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								{"MonoBehaviour":{"m_Enabled":true,"m_EditorHideFlags":0,"m_Name":"","m_EditorClassIdentifier":"","entries":[{"srpTarget":2,"UnityVersionMin":20194,"UnityVersionMax":20201,"shader":{"instanceID":0},"shaderSrc":"////////////////////////////////////////\n// Generated with Better Shaders\n//\n// Auto-generated shader code, don't hand edit!\n//\n//   Unity Version: 2019.4.24f1\n//   Render Pipeline: HDRP2019\n//   Platform: WindowsEditor\n////////////////////////////////////////\n\n\nShader \"AwesomeTechnologies/Release/Standard/StandardShader\"\n{\n   Properties\n   {\n      \n\n\n\n\n\n\n\t    _Color (\"Color\", Color) = (1,1,1,1)\n        _MainTex (\"Albedo (RGB)\", 2D) = \"white\" {}\n        _BumpMap (\"Bumpmap\", 2D) = \"bump\" {}\n        _DetailAlbedoMap (\"DetailAlbedoMap\", 2D) = \"gray\" {}\n        _DetailNormalMap (\"DetailNormalMap\", 2D) = \"bump\" {}\n        _OcclusionMap (\"OcclusionMap\", 2D) = \"white\" {}                \n        _Glossiness (\"Smoothness\", Range(0,1)) = 0.5\n        _Metallic (\"Metallic\", Range(0,1)) = 0.0\n        _LODDebugColor (\"LOD Debug color\", Color) = (1,1,1,1)\n\n\n\n      [HideInInspector] _StencilRef(\"Vector1 \", Int) = 0\n      [HideInInspector] _StencilWriteMask(\"Vector1 \", Int) = 3\n      [HideInInspector] _StencilRefDepth(\"Vector1 \", Int) = 0\n      [HideInInspector] _StencilWriteMaskDepth(\"Vector1 \", Int) = 32\n      [HideInInspector] _StencilRefMV(\"Vector1 \", Int) = 128\n      [HideInInspector] _StencilWriteMaskMV(\"Vector1 \", Int) = 128\n      [HideInInspector] _StencilRefDistortionVec(\"Vector1 \", Int) = 64\n      [HideInInspector] _StencilWriteMaskDistortionVec(\"Vector1 \", Int) = 64\n      [HideInInspector] _StencilWriteMaskGBuffer(\"Vector1 \", Int) = 3\n      [HideInInspector] _StencilRefGBuffer(\"Vector1 \", Int) = 2\n      [HideInInspector] _ZTestGBuffer(\"Vector1 \", Int) = 4\n      [HideInInspector] [ToggleUI] _RequireSplitLighting(\"Boolean\", Float) = 0\n      [HideInInspector] [ToggleUI] _ReceivesSSR(\"Boolean\", Float) = 1\n      [HideInInspector] _SurfaceType(\"Vector1 \", Float) = 0\n      [HideInInspector] [ToggleUI] _ZWrite(\"Boolean\", Float) = 0\n      [HideInInspector] _TransparentSortPriority(\"Vector1 \", Int) = 0\n      [HideInInspector] _ZTestDepthEqualForOpaque(\"Vector1 \", Int) = 4\n      [HideInInspector] [Enum(UnityEngine.Rendering.CompareFunction)] _ZTestTransparent(\"Vector1\", Float) = 4\n      [HideInInspector] [ToggleUI] _TransparentBackfaceEnable(\"Boolean\", Float) = 0\n      [HideInInspector] [ToggleUI] _AlphaCutoffEnable(\"Boolean\", Float) = 0\n      [HideInInspector] [ToggleUI] _UseShadowThreshold(\"Boolean\", Float) = 0\n      [HideInInspector] _BlendMode(\"Float\", Float) = 0\n   }\n   SubShader\n   {\n      Tags { \"RenderPipeline\"=\"HDRenderPipeline\" \"RenderPipeline\" = \"HDRenderPipeline\" \"RenderType\" = \"Opaque\" \"Queue\" = \"Geometry+100\" }\n\n      \n              Pass\n        {\n            // based on HDLitPass.template\n            Name \"Forward\"\n            Tags { \"LightMode\" = \"Forward\" }\n\n            \n            \n        \n            \n            // Stencil setup\n        Stencil\n        {\n           WriteMask [_StencilWriteMask]\n           Ref [_StencilRef]\n           Comp Always\n           Pass Replace\n        }\n        \n            ColorMask [_ColorMaskTransparentVel] 1\n\n            \n            \n            //-------------------------------------------------------------------------------------\n            // End Render Modes\n            //-------------------------------------------------------------------------------------\n        \n            HLSLPROGRAM\n        \n            #pragma target 4.5\n            #pragma only_renderers d3d11 ps4 xboxone vulkan metal switch\n            //#pragma enable_d3d11_debug_symbols\n        \n            #pragma multi_compile_instancing\n        \n            //#pragma multi_compile_local _ _ALPHATEST_ON\n        \n            // #pragma multi_compile _ LOD_FADE_CROSSFADE\n        \n            //#pragma shader_feature _
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