				poiMods.globalMask[0] = 1;
				poiMods.globalMask[1] = 1;
				poiMods.globalMask[2] = 1;
				poiMods.globalMask[3] = 1;
				poiMods.globalMask[4] = 1;
				poiMods.globalMask[5] = 1;
				poiMods.globalMask[6] = 1;
				poiMods.globalMask[7] = 1;
				poiMods.globalMask[8] = 1;
				poiMods.globalMask[9] = 1;
				poiMods.globalMask[10] = 1;
				poiMods.globalMask[11] = 1;
				poiMods.globalMask[12] = 1;
				poiMods.globalMask[13] = 1;
				poiMods.globalMask[14] = 1;
				poiMods.globalMask[15] = 1;
				ApplyGlobalMaskModifiers(poiMesh, poiMods, poiCam);
				float2 mainUV = poiUV(poiMesh.uv[(0.0 /*_MainTexUV*/)].xy, float4(1,1,0,0));
				if ((0.0 /*_MainPixelMode*/))
				{
					mainUV = sharpSample(float4(0.0002441406,0.0002441406,4096,4096), mainUV);
				}
				float4 mainTexture = POI2D_SAMPLER_PAN_STOCHASTIC(_MainTex, _MainTex, mainUV, float4(0,0,0,0), (0.0 /*_MainTexStochastic*/));
				#if defined(PROP_BUMPMAP) || !defined(OPTIMIZER_ENABLED)
				poiMesh.tangentSpaceNormal = UnpackScaleNormal(POI2D_SAMPLER_PAN_STOCHASTIC(_BumpMap, _MainTex, poiUV(poiMesh.uv[(0.0 /*_BumpMapUV*/)].xy, float4(1,1,0,0)), float4(0,0,0,0), (0.0 /*_BumpMapStochastic*/)), (4.13 /*_BumpScale*/));
				#else
				poiMesh.tangentSpaceNormal = UnpackNormal(float4(0.5, 0.5, 1, 1));
				#endif
				float3 tangentSpaceNormal = UnpackNormal(float4(0.5, 0.5, 1, 1));
				poiMesh.normals[0] = normalize(
				tangentSpaceNormal.x * poiMesh.tangent[0] +
				tangentSpaceNormal.y * poiMesh.binormal[0] +
				tangentSpaceNormal.z * poiMesh.normals[0]
				);
				poiMesh.normals[1] = normalize(
				poiMesh.tangentSpaceNormal.x * poiMesh.tangent[0] +
				poiMesh.tangentSpaceNormal.y * poiMesh.binormal[0] +
				poiMesh.tangentSpaceNormal.z * poiMesh.normals[0]
				);
				poiMesh.tangent[1] = cross(poiMesh.binormal[0], -poiMesh.normals[1]);
				poiMesh.binormal[1] = cross(-poiMesh.normals[1], poiMesh.tangent[0]);
				poiCam.forwardDir = getCameraForward();
				poiCam.worldPos = _WorldSpaceCameraPos;
				poiCam.reflectionDir = reflect(-poiCam.viewDir, poiMesh.normals[1]);
				poiCam.vertexReflectionDir = reflect(-poiCam.viewDir, poiMesh.normals[0]);
				poiCam.clipPos = i.pos;
				poiCam.distanceToVert = distance(poiMesh.worldPos, poiCam.worldPos);
				poiCam.posScreenSpace = poiTransformClipSpacetoScreenSpaceFrag(poiCam.clipPos);
				#if defined(POI_GRABPASS) && defined(POI_PASS_BASE)
				poiCam.screenUV = poiCam.clipPos.xy / poiGetWidthAndHeight(_PoiGrab2);
				#else
				poiCam.screenUV = poiCam.clipPos.xy / _ScreenParams.xy;
				#endif
				#ifdef UNITY_SINGLE_PASS_STEREO
				poiCam.posScreenSpace.x = poiCam.posScreenSpace.x * 0.5;
				#endif
				poiCam.posScreenPixels = calcPixelScreenUVs(poiCam.posScreenSpace);
				poiCam.vDotN = abs(dot(poiCam.viewDir, poiMesh.normals[1]));
				poiCam.worldDirection.xyz = poiMesh.worldPos.xyz - poiCam.worldPos;
				poiCam.worldDirection.w = dot(poiCam.clipPos, CalculateFrustumCorrection());
				poiFragData.baseColor = mainTexture.rgb * poiThemeColor(poiMods, float4(1,1,1,1).rgb, (0.0 /*_ColorThemeIndex*/));
				poiFragData.alpha = mainTexture.a * float4(1,1,1,1).a;
				#ifdef COLOR_GRADING_HDR
				#if defined(PROP_MAINCOLORADJUSTTEXTURE) || !defined(OPTIMIZER_ENABLED)
				float4 hueShiftAlpha = POI2D_SAMPLER_PAN(_MainColorAdjustTexture, _MainTex, poiUV(poiMesh.uv[(0.0 /*_MainColorAdjustTextureUV*/)], float4(1,1,0,0)), float4(0,0,0,0));
				#else
				float4 hueShiftAlpha = 1;
				#endif
				if ((0.0 /*_MainHueGlobalMask*/) > 0)
				{
					hueShiftAlpha.r = maskBlend(hueShiftAlpha.r, poiMods.globalMask[(0.0 /*_MainHueGlobalMask*/) - 1], (2.0 /*_MainHueGlobalMaskBlendType*/));
				}
				if ((0.0 /*_MainSaturationGlobalMask*/) > 0)
				{
					hueShiftAlpha.b = maskBlend(hueShiftAlpha.b, poiMods.globalMask[(0.0 /*_MainSaturationGlobalMask*/) - 1], (2.0 /*_MainSaturationGlobalMaskBlendType*/));
				}
				if ((0.0 /*_MainBrightnessGlobalMask*/) > 0)
				{
					hueShiftAlpha.g = maskBlend(hueShiftAlpha.g, poiMods.globalMask[(0.0 /*_MainBrightnessGlobalMask*/) - 1], (2.0 /*_MainBrightnessGlobalMaskBlendType*/));
				}
				if ((1.0 /*_MainHueShiftToggle*/) == 1)
				{
					float shift = _MainHueShift;
					#ifdef POI_AUDIOLINK
					if (poiMods.audioLinkAvailable && (0.0 /*_MainHueALCTEnabled*/))
					{
						shift += AudioLinkGetChronoTime((0.0 /*_MainALHueShiftCTIndex*/), (0.0 /*_MainALHueShiftBand*/)) * (1.0 /*_MainHueALMotionSpeed*/);
					}
					#endif
					if ((1.0 /*_MainHueShiftReplace*/))
					{
						poiFragData.baseColor = lerp(poiFragData.baseColor, hueShift(poiFragData.baseColor, shift + (0.0 /*_MainHueShiftSpeed*/) * _Time.x), hueShiftAlpha.r);
					}
					else
					{
						poiFragData.baseColor = hueShift(poiFragData.baseColor, frac((shift - (1 - hueShiftAlpha.r) + (0.0 /*_MainHueShiftSpeed*/) * _Time.x)));
					}
				}
				if ((0.0 /*_MainGradationStrength*/) && (0.0 /*_ColorGradingToggle*/))
				{
					#if !defined(UNITY_COLORSPACE_GAMMA)
					float3 tempColor = OpenLitLinearToSRGB(poiFragData.baseColor);
					#else
					float3 tempColor = poiFragData.baseColor;
					#endif
					#if defined(PROP_MAINGRADATIONTEX) || !defined(OPTIMIZER_ENABLED)
					tempColor.r = POI_SAMPLE_1D_X(_MainGradationTex, sampler_linear_clamp, tempColor.r).r;
					tempColor.g = POI_SAMPLE_1D_X(_MainGradationTex, sampler_linear_clamp, tempColor.g).g;
					tempColor.b = POI_SAMPLE_1D_X(_MainGradationTex, sampler_linear_clamp, tempColor.b).b;
					#else
					tempColor = float3(1, 1, 1);
					#endif
					#if !defined(UNITY_COLORSPACE_GAMMA)
					tempColor = OpenLitSRGBToLinear(tempColor);
					#endif
					poiFragData.baseColor = lerp(poiFragData.baseColor, tempColor, (0.0 /*_MainGradationStrength*/));
				}
				poiFragData.baseColor = lerp(poiFragData.baseColor, dot(poiFragData.baseColor, float3(0.3, 0.59, 0.11)), - ((0.0 /*_Saturation*/)) * hueShiftAlpha.b);
				poiFragData.baseColor = saturate(lerp(poiFragData.baseColor, poiFragData.baseColor * ((0.0 /*_MainBrightness*/) + 1), hueShiftAlpha.g));
				#endif
				#if defined(PROP_ALPHAMASK) || !defined(OPTIMIZER_ENABLED)
				if ((2.0 /*_MainAlphaMaskMode*/))
				{
					float alphaMask = POI2D_SAMPLER_PAN(_AlphaMask, _MainTex, poiUV(poiMesh.uv[(0.0 /*_AlphaMaskUV*/)], float4(1,1,0,0)), float4(0,0,0,0).xy).r;
					alphaMask = saturate(alphaMask * (1.0 /*_AlphaMaskScale*/) + (0.0 /*_AlphaMaskValue*/));
					if ((0.0 /*_AlphaMaskInvert*/)) alphaMask = 1 - alphaMask;
					if ((2.0 /*_MainAlphaMaskMode*/) == 1) poiFragData.alpha = alphaMask;
					if ((2.0 /*_MainAlphaMaskMode*/) == 2) poiFragData.alpha = poiFragData.alpha * alphaMask;
					if ((2.0 /*_MainAlphaMaskMode*/) == 3) poiFragData.alpha = saturate(poiFragData.alpha + alphaMask);
					if ((2.0 /*_MainAlphaMaskMode*/) == 4) poiFragData.alpha = saturate(poiFragData.alpha - alphaMask);
				}
				#endif
				applyAlphaOptions(poiFragData, poiMesh, poiCam, poiMods);
				poiFragData.finalColor = poiFragData.baseColor;
				if ((0.0 /*_IgnoreFog*/) == 0)
				{
					UNITY_APPLY_FOG(i.fogCoord, poiFragData.finalColor);
				}
				poiFragData.alpha = (1.0 /*_AlphaForceOpaque*/) ? 1 : poiFragData.alpha;
				if ((0.0 /*_Mode*/) == POI_MODE_OPAQUE)
				{
					poiFragData.alpha = 1;
				}
				clip(poiFragData.alpha - (0.0 /*_Cutoff*/));
				return float4(poiFragData.finalColor, poiFragData.alpha) + POI_SAFE_RGB0;
			}
			ENDCG
		}
	}
	CustomEditor "Thry.ShaderEditor"
}
