// Made with Amplify Shader Editor
// Available at the Unity Asset Store - http://u3d.as/y3X 
Shader "Tobyfredson/Grass Foliage Basic (URP)"
{
	Properties
	{
		[HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1)
		[HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5
		[ASEBegin]_AlbedoColor("Albedo Color", Color) = (1,1,1,0)
		_AlbedoLightness("Albedo Lightness", Range( 0 , 5)) = 1
		[Toggle(_COLORVARIATION_ON)] _ColorVariation("Color Variation", Float) = 0
		_Cutout("Cutout", Range( 0 , 1)) = 0.4
		_GrassColorVariation("Grass Color Variation", Range( 0 , 5)) = 0.6
		[NoScaleOffset]_AlbedoMap("Albedo Map", 2D) = "white" {}
		[NoScaleOffset]_NormalMap("Normal Map", 2D) = "bump" {}
		_NormalIntensity("Normal Intensity", Range( -3 , 3)) = 0
		[Toggle(_NORMALBACKFACEFIXBRANCH_ON)] _NormalBackFaceFixBranch("Normal BackFace Fix (Branch)", Float) = 0
		[NoScaleOffset]_MaskMap("Mask Map", 2D) = "white" {}
		_SmoothnessIntensity("Smoothness Intensity", Float) = 1
		_TranslucencyColor("Translucency Color", Color) = (0.5,0.5,0.5,0)
		_TranslucencyPower("Translucency Power", Range( 0 , 40)) = 8
		_TranslucencyRange("Translucency Range", Float) = 1
		_AmbientOcclusion("Ambient Occlusion", Range( 0 , 1)) = 1
		[Toggle(_VERTEXAO_ON)] _VertexAo("Vertex Ao", Float) = 1
		_VertexAointensity("Vertex Ao intensity", Range( 0 , 1)) = 0
		_GlobalWindPower("Global Wind Power", Range( 0 , 1)) = 1
		_WindSpeed("Wind Speed", Range( 0 , 2)) = 1
		_WindPower("Wind Power", Range( 0 , 0.9)) = 1
		_FlutterFrequency("Flutter Frequency", Range( 0 , 5)) = 2
		_WindAnglexz("Wind Angle (xz)", Range( -200 , 200)) = 20
		_WindAngley("Wind Angle (y)", Range( -100 , 100)) = 20
		[Toggle(_FADEONOFF_ON)] _FadeOnOff("Fade On/Off", Float) = 0
		_CutoutAlphalOD("Cutout Alpha lOD", Float) = 1
		_CameraLength("Camera Length", Float) = 0
		[ASEEnd]_CameraOffset("Camera Offset", Float) = 0
		[HideInInspector] _texcoord( "", 2D ) = "white" {}

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

	SubShader
	{
		LOD 0

		

		Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Opaque" "Queue"="Geometry" }
		Cull Off
		AlphaToMask Off
		
		HLSLINCLUDE
		#pragma target 3.0

		#pragma prefer_hlslcc gles
		


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

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

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

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

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

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

			return CalcTriEdgeTessFactors (f);
		}

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

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

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

		
		Pass
		{
			
			Name "Forward"
			Tags { "LightMode"="UniversalForward" }
			
			Blend One Zero, One Zero
			ZWrite On
			ZTest LEqual
			Offset 0 , 0
			ColorMask RGBA
			

			HLSLPROGRAM
			
			#define _NORMAL_DROPOFF_TS 1
			#pragma multi_compile_instancing
			#pragma multi_compile_fog
			#define ASE_FOG 1
			#pragma multi_compile _ LOD_FADE_CROSSFADE
			#define _EMISSION
			#define _ALPHATEST_ON 1
			#define _NORMALMAP 1
			#define ASE_SRP_VERSION 80200

			
			#pragma multi_compile _ _MAIN_LIGHT_SHADOWS
			#pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE
			#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
			#pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS
			#pragma multi_compile _ _SHADOWS_SOFT
			#pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE
			
			#pragma multi_compile _ DIRLIGHTMAP_COMBINED
			#pragma multi_compile _ LIGHTMAP_ON

			#pragma vertex vert
			#pragma fragment frag

			#define SHADERPASS_FORWARD

			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/UnityInstancing.hlsl"
			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
			
			#if ASE_SRP_VERSION <= 70108
			#define REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR
			#endif

			#if defined(UNITY_INSTANCING_ENABLED) && defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL)
			    #define ENABLE_TERRAIN_PERPIXEL_NORMAL
			#endif

			#define ASE_NEEDS_VERT_POSITION
			#define ASE_NEEDS_FRAG_WORLD_POSITION
			#define ASE_NEEDS_FRAG_SHADOWCOORDS
			#define ASE_NEEDS_FRAG_WORLD_VIEW_DIR
			#define ASE_NEEDS_FRAG_WORLD_NORMAL
			#pragma shader_feature _COLORVARIATION_ON
			#pragma shader_feature_local _NORMALBACKFACEFIXBRANCH_ON
			#pragma shader_feature_local _VERTEXAO_ON
			#pragma shader_feature_local _FADEONOFF_ON


			struct VertexInput
			{
				float4 vertex : POSITION;
				float3 ase_normal : NORMAL;
				float4 ase_tangent : TANGENT;
				float4 texcoord1 : TEXCOORD1;
				float4 texcoord : TEXCOORD0;
				float4 ase_color : COLOR;
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

			struct VertexOutput
			{
				float4 clipPos : SV_POSITION;
				float4 lightmapUVOrVertexSH : TEXCOORD0;
				half4 fogFactorAndVertexLight : TEXCOORD1;
				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
				float4 shadowCoord : TEXCOORD2;
				#endif
				float4 tSpace0 : TEXCOORD3;
				float4 tSpace1 : TEXCOORD4;
				float4 tSpace2 : TEXCOORD5;
				#if defined(ASE_NEEDS_FRAG_SCREEN_POSITION)
				float4 screenPos : TEXCOORD6;
				#endif
				float4 ase_texcoord7 : TEXCOORD7;
				float4 ase_texcoord8 : TEXCOORD8;
				float4 ase_color : COLOR;
				UNITY_VERTEX_INPUT_INSTANCE_ID
				UNITY_VERTEX_OUTPUT_STEREO
			};

			CBUFFER_START(UnityPerMaterial)
			float4 _AlbedoColor;
			float4 _TranslucencyColor;
			float _GlobalWindPower;
			float _CameraOffset;
			float _CameraLength;
			float _VertexAointensity;
			float _AmbientOcclusion;
			float _SmoothnessIntensity;
			float _TranslucencyRange;
			float _TranslucencyPower;
			float _NormalIntensity;
			float _AlbedoLightness;
			float _GrassColorVariation;
			float _WindSpeed;
			float _WindPower;
			float _WindAnglexz;
			float _WindAngley;
			float _FlutterFrequency;
			float _CutoutAlphalOD;
			float _Cutout;
			#ifdef _TRANSMISSION_ASE
				float _TransmissionShadow;
			#endif
			#ifdef _TRANSLUCENCY_ASE
				float _TransStrength;
				float _TransNormal;
				float _TransScattering;
				float _TransDirect;
				float _TransAmbient;
				float _TransShadow;
			#endif
			#ifdef TESSELLATION_ON
				float _TessPhongStrength;
				float _TessValue;
				float _TessMin;
				float _TessMax;
				float _TessEdgeLength;
				float _TessMaxDisp;
			#endif
			CBUFFER_END
			sampler2D _AlbedoMap;
			sampler2D _NormalMap;
			sampler2D _MaskMap;


			float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
			float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
			float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); }
			float snoise( float2 v )
			{
				const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 );
				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 = mod2D289( i );
				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 );
			}
			
			//https://www.shadertoy.com/view/XdXGW8
			float2 GradientNoiseDir( float2 x )
			{
				const float2 k = float2( 0.3183099, 0.3678794 );
				x = x * k + k.yx;
				return -1.0 + 2.0 * frac( 16.0 * k * frac( x.x * x.y * ( x.x + x.y ) ) );
			}
			
			float GradientNoise( float2 UV, float Scale )
			{
				float2 p = UV * Scale;
				float2 i = floor( p );
				float2 f = frac( p );
				float2 u = f * f * ( 3.0 - 2.0 * f );
				return lerp( lerp( dot( GradientNoiseDir( i + float2( 0.0, 0.0 ) ), f - float2( 0.0, 0.0 ) ),
						dot( GradientNoiseDir( i + float2( 1.0, 0.0 ) ), f - float2( 1.0, 0.0 ) ), u.x ),
						lerp( dot( GradientNoiseDir( i + float2( 0.0, 1.0 ) ), f - float2( 0.0, 1.0 ) ),
						dot( GradientNoiseDir( i + float2( 1.0, 1.0 ) ), f - float2( 1.0, 1.0 ) ), u.x ), u.y );
			}
			
			float4 CalculateContrast( float contrastValue, float4 colorTarget )
			{
				float t = 0.5 * ( 1.0 - contrastValue );
				return mul( float4x4( contrastValue,0,0,t, 0,contrastValue,0,t, 0,0,contrastValue,t, 0,0,0,1 ), colorTarget );
			}

			VertexOutput VertexFunction( VertexInput v  )
			{
				VertexOutput o = (VertexOutput)0;
				UNITY_SETUP_INSTANCE_ID(v);
				UNITY_TRANSFER_INSTANCE_ID(v, o);
				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);

				float3 ase_worldPos = mul(GetObjectToWorldMatrix(), v.vertex).xyz;
				float mulTime7 = _TimeParameters.x * 0.1;
				float simplePerlin2D34 = snoise( (ase_worldPos*1.0 + float3( ( mulTime7 * float2( -0.5,-0.5 ) ) ,  0.0 )).xy*_FlutterFrequency );
				simplePerlin2D34 = simplePerlin2D34*0.5 + 0.5;
				float temp_output_120_0 = ( v.vertex.xyz.y + simplePerlin2D34 );
				float gradientNoise14 = GradientNoise((ase_worldPos*1.0 + float3( ( _TimeParameters.x * float2( 0,-0.1 ) ) ,  0.0 )).xy,20.0);
				gradientNoise14 = gradientNoise14*0.5 + 0.5;
				float4 temp_cast_6 = (gradientNoise14).xxxx;
				float temp_output_29_0 = ( v.vertex.xyz.y * 1.2 );
				float3 appendResult141 = (float3(temp_output_120_0 , ( ( CalculateContrast(_WindAngley,temp_cast_6) * 0.2 ) + temp_output_29_0 ).r , v.vertex.xyz.z));
				float4 temp_cast_9 = (gradientNoise14).xxxx;
				float4 appendResult51 = (float4(( ( CalculateContrast(_WindAnglexz,temp_cast_9) * 0.2 ) + temp_output_29_0 ).r , temp_output_120_0 , v.vertex.xyz.z , 0.0));
				float4 lerpResult56 = lerp( float4( v.vertex.xyz , 0.0 ) , ( float4( appendResult141 , 0.0 ) + appendResult51 ) , v.ase_color.g);
				float2 texCoord31 = v.texcoord.xy * float2( 1,1 ) + float2( 0,0 );
				float2 appendResult32 = (float2(ase_worldPos.x , ase_worldPos.z));
				float2 appendResult35 = (float2(_TimeParameters.x , _TimeParameters.x));
				float simplePerlin2D48 = snoise( ( appendResult32 + appendResult35 )*_WindSpeed );
				simplePerlin2D48 = simplePerlin2D48*0.5 + 0.5;
				float4 WindOutput253 = ( ( _GlobalWindPower * ( float4( v.vertex.xyz , 0.0 ) - lerpResult56 ) ) * ( v.ase_color.g * ( pow( ( texCoord31.y * 0.5 ) , ( 1.0 - _WindPower ) ) * simplePerlin2D48 ) ) );
				
				float3 objectToViewPos = TransformWorldToView(TransformObjectToWorld(v.vertex.xyz));
				float eyeDepth = -objectToViewPos.z;
				o.ase_texcoord7.z = eyeDepth;
				
				o.ase_texcoord7.xy = v.texcoord.xy;
				o.ase_texcoord8 = v.vertex;
				o.ase_color = v.ase_color;
				
				//setting value to unused interpolator channels and avoid initialization warnings
				o.ase_texcoord7.w = 0;
				#ifdef ASE_ABSOLUTE_VERTEX_POS
					float3 defaultVertexValue = v.vertex.xyz;
				#else
					float3 defaultVertexValue = float3(0, 0, 0);
				#endif
				float3 vertexValue = WindOutput253.xyz;
				#ifdef ASE_ABSOLUTE_VERTEX_POS
					v.vertex.xyz = vertexValue;
				#else
					v.vertex.xyz += vertexValue;
				#endif
				v.ase_normal = v.ase_normal;

				float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
				float3 positionVS = TransformWorldToView( positionWS );
				float4 positionCS = TransformWorldToHClip( positionWS );

				VertexNormalInputs normalInput = GetVertexNormalInputs( v.ase_normal, v.ase_tangent );

				o.tSpace0 = float4( normalInput.normalWS, positionWS.x);
				o.tSpace1 = float4( normalInput.tangentWS, positionWS.y);
				o.tSpace2 = float4( normalInput.bitangentWS, positionWS.z);

				OUTPUT_LIGHTMAP_UV( v.texcoord1, unity_LightmapST, o.lightmapUVOrVertexSH.xy );
				OUTPUT_SH( normalInput.normalWS.xyz, o.lightmapUVOrVertexSH.xyz );

				#if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
					o.lightmapUVOrVertexSH.zw = v.texcoord;
					o.lightmapUVOrVertexSH.xy = v.texcoord * unity_LightmapST.xy + unity_LightmapST.zw;
				#endif

				half3 vertexLight = VertexLighting( positionWS, normalInput.normalWS );
				#ifdef ASE_FOG
					half fogFactor = ComputeFogFactor( positionCS.z );
				#else
					half fogFactor = 0;
				#endif
				o.fogFactorAndVertexLight = half4(fogFactor, vertexLight);
				
				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
				VertexPositionInputs vertexInput = (VertexPositionInputs)0;
				vertexInput.positionWS = positionWS;
				vertexInput.positionCS = positionCS;
				o.shadowCoord = GetShadowCoord( vertexInput );
				#endif
				
				o.clipPos = positionCS;
				#if defined(ASE_NEEDS_FRAG_SCREEN_POSITION)
				o.screenPos = ComputeScreenPos(positionCS);
				#endif
				return o;
			}
			
			#if defined(TESSELLATION_ON)
			struct VertexControl
			{
				float4 vertex : INTERNALTESSPOS;
				float3 ase_normal : NORMAL;
				float4 ase_tangent : TANGENT;
				float4 texcoord : TEXCOORD0;
				float4 texcoord1 : TEXCOORD1;
				float4 ase_color : COLOR;

				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

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

			VertexControl vert ( VertexInput v )
			{
				VertexControl o;
				UNITY_SETUP_INSTANCE_ID(v);
				UNITY_TRANSFER_INSTANCE_ID(v, o);
				o.vertex = v.vertex;
				o.ase_normal = v.ase_normal;
				o.ase_tangent = v.ase_tangent;
				o.texcoord = v.texcoord;
				o.texcoord1 = v.texcoord1;
				o.ase_color = v.ase_color;
				return o;
			}

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

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

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

			#if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE)
				#define ASE_SV_DEPTH SV_DepthLessEqual  
			#else
				#define ASE_SV_DEPTH SV_Depth
			#endif

			half4 frag ( VertexOutput IN 
						#ifdef ASE_DEPTH_WRITE_ON
						,out float outputDepth : ASE_SV_DEPTH
						#endif
						, FRONT_FACE_TYPE ase_vface : FRONT_FACE_SEMANTIC ) : SV_Target
			{
				UNITY_SETUP_INSTANCE_ID(IN);
				UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN);

				#ifdef LOD_FADE_CROSSFADE
					LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x );
				#endif

				#if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
					float2 sampleCoords = (IN.lightmapUVOrVertexSH.zw / _TerrainHeightmapRecipSize.zw + 0.5f) * _TerrainHeightmapRecipSize.xy;
					float3 WorldNormal = TransformObjectToWorldNormal(normalize(SAMPLE_TEXTURE2D(_TerrainNormalmapTexture, sampler_TerrainNormalmapTexture, sampleCoords).rgb * 2 - 1));
					float3 WorldTangent = -cross(GetObjectToWorldMatrix()._13_23_33, WorldNormal);
					float3 WorldBiTangent = cross(WorldNormal, -WorldTangent);
				#else
					float3 WorldNormal = normalize( IN.tSpace0.xyz );
					float3 WorldTangent = IN.tSpace1.xyz;
					float3 WorldBiTangent = IN.tSpace2.xyz;
				#endif
				float3 WorldPosition = float3(IN.tSpace0.w,IN.tSpace1.w,IN.tSpace2.w);
				float3 WorldViewDirection = _WorldSpaceCameraPos.xyz  - WorldPosition;
				float4 ShadowCoords = float4( 0, 0, 0, 0 );
				#if defined(ASE_NEEDS_FRAG_SCREEN_POSITION)
				float4 ScreenPos = IN.screenPos;
				#endif

				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
					ShadowCoords = IN.shadowCoord;
				#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
					ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
				#endif
	
				WorldViewDirection = SafeNormalize( WorldViewDirection );

				float2 uv_AlbedoMap33 = IN.ase_texcoord7.xy;
				float4 tex2DNode33 = tex2D( _AlbedoMap, uv_AlbedoMap33 );
				float4 break183 = tex2DNode33;
				float4 transform173 = mul(GetObjectToWorldMatrix(),float4( 1,1,1,1 ));
				float dotResult4_g17 = dot( transform173.xy , float2( 12.9898,78.233 ) );
				float lerpResult10_g17 = lerp( 0.9 , 1.15 , frac( ( sin( dotResult4_g17 ) * 43758.55 ) ));
				float4 appendResult186 = (float4(( break183.r * lerpResult10_g17 ) , break183.g , break183.b , 0.0));
				float4 lerpResult194 = lerp( tex2DNode33 , appendResult186 , _GrassColorVariation);
				#ifdef _COLORVARIATION_ON
				float4 staticSwitch57 = lerpResult194;
				#else
				float4 staticSwitch57 = tex2DNode33;
				#endif
				float4 AlbedoOutput236 = ( _AlbedoColor * ( staticSwitch57 * _AlbedoLightness ) );
				
				float2 uv_NormalMap70 = IN.ase_texcoord7.xy;
				float3 unpack70 = UnpackNormalScale( tex2D( _NormalMap, uv_NormalMap70 ), _NormalIntensity );
				unpack70.z = lerp( 1, unpack70.z, saturate(_NormalIntensity) );
				float3 tex2DNode70 = unpack70;
				float3 appendResult259 = (float3(tex2DNode70.r , ( tex2DNode70.g * ase_vface ) , tex2DNode70.b));
				float3 appendResult153 = (float3(tex2DNode70.r , tex2DNode70.g , ( tex2DNode70.b * ase_vface )));
				#ifdef _NORMALBACKFACEFIXBRANCH_ON
				float3 staticSwitch157 = appendResult153;
				#else
				float3 staticSwitch157 = appendResult259;
				#endif
				float3 NormalMapOutput238 = staticSwitch157;
				
				float ase_lightAtten = 0;
				Light ase_mainLight = GetMainLight( ShadowCoords );
				ase_lightAtten = ase_mainLight.distanceAttenuation * ase_mainLight.shadowAttenuation;
				float2 uv_MaskMap59 = IN.ase_texcoord7.xy;
				float4 tex2DNode59 = tex2D( _MaskMap, uv_MaskMap59 );
				float fresnelNdotV42 = dot( WorldNormal, WorldViewDirection );
				float fresnelNode42 = ( 0.0 + 1.0 * pow( 1.0 - fresnelNdotV42, 5.0 ) );
				float4 FresnelBase233 = ( tex2DNode59.b * ( staticSwitch57 * saturate( fresnelNode42 ) ) );
				float3 objToWorldDir75 = normalize( mul( GetObjectToWorldMatrix(), float4( IN.ase_texcoord8.xyz, 0 ) ).xyz );
				float dotResult83 = dot( WorldViewDirection , -( SafeNormalize(_MainLightPosition.xyz) + ( objToWorldDir75 * _TranslucencyRange ) ) );
				float4 TranslucencyBase216 = saturate( ( dotResult83 * _TranslucencyColor ) );
				float4 TranslucencyOutput245 = ( ase_lightAtten * ( ( _TranslucencyPower * ( FresnelBase233 * ( tex2DNode59.b * TranslucencyBase216 ) ) ) * float4( _MainLightColor.rgb , 0.0 ) * _MainLightColor.a ) );
				
				float SmoothnessOutput225 = ( tex2DNode59.a * _SmoothnessIntensity );
				
				float AoBase221 = pow( tex2DNode59.g , _AmbientOcclusion );
				float blendOpSrc108 = IN.ase_color.r;
				float blendOpDest108 = AoBase221;
				float lerpBlendMode108 = lerp(blendOpDest108,( blendOpSrc108 * blendOpDest108 ),_VertexAointensity);
				#ifdef _VERTEXAO_ON
				float staticSwitch109 = ( saturate( lerpBlendMode108 ));
				#else
				float staticSwitch109 = AoBase221;
				#endif
				float AoOutput250 = staticSwitch109;
				
				float eyeDepth = IN.ase_texcoord7.z;
				float cameraDepthFade158 = (( eyeDepth -_ProjectionParams.y - _CameraOffset ) / _CameraLength);
				#ifdef _FADEONOFF_ON
				float staticSwitch161 = ( ( 1.0 - cameraDepthFade158 ) * tex2DNode33.a * _CutoutAlphalOD );
				#else
				float staticSwitch161 = tex2DNode33.a;
				#endif
				float GrassDistanceFade246 = staticSwitch161;
				
				float3 Albedo = AlbedoOutput236.rgb;
				float3 Normal = NormalMapOutput238;
				float3 Emission = TranslucencyOutput245.rgb;
				float3 Specular = 0.5;
				float Metallic = 0;
				float Smoothness = SmoothnessOutput225;
				float Occlusion = AoOutput250;
				float Alpha = GrassDistanceFade246;
				float AlphaClipThreshold = _Cutout;
				float AlphaClipThresholdShadow = 0.5;
				float3 BakedGI = 0;
				float3 RefractionColor = 1;
				float RefractionIndex = 1;
				float3 Transmission = 1;
				float3 Translucency = 1;
				#ifdef ASE_DEPTH_WRITE_ON
				float DepthValue = 0;
				#endif

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

				InputData inputData;
				inputData.positionWS = WorldPosition;
				inputData.viewDirectionWS = WorldViewDirection;
				inputData.shadowCoord = ShadowCoords;

				#ifdef _NORMALMAP
					#if _NORMAL_DROPOFF_TS
					inputData.normalWS = TransformTangentToWorld(Normal, half3x3( WorldTangent, WorldBiTangent, WorldNormal ));
					#elif _NORMAL_DROPOFF_OS
					inputData.normalWS = TransformObjectToWorldNormal(Normal);
					#elif _NORMAL_DROPOFF_WS
					inputData.normalWS = Normal;
					#endif
					inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS);
				#else
					inputData.normalWS = WorldNormal;
				#endif

				#ifdef ASE_FOG
					inputData.fogCoord = IN.fogFactorAndVertexLight.x;
				#endif

				inputData.vertexLighting = IN.fogFactorAndVertexLight.yzw;
				#if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
					float3 SH = SampleSH(inputData.normalWS.xyz);
				#else
					float3 SH = IN.lightmapUVOrVertexSH.xyz;
				#endif

				inputData.bakedGI = SAMPLE_GI( IN.lightmapUVOrVertexSH.xy, SH, inputData.normalWS );
				#ifdef _ASE_BAKEDGI
					inputData.bakedGI = BakedGI;
				#endif
				half4 color = UniversalFragmentPBR(
					inputData, 
					Albedo, 
					Metallic, 
					Specular, 
					Smoothness, 
					Occlusion, 
					Emission, 
					Alpha);

				#ifdef _TRANSMISSION_ASE
				{
					float shadow = _TransmissionShadow;

					Light mainLight = GetMainLight( inputData.shadowCoord );
					float3 mainAtten = mainLight.color * mainLight.distanceAttenuation;
					mainAtten = lerp( mainAtten, mainAtten * mainLight.shadowAttenuation, shadow );
					half3 mainTransmission = max(0 , -dot(inputData.normalWS, mainLight.direction)) * mainAtten * Transmission;
					color.rgb += Albedo * mainTransmission;

					#ifdef _ADDITIONAL_LIGHTS
						int transPixelLightCount = GetAdditionalLightsCount();
						for (int i = 0; i < transPixelLightCount; ++i)
						{
							Light light = GetAdditionalLight(i, inputData.positionWS);
							float3 atten = light.color * light.distanceAttenuation;
							atten = lerp( atten, atten * light.shadowAttenuation, shadow );

							half3 transmission = max(0 , -dot(inputData.normalWS, light.direction)) * atten * Transmission;
							color.rgb += Albedo * transmission;
						}
					#endif
				}
				#endif

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

					Light mainLight = GetMainLight( inputData.shadowCoord );
					float3 mainAtten = mainLight.color * mainLight.distanceAttenuation;
					mainAtten = lerp( mainAtten, mainAtten * mainLight.shadowAttenuation, shadow );

					half3 mainLightDir = mainLight.direction + inputData.normalWS * normal;
					half mainVdotL = pow( saturate( dot( inputData.viewDirectionWS, -mainLightDir ) ), scattering );
					half3 mainTranslucency = mainAtten * ( mainVdotL * direct + inputData.bakedGI * ambient ) * Translucency;
					color.rgb += Albedo * mainTranslucency * strength;

					#ifdef _ADDITIONAL_LIGHTS
						int transPixelLightCount = GetAdditionalLightsCount();
						for (int i = 0; i < transPixelLightCount; ++i)
						{
							Light light = GetAdditionalLight(i, inputData.positionWS);
							float3 atten = light.color * light.distanceAttenuation;
							atten = lerp( atten, atten * light.shadowAttenuation, shadow );

							half3 lightDir = light.direction + inputData.normalWS * normal;
							half VdotL = pow( saturate( dot( inputData.viewDirectionWS, -lightDir ) ), scattering );
							half3 translucency = atten * ( VdotL * direct + inputData.bakedGI * ambient ) * Translucency;
							color.rgb += Albedo * translucency * strength;
						}
					#endif
				}
				#endif

				#ifdef _REFRACTION_ASE
					float4 projScreenPos = ScreenPos / ScreenPos.w;
					float3 refractionOffset = ( RefractionIndex - 1.0 ) * mul( UNITY_MATRIX_V, float4( WorldNormal, 0 ) ).xyz * ( 1.0 - dot( WorldNormal, WorldViewDirection ) );
					projScreenPos.xy += refractionOffset.xy;
					float3 refraction = SHADERGRAPH_SAMPLE_SCENE_COLOR( projScreenPos.xy ) * RefractionColor;
					color.rgb = lerp( refraction, color.rgb, color.a );
					color.a = 1;
				#endif

				#ifdef ASE_FINAL_COLOR_ALPHA_MULTIPLY
					color.rgb *= color.a;
				#endif

				#ifdef ASE_FOG
					#ifdef TERRAIN_SPLAT_ADDPASS
						color.rgb = MixFogColor(color.rgb, half3( 0, 0, 0 ), IN.fogFactorAndVertexLight.x );
					#else
						color.rgb = MixFog(color.rgb, IN.fogFactorAndVertexLight.x);
					#endif
				#endif
				
				#ifdef ASE_DEPTH_WRITE_ON
					outputDepth = DepthValue;
				#endif

				return color;
			}

			ENDHLSL
		}

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

			ZWrite On
			ZTest LEqual
			AlphaToMask Off

			HLSLPROGRAM
			
			#define _NORMAL_DROPOFF_TS 1
			#pragma multi_compile_instancing
			#pragma multi_compile_fog
			#define ASE_FOG 1
			#pragma multi_compile _ LOD_FADE_CROSSFADE
			#define _EMISSION
			#define _ALPHATEST_ON 1
			#define _NORMALMAP 1
			#define ASE_SRP_VERSION 80200

			
			#pragma vertex vert
			#pragma fragment frag

			#define SHADERPASS_SHADOWCASTER

			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"

			#define ASE_NEEDS_VERT_POSITION
			#pragma shader_feature_local _FADEONOFF_ON


			struct VertexInput
			{
				float4 vertex : POSITION;
				float3 ase_normal : NORMAL;
				float4 ase_color : COLOR;
				float4 ase_texcoord : TEXCOORD0;
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

			struct VertexOutput
			{
				float4 clipPos : SV_POSITION;
				#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
				float3 worldPos : TEXCOORD0;
				#endif
				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
				float4 shadowCoord : TEXCOORD1;
				#endif
				float4 ase_texcoord2 : TEXCOORD2;
				UNITY_VERTEX_INPUT_INSTANCE_ID
				UNITY_VERTEX_OUTPUT_STEREO
			};

			CBUFFER_START(UnityPerMaterial)
			float4 _AlbedoColor;
			float4 _TranslucencyColor;
			float _GlobalWindPower;
			float _CameraOffset;
			float _CameraLength;
			float _VertexAointensity;
			float _AmbientOcclusion;
			float _SmoothnessIntensity;
			float _TranslucencyRange;
			float _TranslucencyPower;
			float _NormalIntensity;
			float _AlbedoLightness;
			float _GrassColorVariation;
			float _WindSpeed;
			float _WindPower;
			float _WindAnglexz;
			float _WindAngley;
			float _FlutterFrequency;
			float _CutoutAlphalOD;
			float _Cutout;
			#ifdef _TRANSMISSION_ASE
				float _TransmissionShadow;
			#endif
			#ifdef _TRANSLUCENCY_ASE
				float _TransStrength;
				float _TransNormal;
				float _TransScattering;
				float _TransDirect;
				float _TransAmbient;
				float _TransShadow;
			#endif
			#ifdef TESSELLATION_ON
				float _TessPhongStrength;
				float _TessValue;
				float _TessMin;
				float _TessMax;
				float _TessEdgeLength;
				float _TessMaxDisp;
			#endif
			CBUFFER_END
			sampler2D _AlbedoMap;


			float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
			float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
			float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); }
			float snoise( float2 v )
			{
				const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 );
				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 = mod2D289( i );
				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 );
			}
			
			//https://www.shadertoy.com/view/XdXGW8
			float2 GradientNoiseDir( float2 x )
			{
				const float2 k = float2( 0.3183099, 0.3678794 );
				x = x * k + k.yx;
				return -1.0 + 2.0 * frac( 16.0 * k * frac( x.x * x.y * ( x.x + x.y ) ) );
			}
			
			float GradientNoise( float2 UV, float Scale )
			{
				float2 p = UV * Scale;
				float2 i = floor( p );
				float2 f = frac( p );
				float2 u = f * f * ( 3.0 - 2.0 * f );
				return lerp( lerp( dot( GradientNoiseDir( i + float2( 0.0, 0.0 ) ), f - float2( 0.0, 0.0 ) ),
						dot( GradientNoiseDir( i + float2( 1.0, 0.0 ) ), f - float2( 1.0, 0.0 ) ), u.x ),
						lerp( dot( GradientNoiseDir( i + float2( 0.0, 1.0 ) ), f - float2( 0.0, 1.0 ) ),
						dot( GradientNoiseDir( i + float2( 1.0, 1.0 ) ), f - float2( 1.0, 1.0 ) ), u.x ), u.y );
			}
			
			float4 CalculateContrast( float contrastValue, float4 colorTarget )
			{
				float t = 0.5 * ( 1.0 - contrastValue );
				return mul( float4x4( contrastValue,0,0,t, 0,contrastValue,0,t, 0,0,contrastValue,t, 0,0,0,1 ), colorTarget );
			}

			float3 _LightDirection;

			VertexOutput VertexFunction( VertexInput v )
			{
				VertexOutput o;
				UNITY_SETUP_INSTANCE_ID(v);
				UNITY_TRANSFER_INSTANCE_ID(v, o);
				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );

				float3 ase_worldPos = mul(GetObjectToWorldMatrix(), v.vertex).xyz;
				float mulTime7 = _TimeParameters.x * 0.1;
				float simplePerlin2D34 = snoise( (ase_worldPos*1.0 + float3( ( mulTime7 * float2( -0.5,-0.5 ) ) ,  0.0 )).xy*_FlutterFrequency );
				simplePerlin2D34 = simplePerlin2D34*0.5 + 0.5;
				float temp_output_120_0 = ( v.vertex.xyz.y + simplePerlin2D34 );
				float gradientNoise14 = GradientNoise((ase_worldPos*1.0 + float3( ( _TimeParameters.x * float2( 0,-0.1 ) ) ,  0.0 )).xy,20.0);
				gradientNoise14 = gradientNoise14*0.5 + 0.5;
				float4 temp_cast_6 = (gradientNoise14).xxxx;
				float temp_output_29_0 = ( v.vertex.xyz.y * 1.2 );
				float3 appendResult141 = (float3(temp_output_120_0 , ( ( CalculateContrast(_WindAngley,temp_cast_6) * 0.2 ) + temp_output_29_0 ).r , v.vertex.xyz.z));
				float4 temp_cast_9 = (gradientNoise14).xxxx;
				float4 appendResult51 = (float4(( ( CalculateContrast(_WindAnglexz,temp_cast_9) * 0.2 ) + temp_output_29_0 ).r , temp_output_120_0 , v.vertex.xyz.z , 0.0));
				float4 lerpResult56 = lerp( float4( v.vertex.xyz , 0.0 ) , ( float4( appendResult141 , 0.0 ) + appendResult51 ) , v.ase_color.g);
				float2 texCoord31 = v.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
				float2 appendResult32 = (float2(ase_worldPos.x , ase_worldPos.z));
				float2 appendResult35 = (float2(_TimeParameters.x , _TimeParameters.x));
				float simplePerlin2D48 = snoise( ( appendResult32 + appendResult35 )*_WindSpeed );
				simplePerlin2D48 = simplePerlin2D48*0.5 + 0.5;
				float4 WindOutput253 = ( ( _GlobalWindPower * ( float4( v.vertex.xyz , 0.0 ) - lerpResult56 ) ) * ( v.ase_color.g * ( pow( ( texCoord31.y * 0.5 ) , ( 1.0 - _WindPower ) ) * simplePerlin2D48 ) ) );
				
				float3 objectToViewPos = TransformWorldToView(TransformObjectToWorld(v.vertex.xyz));
				float eyeDepth = -objectToViewPos.z;
				o.ase_texcoord2.z = eyeDepth;
				
				o.ase_texcoord2.xy = v.ase_texcoord.xy;
				
				//setting value to unused interpolator channels and avoid initialization warnings
				o.ase_texcoord2.w = 0;
				#ifdef ASE_ABSOLUTE_VERTEX_POS
					float3 defaultVertexValue = v.vertex.xyz;
				#else
					float3 defaultVertexValue = float3(0, 0, 0);
				#endif
				float3 vertexValue = WindOutput253.xyz;
				#ifdef ASE_ABSOLUTE_VERTEX_POS
					v.vertex.xyz = vertexValue;
				#else
					v.vertex.xyz += vertexValue;
				#endif

				v.ase_normal = v.ase_normal;

				float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
				#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
				o.worldPos = positionWS;
				#endif
				float3 normalWS = TransformObjectToWorldDir(v.ase_normal);

				float4 clipPos = TransformWorldToHClip( ApplyShadowBias( positionWS, normalWS, _LightDirection ) );

				#if UNITY_REVERSED_Z
					clipPos.z = min(clipPos.z, clipPos.w * UNITY_NEAR_CLIP_VALUE);
				#else
					clipPos.z = max(clipPos.z, clipPos.w * UNITY_NEAR_CLIP_VALUE);
				#endif
				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
					VertexPositionInputs vertexInput = (VertexPositionInputs)0;
					vertexInput.positionWS = positionWS;
					vertexInput.positionCS = clipPos;
					o.shadowCoord = GetShadowCoord( vertexInput );
				#endif
				o.clipPos = clipPos;
				return o;
			}

			#if defined(TESSELLATION_ON)
			struct VertexControl
			{
				float4 vertex : INTERNALTESSPOS;
				float3 ase_normal : NORMAL;
				float4 ase_color : COLOR;
				float4 ase_texcoord : TEXCOORD0;

				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

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

			VertexControl vert ( VertexInput v )
			{
				VertexControl o;
				UNITY_SETUP_INSTANCE_ID(v);
				UNITY_TRANSFER_INSTANCE_ID(v, o);
				o.vertex = v.vertex;
				o.ase_normal = v.ase_normal;
				o.ase_color = v.ase_color;
				o.ase_texcoord = v.ase_texcoord;
				return o;
			}

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

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

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

			#if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE)
				#define ASE_SV_DEPTH SV_DepthLessEqual  
			#else
				#define ASE_SV_DEPTH SV_Depth
			#endif

			half4 frag(	VertexOutput IN 
						#ifdef ASE_DEPTH_WRITE_ON
						,out float outputDepth : ASE_SV_DEPTH
						#endif
						 ) : SV_TARGET
			{
				UNITY_SETUP_INSTANCE_ID( IN );
				UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
				
				#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
				float3 WorldPosition = IN.worldPos;
				#endif
				float4 ShadowCoords = float4( 0, 0, 0, 0 );

				#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
					#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
						ShadowCoords = IN.shadowCoord;
					#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
						ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
					#endif
				#endif

				float2 uv_AlbedoMap33 = IN.ase_texcoord2.xy;
				float4 tex2DNode33 = tex2D( _AlbedoMap, uv_AlbedoMap33 );
				float eyeDepth = IN.ase_texcoord2.z;
				float cameraDepthFade158 = (( eyeDepth -_ProjectionParams.y - _CameraOffset ) / _CameraLength);
				#ifdef _FADEONOFF_ON
				float staticSwitch161 = ( ( 1.0 - cameraDepthFade158 ) * tex2DNode33.a * _CutoutAlphalOD );
				#else
				float staticSwitch161 = tex2DNode33.a;
				#endif
				float GrassDistanceFade246 = staticSwitch161;
				
				float Alpha = GrassDistanceFade246;
				float AlphaClipThreshold = _Cutout;
				float AlphaClipThresholdShadow = 0.5;
				#ifdef ASE_DEPTH_WRITE_ON
				float DepthValue = 0;
				#endif

				#ifdef _ALPHATEST_ON
					#ifdef _ALPHATEST_SHADOW_ON
						clip(Alpha - AlphaClipThresholdShadow);
					#else
						clip(Alpha - AlphaClipThreshold);
					#endif
				#endif

				#ifdef LOD_FADE_CROSSFADE
					LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x );
				#endif
				#ifdef ASE_DEPTH_WRITE_ON
					outputDepth = DepthValue;
				#endif
				return 0;
			}

			ENDHLSL
		}

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

			ZWrite On
			ColorMask 0
			AlphaToMask Off

			HLSLPROGRAM
			
			#define _NORMAL_DROPOFF_TS 1
			#pragma multi_compile_instancing
			#pragma multi_compile_fog
			#define ASE_FOG 1
			#pragma multi_compile _ LOD_FADE_CROSSFADE
			#define _EMISSION
			#define _ALPHATEST_ON 1
			#define _NORMALMAP 1
			#define ASE_SRP_VERSION 80200

			
			#pragma vertex vert
			#pragma fragment frag

			#define SHADERPASS_DEPTHONLY

			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"

			#define ASE_NEEDS_VERT_POSITION
			#pragma shader_feature_local _FADEONOFF_ON


			struct VertexInput
			{
				float4 vertex : POSITION;
				float3 ase_normal : NORMAL;
				float4 ase_color : COLOR;
				float4 ase_texcoord : TEXCOORD0;
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

			struct VertexOutput
			{
				float4 clipPos : SV_POSITION;
				#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
				float3 worldPos : TEXCOORD0;
				#endif
				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
				float4 shadowCoord : TEXCOORD1;
				#endif
				float4 ase_texcoord2 : TEXCOORD2;
				UNITY_VERTEX_INPUT_INSTANCE_ID
				UNITY_VERTEX_OUTPUT_STEREO
			};

			CBUFFER_START(UnityPerMaterial)
			float4 _AlbedoColor;
			float4 _TranslucencyColor;
			float _GlobalWindPower;
			float _CameraOffset;
			float _CameraLength;
			float _VertexAointensity;
			float _AmbientOcclusion;
			float _SmoothnessIntensity;
			float _TranslucencyRange;
			float _TranslucencyPower;
			float _NormalIntensity;
			float _AlbedoLightness;
			float _GrassColorVariation;
			float _WindSpeed;
			float _WindPower;
			float _WindAnglexz;
			float _WindAngley;
			float _FlutterFrequency;
			float _CutoutAlphalOD;
			float _Cutout;
			#ifdef _TRANSMISSION_ASE
				float _TransmissionShadow;
			#endif
			#ifdef _TRANSLUCENCY_ASE
				float _TransStrength;
				float _TransNormal;
				float _TransScattering;
				float _TransDirect;
				float _TransAmbient;
				float _TransShadow;
			#endif
			#ifdef TESSELLATION_ON
				float _TessPhongStrength;
				float _TessValue;
				float _TessMin;
				float _TessMax;
				float _TessEdgeLength;
				float _TessMaxDisp;
			#endif
			CBUFFER_END
			sampler2D _AlbedoMap;


			float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
			float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
			float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); }
			float snoise( float2 v )
			{
				const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 );
				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 = mod2D289( i );
				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 );
			}
			
			//https://www.shadertoy.com/view/XdXGW8
			float2 GradientNoiseDir( float2 x )
			{
				const float2 k = float2( 0.3183099, 0.3678794 );
				x = x * k + k.yx;
				return -1.0 + 2.0 * frac( 16.0 * k * frac( x.x * x.y * ( x.x + x.y ) ) );
			}
			
			float GradientNoise( float2 UV, float Scale )
			{
				float2 p = UV * Scale;
				float2 i = floor( p );
				float2 f = frac( p );
				float2 u = f * f * ( 3.0 - 2.0 * f );
				return lerp( lerp( dot( GradientNoiseDir( i + float2( 0.0, 0.0 ) ), f - float2( 0.0, 0.0 ) ),
						dot( GradientNoiseDir( i + float2( 1.0, 0.0 ) ), f - float2( 1.0, 0.0 ) ), u.x ),
						lerp( dot( GradientNoiseDir( i + float2( 0.0, 1.0 ) ), f - float2( 0.0, 1.0 ) ),
						dot( GradientNoiseDir( i + float2( 1.0, 1.0 ) ), f - float2( 1.0, 1.0 ) ), u.x ), u.y );
			}
			
			float4 CalculateContrast( float contrastValue, float4 colorTarget )
			{
				float t = 0.5 * ( 1.0 - contrastValue );
				return mul( float4x4( contrastValue,0,0,t, 0,contrastValue,0,t, 0,0,contrastValue,t, 0,0,0,1 ), colorTarget );
			}

			VertexOutput VertexFunction( VertexInput v  )
			{
				VertexOutput o = (VertexOutput)0;
				UNITY_SETUP_INSTANCE_ID(v);
				UNITY_TRANSFER_INSTANCE_ID(v, o);
				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);

				float3 ase_worldPos = mul(GetObjectToWorldMatrix(), v.vertex).xyz;
				float mulTime7 = _TimeParameters.x * 0.1;
				float simplePerlin2D34 = snoise( (ase_worldPos*1.0 + float3( ( mulTime7 * float2( -0.5,-0.5 ) ) ,  0.0 )).xy*_FlutterFrequency );
				simplePerlin2D34 = simplePerlin2D34*0.5 + 0.5;
				float temp_output_120_0 = ( v.vertex.xyz.y + simplePerlin2D34 );
				float gradientNoise14 = GradientNoise((ase_worldPos*1.0 + float3( ( _TimeParameters.x * float2( 0,-0.1 ) ) ,  0.0 )).xy,20.0);
				gradientNoise14 = gradientNoise14*0.5 + 0.5;
				float4 temp_cast_6 = (gradientNoise14).xxxx;
				float temp_output_29_0 = ( v.vertex.xyz.y * 1.2 );
				float3 appendResult141 = (float3(temp_output_120_0 , ( ( CalculateContrast(_WindAngley,temp_cast_6) * 0.2 ) + temp_output_29_0 ).r , v.vertex.xyz.z));
				float4 temp_cast_9 = (gradientNoise14).xxxx;
				float4 appendResult51 = (float4(( ( CalculateContrast(_WindAnglexz,temp_cast_9) * 0.2 ) + temp_output_29_0 ).r , temp_output_120_0 , v.vertex.xyz.z , 0.0));
				float4 lerpResult56 = lerp( float4( v.vertex.xyz , 0.0 ) , ( float4( appendResult141 , 0.0 ) + appendResult51 ) , v.ase_color.g);
				float2 texCoord31 = v.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
				float2 appendResult32 = (float2(ase_worldPos.x , ase_worldPos.z));
				float2 appendResult35 = (float2(_TimeParameters.x , _TimeParameters.x));
				float simplePerlin2D48 = snoise( ( appendResult32 + appendResult35 )*_WindSpeed );
				simplePerlin2D48 = simplePerlin2D48*0.5 + 0.5;
				float4 WindOutput253 = ( ( _GlobalWindPower * ( float4( v.vertex.xyz , 0.0 ) - lerpResult56 ) ) * ( v.ase_color.g * ( pow( ( texCoord31.y * 0.5 ) , ( 1.0 - _WindPower ) ) * simplePerlin2D48 ) ) );
				
				float3 objectToViewPos = TransformWorldToView(TransformObjectToWorld(v.vertex.xyz));
				float eyeDepth = -objectToViewPos.z;
				o.ase_texcoord2.z = eyeDepth;
				
				o.ase_texcoord2.xy = v.ase_texcoord.xy;
				
				//setting value to unused interpolator channels and avoid initialization warnings
				o.ase_texcoord2.w = 0;
				#ifdef ASE_ABSOLUTE_VERTEX_POS
					float3 defaultVertexValue = v.vertex.xyz;
				#else
					float3 defaultVertexValue = float3(0, 0, 0);
				#endif
				float3 vertexValue = WindOutput253.xyz;
				#ifdef ASE_ABSOLUTE_VERTEX_POS
					v.vertex.xyz = vertexValue;
				#else
					v.vertex.xyz += vertexValue;
				#endif

				v.ase_normal = v.ase_normal;
				float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
				float4 positionCS = TransformWorldToHClip( positionWS );

				#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
				o.worldPos = positionWS;
				#endif

				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
					VertexPositionInputs vertexInput = (VertexPositionInputs)0;
					vertexInput.positionWS = positionWS;
					vertexInput.positionCS = positionCS;
					o.shadowCoord = GetShadowCoord( vertexInput );
				#endif
				o.clipPos = positionCS;
				return o;
			}

			#if defined(TESSELLATION_ON)
			struct VertexControl
			{
				float4 vertex : INTERNALTESSPOS;
				float3 ase_normal : NORMAL;
				float4 ase_color : COLOR;
				float4 ase_texcoord : TEXCOORD0;

				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

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

			VertexControl vert ( VertexInput v )
			{
				VertexControl o;
				UNITY_SETUP_INSTANCE_ID(v);
				UNITY_TRANSFER_INSTANCE_ID(v, o);
				o.vertex = v.vertex;
				o.ase_normal = v.ase_normal;
				o.ase_color = v.ase_color;
				o.ase_texcoord = v.ase_texcoord;
				return o;
			}

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

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

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

			#if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE)
				#define ASE_SV_DEPTH SV_DepthLessEqual  
			#else
				#define ASE_SV_DEPTH SV_Depth
			#endif
			half4 frag(	VertexOutput IN 
						#ifdef ASE_DEPTH_WRITE_ON
						,out float outputDepth : ASE_SV_DEPTH
						#endif
						 ) : SV_TARGET
			{
				UNITY_SETUP_INSTANCE_ID(IN);
				UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );

				#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
				float3 WorldPosition = IN.worldPos;
				#endif
				float4 ShadowCoords = float4( 0, 0, 0, 0 );

				#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
					#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
						ShadowCoords = IN.shadowCoord;
					#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
						ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
					#endif
				#endif

				float2 uv_AlbedoMap33 = IN.ase_texcoord2.xy;
				float4 tex2DNode33 = tex2D( _AlbedoMap, uv_AlbedoMap33 );
				float eyeDepth = IN.ase_texcoord2.z;
				float cameraDepthFade158 = (( eyeDepth -_ProjectionParams.y - _CameraOffset ) / _CameraLength);
				#ifdef _FADEONOFF_ON
				float staticSwitch161 = ( ( 1.0 - cameraDepthFade158 ) * tex2DNode33.a * _CutoutAlphalOD );
				#else
				float staticSwitch161 = tex2DNode33.a;
				#endif
				float GrassDistanceFade246 = staticSwitch161;
				
				float Alpha = GrassDistanceFade246;
				float AlphaClipThreshold = _Cutout;
				#ifdef ASE_DEPTH_WRITE_ON
				float DepthValue = 0;
				#endif

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

				#ifdef LOD_FADE_CROSSFADE
					LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x );
				#endif
				#ifdef ASE_DEPTH_WRITE_ON
				outputDepth = DepthValue;
				#endif
				return 0;
			}
			ENDHLSL
		}

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

			Cull Off

			HLSLPROGRAM
			
			#define _NORMAL_DROPOFF_TS 1
			#pragma multi_compile_instancing
			#pragma multi_compile_fog
			#define ASE_FOG 1
			#pragma multi_compile _ LOD_FADE_CROSSFADE
			#define _EMISSION
			#define _ALPHATEST_ON 1
			#define _NORMALMAP 1
			#define ASE_SRP_VERSION 80200

			
			#pragma vertex vert
			#pragma fragment frag

			#define SHADERPASS_META

			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/MetaInput.hlsl"
			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"

			#define ASE_NEEDS_VERT_POSITION
			#define ASE_NEEDS_FRAG_WORLD_POSITION
			#define ASE_NEEDS_FRAG_SHADOWCOORDS
			#define ASE_NEEDS_VERT_NORMAL
			#pragma shader_feature _COLORVARIATION_ON
			#pragma multi_compile _ _MAIN_LIGHT_SHADOWS
			#pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE
			#pragma multi_compile _ _SHADOWS_SOFT
			#pragma shader_feature_local _FADEONOFF_ON


			#pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A

			struct VertexInput
			{
				float4 vertex : POSITION;
				float3 ase_normal : NORMAL;
				float4 texcoord1 : TEXCOORD1;
				float4 texcoord2 : TEXCOORD2;
				float4 ase_color : COLOR;
				float4 ase_texcoord : TEXCOORD0;
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

			struct VertexOutput
			{
				float4 clipPos : SV_POSITION;
				#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
				float3 worldPos : TEXCOORD0;
				#endif
				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
				float4 shadowCoord : TEXCOORD1;
				#endif
				float4 ase_texcoord2 : TEXCOORD2;
				float4 ase_texcoord3 : TEXCOORD3;
				float4 ase_texcoord4 : TEXCOORD4;
				UNITY_VERTEX_INPUT_INSTANCE_ID
				UNITY_VERTEX_OUTPUT_STEREO
			};

			CBUFFER_START(UnityPerMaterial)
			float4 _AlbedoColor;
			float4 _TranslucencyColor;
			float _GlobalWindPower;
			float _CameraOffset;
			float _CameraLength;
			float _VertexAointensity;
			float _AmbientOcclusion;
			float _SmoothnessIntensity;
			float _TranslucencyRange;
			float _TranslucencyPower;
			float _NormalIntensity;
			float _AlbedoLightness;
			float _GrassColorVariation;
			float _WindSpeed;
			float _WindPower;
			float _WindAnglexz;
			float _WindAngley;
			float _FlutterFrequency;
			float _CutoutAlphalOD;
			float _Cutout;
			#ifdef _TRANSMISSION_ASE
				float _TransmissionShadow;
			#endif
			#ifdef _TRANSLUCENCY_ASE
				float _TransStrength;
				float _TransNormal;
				float _TransScattering;
				float _TransDirect;
				float _TransAmbient;
				float _TransShadow;
			#endif
			#ifdef TESSELLATION_ON
				float _TessPhongStrength;
				float _TessValue;
				float _TessMin;
				float _TessMax;
				float _TessEdgeLength;
				float _TessMaxDisp;
			#endif
			CBUFFER_END
			sampler2D _AlbedoMap;
			sampler2D _MaskMap;


			float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
			float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
			float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); }
			float snoise( float2 v )
			{
				const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 );
				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 = mod2D289( i );
				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 );
			}
			
			//https://www.shadertoy.com/view/XdXGW8
			float2 GradientNoiseDir( float2 x )
			{
				const float2 k = float2( 0.3183099, 0.3678794 );
				x = x * k + k.yx;
				return -1.0 + 2.0 * frac( 16.0 * k * frac( x.x * x.y * ( x.x + x.y ) ) );
			}
			
			float GradientNoise( float2 UV, float Scale )
			{
				float2 p = UV * Scale;
				float2 i = floor( p );
				float2 f = frac( p );
				float2 u = f * f * ( 3.0 - 2.0 * f );
				return lerp( lerp( dot( GradientNoiseDir( i + float2( 0.0, 0.0 ) ), f - float2( 0.0, 0.0 ) ),
						dot( GradientNoiseDir( i + float2( 1.0, 0.0 ) ), f - float2( 1.0, 0.0 ) ), u.x ),
						lerp( dot( GradientNoiseDir( i + float2( 0.0, 1.0 ) ), f - float2( 0.0, 1.0 ) ),
						dot( GradientNoiseDir( i + float2( 1.0, 1.0 ) ), f - float2( 1.0, 1.0 ) ), u.x ), u.y );
			}
			
			float4 CalculateContrast( float contrastValue, float4 colorTarget )
			{
				float t = 0.5 * ( 1.0 - contrastValue );
				return mul( float4x4( contrastValue,0,0,t, 0,contrastValue,0,t, 0,0,contrastValue,t, 0,0,0,1 ), colorTarget );
			}

			VertexOutput VertexFunction( VertexInput v  )
			{
				VertexOutput o = (VertexOutput)0;
				UNITY_SETUP_INSTANCE_ID(v);
				UNITY_TRANSFER_INSTANCE_ID(v, o);
				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);

				float3 ase_worldPos = mul(GetObjectToWorldMatrix(), v.vertex).xyz;
				float mulTime7 = _TimeParameters.x * 0.1;
				float simplePerlin2D34 = snoise( (ase_worldPos*1.0 + float3( ( mulTime7 * float2( -0.5,-0.5 ) ) ,  0.0 )).xy*_FlutterFrequency );
				simplePerlin2D34 = simplePerlin2D34*0.5 + 0.5;
				float temp_output_120_0 = ( v.vertex.xyz.y + simplePerlin2D34 );
				float gradientNoise14 = GradientNoise((ase_worldPos*1.0 + float3( ( _TimeParameters.x * float2( 0,-0.1 ) ) ,  0.0 )).xy,20.0);
				gradientNoise14 = gradientNoise14*0.5 + 0.5;
				float4 temp_cast_6 = (gradientNoise14).xxxx;
				float temp_output_29_0 = ( v.vertex.xyz.y * 1.2 );
				float3 appendResult141 = (float3(temp_output_120_0 , ( ( CalculateContrast(_WindAngley,temp_cast_6) * 0.2 ) + temp_output_29_0 ).r , v.vertex.xyz.z));
				float4 temp_cast_9 = (gradientNoise14).xxxx;
				float4 appendResult51 = (float4(( ( CalculateContrast(_WindAnglexz,temp_cast_9) * 0.2 ) + temp_output_29_0 ).r , temp_output_120_0 , v.vertex.xyz.z , 0.0));
				float4 lerpResult56 = lerp( float4( v.vertex.xyz , 0.0 ) , ( float4( appendResult141 , 0.0 ) + appendResult51 ) , v.ase_color.g);
				float2 texCoord31 = v.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
				float2 appendResult32 = (float2(ase_worldPos.x , ase_worldPos.z));
				float2 appendResult35 = (float2(_TimeParameters.x , _TimeParameters.x));
				float simplePerlin2D48 = snoise( ( appendResult32 + appendResult35 )*_WindSpeed );
				simplePerlin2D48 = simplePerlin2D48*0.5 + 0.5;
				float4 WindOutput253 = ( ( _GlobalWindPower * ( float4( v.vertex.xyz , 0.0 ) - lerpResult56 ) ) * ( v.ase_color.g * ( pow( ( texCoord31.y * 0.5 ) , ( 1.0 - _WindPower ) ) * simplePerlin2D48 ) ) );
				
				float3 ase_worldNormal = TransformObjectToWorldNormal(v.ase_normal);
				o.ase_texcoord3.xyz = ase_worldNormal;
				
				float3 objectToViewPos = TransformWorldToView(TransformObjectToWorld(v.vertex.xyz));
				float eyeDepth = -objectToViewPos.z;
				o.ase_texcoord2.z = eyeDepth;
				
				o.ase_texcoord2.xy = v.ase_texcoord.xy;
				o.ase_texcoord4 = v.vertex;
				
				//setting value to unused interpolator channels and avoid initialization warnings
				o.ase_texcoord2.w = 0;
				o.ase_texcoord3.w = 0;
				
				#ifdef ASE_ABSOLUTE_VERTEX_POS
					float3 defaultVertexValue = v.vertex.xyz;
				#else
					float3 defaultVertexValue = float3(0, 0, 0);
				#endif
				float3 vertexValue = WindOutput253.xyz;
				#ifdef ASE_ABSOLUTE_VERTEX_POS
					v.vertex.xyz = vertexValue;
				#else
					v.vertex.xyz += vertexValue;
				#endif

				v.ase_normal = v.ase_normal;

				float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
				#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
				o.worldPos = positionWS;
				#endif

				o.clipPos = MetaVertexPosition( v.vertex, v.texcoord1.xy, v.texcoord1.xy, unity_LightmapST, unity_DynamicLightmapST );
				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
					VertexPositionInputs vertexInput = (VertexPositionInputs)0;
					vertexInput.positionWS = positionWS;
					vertexInput.positionCS = o.clipPos;
					o.shadowCoord = GetShadowCoord( vertexInput );
				#endif
				return o;
			}

			#if defined(TESSELLATION_ON)
			struct VertexControl
			{
				float4 vertex : INTERNALTESSPOS;
				float3 ase_normal : NORMAL;
				float4 texcoord1 : TEXCOORD1;
				float4 texcoord2 : TEXCOORD2;
				float4 ase_color : COLOR;
				float4 ase_texcoord : TEXCOORD0;

				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

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

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

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

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

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

			half4 frag(VertexOutput IN  ) : SV_TARGET
			{
				UNITY_SETUP_INSTANCE_ID(IN);
				UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );

				#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
				float3 WorldPosition = IN.worldPos;
				#endif
				float4 ShadowCoords = float4( 0, 0, 0, 0 );

				#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
					#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
						ShadowCoords = IN.shadowCoord;
					#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
						ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
					#endif
				#endif

				float2 uv_AlbedoMap33 = IN.ase_texcoord2.xy;
				float4 tex2DNode33 = tex2D( _AlbedoMap, uv_AlbedoMap33 );
				float4 break183 = tex2DNode33;
				float4 transform173 = mul(GetObjectToWorldMatrix(),float4( 1,1,1,1 ));
				float dotResult4_g17 = dot( transform173.xy , float2( 12.9898,78.233 ) );
				float lerpResult10_g17 = lerp( 0.9 , 1.15 , frac( ( sin( dotResult4_g17 ) * 43758.55 ) ));
				float4 appendResult186 = (float4(( break183.r * lerpResult10_g17 ) , break183.g , break183.b , 0.0));
				float4 lerpResult194 = lerp( tex2DNode33 , appendResult186 , _GrassColorVariation);
				#ifdef _COLORVARIATION_ON
				float4 staticSwitch57 = lerpResult194;
				#else
				float4 staticSwitch57 = tex2DNode33;
				#endif
				float4 AlbedoOutput236 = ( _AlbedoColor * ( staticSwitch57 * _AlbedoLightness ) );
				
				float ase_lightAtten = 0;
				Light ase_mainLight = GetMainLight( ShadowCoords );
				ase_lightAtten = ase_mainLight.distanceAttenuation * ase_mainLight.shadowAttenuation;
				float2 uv_MaskMap59 = IN.ase_texcoord2.xy;
				float4 tex2DNode59 = tex2D( _MaskMap, uv_MaskMap59 );
				float3 ase_worldViewDir = ( _WorldSpaceCameraPos.xyz - WorldPosition );
				ase_worldViewDir = normalize(ase_worldViewDir);
				float3 ase_worldNormal = IN.ase_texcoord3.xyz;
				float fresnelNdotV42 = dot( ase_worldNormal, ase_worldViewDir );
				float fresnelNode42 = ( 0.0 + 1.0 * pow( 1.0 - fresnelNdotV42, 5.0 ) );
				float4 FresnelBase233 = ( tex2DNode59.b * ( staticSwitch57 * saturate( fresnelNode42 ) ) );
				ase_worldViewDir = SafeNormalize( ase_worldViewDir );
				float3 objToWorldDir75 = normalize( mul( GetObjectToWorldMatrix(), float4( IN.ase_texcoord4.xyz, 0 ) ).xyz );
				float dotResult83 = dot( ase_worldViewDir , -( SafeNormalize(_MainLightPosition.xyz) + ( objToWorldDir75 * _TranslucencyRange ) ) );
				float4 TranslucencyBase216 = saturate( ( dotResult83 * _TranslucencyColor ) );
				float4 TranslucencyOutput245 = ( ase_lightAtten * ( ( _TranslucencyPower * ( FresnelBase233 * ( tex2DNode59.b * TranslucencyBase216 ) ) ) * float4( _MainLightColor.rgb , 0.0 ) * _MainLightColor.a ) );
				
				float eyeDepth = IN.ase_texcoord2.z;
				float cameraDepthFade158 = (( eyeDepth -_ProjectionParams.y - _CameraOffset ) / _CameraLength);
				#ifdef _FADEONOFF_ON
				float staticSwitch161 = ( ( 1.0 - cameraDepthFade158 ) * tex2DNode33.a * _CutoutAlphalOD );
				#else
				float staticSwitch161 = tex2DNode33.a;
				#endif
				float GrassDistanceFade246 = staticSwitch161;
				
				
				float3 Albedo = AlbedoOutput236.rgb;
				float3 Emission = TranslucencyOutput245.rgb;
				float Alpha = GrassDistanceFade246;
				float AlphaClipThreshold = _Cutout;

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

				MetaInput metaInput = (MetaInput)0;
				metaInput.Albedo = Albedo;
				metaInput.Emission = Emission;
				
				return MetaFragment(metaInput);
			}
			ENDHLSL
		}

		
		Pass
		{
			
			Name "Universal2D"
			Tags { "LightMode"="Universal2D" }

			Blend One Zero, One Zero
			ZWrite On
			ZTest LEqual
			Offset 0 , 0
			ColorMask RGBA

			HLSLPROGRAM
			
			#define _NORMAL_DROPOFF_TS 1
			#pragma multi_compile_instancing
			#pragma multi_compile_fog
			#define ASE_FOG 1
			#pragma multi_compile _ LOD_FADE_CROSSFADE
			#define _EMISSION
			#define _ALPHATEST_ON 1
			#define _NORMALMAP 1
			#define ASE_SRP_VERSION 80200

			
			#pragma vertex vert
			#pragma fragment frag

			#define SHADERPASS_2D

			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
			#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/UnityInstancing.hlsl"
			#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
			
			#define ASE_NEEDS_VERT_POSITION
			#pragma shader_feature _COLORVARIATION_ON
			#pragma shader_feature_local _FADEONOFF_ON


			#pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A

			struct VertexInput
			{
				float4 vertex : POSITION;
				float3 ase_normal : NORMAL;
				float4 ase_color : COLOR;
				float4 ase_texcoord : TEXCOORD0;
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

			struct VertexOutput
			{
				float4 clipPos : SV_POSITION;
				#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
				float3 worldPos : TEXCOORD0;
				#endif
				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
				float4 shadowCoord : TEXCOORD1;
				#endif
				float4 ase_texcoord2 : TEXCOORD2;
				UNITY_VERTEX_INPUT_INSTANCE_ID
				UNITY_VERTEX_OUTPUT_STEREO
			};

			CBUFFER_START(UnityPerMaterial)
			float4 _AlbedoColor;
			float4 _TranslucencyColor;
			float _GlobalWindPower;
			float _CameraOffset;
			float _CameraLength;
			float _VertexAointensity;
			float _AmbientOcclusion;
			float _SmoothnessIntensity;
			float _TranslucencyRange;
			float _TranslucencyPower;
			float _NormalIntensity;
			float _AlbedoLightness;
			float _GrassColorVariation;
			float _WindSpeed;
			float _WindPower;
			float _WindAnglexz;
			float _WindAngley;
			float _FlutterFrequency;
			float _CutoutAlphalOD;
			float _Cutout;
			#ifdef _TRANSMISSION_ASE
				float _TransmissionShadow;
			#endif
			#ifdef _TRANSLUCENCY_ASE
				float _TransStrength;
				float _TransNormal;
				float _TransScattering;
				float _TransDirect;
				float _TransAmbient;
				float _TransShadow;
			#endif
			#ifdef TESSELLATION_ON
				float _TessPhongStrength;
				float _TessValue;
				float _TessMin;
				float _TessMax;
				float _TessEdgeLength;
				float _TessMaxDisp;
			#endif
			CBUFFER_END
			sampler2D _AlbedoMap;


			float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
			float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
			float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); }
			float snoise( float2 v )
			{
				const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 );
				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 = mod2D289( i );
				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 );
			}
			
			//https://www.shadertoy.com/view/XdXGW8
			float2 GradientNoiseDir( float2 x )
			{
				const float2 k = float2( 0.3183099, 0.3678794 );
				x = x * k + k.yx;
				return -1.0 + 2.0 * frac( 16.0 * k * frac( x.x * x.y * ( x.x + x.y ) ) );
			}
			
			float GradientNoise( float2 UV, float Scale )
			{
				float2 p = UV * Scale;
				float2 i = floor( p );
				float2 f = frac( p );
				float2 u = f * f * ( 3.0 - 2.0 * f );
				return lerp( lerp( dot( GradientNoiseDir( i + float2( 0.0, 0.0 ) ), f - float2( 0.0, 0.0 ) ),
						dot( GradientNoiseDir( i + float2( 1.0, 0.0 ) ), f - float2( 1.0, 0.0 ) ), u.x ),
						lerp( dot( GradientNoiseDir( i + float2( 0.0, 1.0 ) ), f - float2( 0.0, 1.0 ) ),
						dot( GradientNoiseDir( i + float2( 1.0, 1.0 ) ), f - float2( 1.0, 1.0 ) ), u.x ), u.y );
			}
			
			float4 CalculateContrast( float contrastValue, float4 colorTarget )
			{
				float t = 0.5 * ( 1.0 - contrastValue );
				return mul( float4x4( contrastValue,0,0,t, 0,contrastValue,0,t, 0,0,contrastValue,t, 0,0,0,1 ), colorTarget );
			}

			VertexOutput VertexFunction( VertexInput v  )
			{
				VertexOutput o = (VertexOutput)0;
				UNITY_SETUP_INSTANCE_ID( v );
				UNITY_TRANSFER_INSTANCE_ID( v, o );
				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );

				float3 ase_worldPos = mul(GetObjectToWorldMatrix(), v.vertex).xyz;
				float mulTime7 = _TimeParameters.x * 0.1;
				float simplePerlin2D34 = snoise( (ase_worldPos*1.0 + float3( ( mulTime7 * float2( -0.5,-0.5 ) ) ,  0.0 )).xy*_FlutterFrequency );
				simplePerlin2D34 = simplePerlin2D34*0.5 + 0.5;
				float temp_output_120_0 = ( v.vertex.xyz.y + simplePerlin2D34 );
				float gradientNoise14 = GradientNoise((ase_worldPos*1.0 + float3( ( _TimeParameters.x * float2( 0,-0.1 ) ) ,  0.0 )).xy,20.0);
				gradientNoise14 = gradientNoise14*0.5 + 0.5;
				float4 temp_cast_6 = (gradientNoise14).xxxx;
				float temp_output_29_0 = ( v.vertex.xyz.y * 1.2 );
				float3 appendResult141 = (float3(temp_output_120_0 , ( ( CalculateContrast(_WindAngley,temp_cast_6) * 0.2 ) + temp_output_29_0 ).r , v.vertex.xyz.z));
				float4 temp_cast_9 = (gradientNoise14).xxxx;
				float4 appendResult51 = (float4(( ( CalculateContrast(_WindAnglexz,temp_cast_9) * 0.2 ) + temp_output_29_0 ).r , temp_output_120_0 , v.vertex.xyz.z , 0.0));
				float4 lerpResult56 = lerp( float4( v.vertex.xyz , 0.0 ) , ( float4( appendResult141 , 0.0 ) + appendResult51 ) , v.ase_color.g);
				float2 texCoord31 = v.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 );
				float2 appendResult32 = (float2(ase_worldPos.x , ase_worldPos.z));
				float2 appendResult35 = (float2(_TimeParameters.x , _TimeParameters.x));
				float simplePerlin2D48 = snoise( ( appendResult32 + appendResult35 )*_WindSpeed );
				simplePerlin2D48 = simplePerlin2D48*0.5 + 0.5;
				float4 WindOutput253 = ( ( _GlobalWindPower * ( float4( v.vertex.xyz , 0.0 ) - lerpResult56 ) ) * ( v.ase_color.g * ( pow( ( texCoord31.y * 0.5 ) , ( 1.0 - _WindPower ) ) * simplePerlin2D48 ) ) );
				
				float3 objectToViewPos = TransformWorldToView(TransformObjectToWorld(v.vertex.xyz));
				float eyeDepth = -objectToViewPos.z;
				o.ase_texcoord2.z = eyeDepth;
				
				o.ase_texcoord2.xy = v.ase_texcoord.xy;
				
				//setting value to unused interpolator channels and avoid initialization warnings
				o.ase_texcoord2.w = 0;
				
				#ifdef ASE_ABSOLUTE_VERTEX_POS
					float3 defaultVertexValue = v.vertex.xyz;
				#else
					float3 defaultVertexValue = float3(0, 0, 0);
				#endif
				float3 vertexValue = WindOutput253.xyz;
				#ifdef ASE_ABSOLUTE_VERTEX_POS
					v.vertex.xyz = vertexValue;
				#else
					v.vertex.xyz += vertexValue;
				#endif

				v.ase_normal = v.ase_normal;

				float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
				float4 positionCS = TransformWorldToHClip( positionWS );

				#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
				o.worldPos = positionWS;
				#endif

				#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
					VertexPositionInputs vertexInput = (VertexPositionInputs)0;
					vertexInput.positionWS = positionWS;
					vertexInput.positionCS = positionCS;
					o.shadowCoord = GetShadowCoord( vertexInput );
				#endif

				o.clipPos = positionCS;
				return o;
			}

			#if defined(TESSELLATION_ON)
			struct VertexControl
			{
				float4 vertex : INTERNALTESSPOS;
				float3 ase_normal : NORMAL;
				float4 ase_color : COLOR;
				float4 ase_texcoord : TEXCOORD0;

				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

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

			VertexControl vert ( VertexInput v )
			{
				VertexControl o;
				UNITY_SETUP_INSTANCE_ID(v);
				UNITY_TRANSFER_INSTANCE_ID(v, o);
				o.vertex = v.vertex;
				o.ase_normal = v.ase_normal;
				o.ase_color = v.ase_color;
				o.ase_texcoord = v.ase_texcoord;
				return o;
			}

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

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

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

			half4 frag(VertexOutput IN  ) : SV_TARGET
			{
				UNITY_SETUP_INSTANCE_ID( IN );
				UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );

				#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
				float3 WorldPosition = IN.worldPos;
				#endif
				float4 ShadowCoords = float4( 0, 0, 0, 0 );

				#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
					#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
						ShadowCoords = IN.shadowCoord;
					#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
						ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
					#endif
				#endif

				float2 uv_AlbedoMap33 = IN.ase_texcoord2.xy;
				float4 tex2DNode33 = tex2D( _AlbedoMap, uv_AlbedoMap33 );
				float4 break183 = tex2DNode33;
				float4 transform173 = mul(GetObjectToWorldMatrix(),float4( 1,1,1,1 ));
				float dotResult4_g17 = dot( transform173.xy , float2( 12.9898,78.233 ) );
				float lerpResult10_g17 = lerp( 0.9 , 1.15 , frac( ( sin( dotResult4_g17 ) * 43758.55 ) ));
				float4 appendResult186 = (float4(( break183.r * lerpResult10_g17 ) , break183.g , break183.b , 0.0));
				float4 lerpResult194 = lerp( tex2DNode33 , appendResult186 , _GrassColorVariation);
				#ifdef _COLORVARIATION_ON
				float4 staticSwitch57 = lerpResult194;
				#else
				float4 staticSwitch57 = tex2DNode33;
				#endif
				float4 AlbedoOutput236 = ( _AlbedoColor * ( staticSwitch57 * _AlbedoLightness ) );
				
				float eyeDepth = IN.ase_texcoord2.z;
				float cameraDepthFade158 = (( eyeDepth -_ProjectionParams.y - _CameraOffset ) / _CameraLength);
				#ifdef _FADEONOFF_ON
				float staticSwitch161 = ( ( 1.0 - cameraDepthFade158 ) * tex2DNode33.a * _CutoutAlphalOD );
				#else
				float staticSwitch161 = tex2DNode33.a;
				#endif
				float GrassDistanceFade246 = staticSwitch161;
				
				
				float3 Albedo = AlbedoOutput236.rgb;
				float Alpha = GrassDistanceFade246;
				float AlphaClipThreshold = _Cutout;

				half4 color = half4( Albedo, Alpha );

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

				return color;
			}
			ENDHLSL
		}
		
	}
	
	CustomEditor "UnityEditor.ShaderGraph.PBRMasterGUI"
	Fallback "Hidden/InternalErrorShader"
	
}
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