// Made with Amplify Shader Editor v1.9.6.3
// Available at the Unity Asset Store - http://u3d.as/y3X 
Shader "Sprite Shaders Ultimate/Additive GUI SSU"
{
    Properties
    {
        [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
        _Color ("Tint", Color) = (1,1,1,1)

        _StencilComp ("Stencil Comparison", Float) = 8
        _Stencil ("Stencil ID", Float) = 0
        _StencilOp ("Stencil Operation", Float) = 0
        _StencilWriteMask ("Stencil Write Mask", Float) = 255
        _StencilReadMask ("Stencil Read Mask", Float) = 255

        _ColorMask ("Color Mask", Float) = 15

        [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0

        [Toggle(_ISTEXT_ON)] _IsText("Is Text", Float) = 0
        [Toggle(_ISTEXTMESHPRO_ON)] _IsTextMeshPro("Is Text Mesh Pro", Float) = 0
        _TMPThickness("TMP: Thickness", Range( -0.99 , 0)) = -0.45
        _TMPSmoothness("TMP: Smoothness", Float) = 5
        [Toggle(_VERTEXTINTFIRST_ON)] _VertexTintFirst("Vertex Tint First", Float) = 0
        [Toggle(_PIXELPERFECTSPACE_ON)] _PixelPerfectSpace("Pixel Perfect Space", Float) = 0
        [Toggle(_PIXELPERFECTUV_ON)] _PixelPerfectUV("Pixel Perfect UV", Float) = 0
        [Toggle(_SPRITESHEETFIX_ON)] _SpriteSheetFix("Sprite Sheet Fix", Float) = 0
        _SpriteSheetRect("Sprite Sheet Rect", Vector) = (0,0,1,1)
        [Toggle(_TILINGFIX_ON)] _TilingFix("Tiling Fix", Float) = 0
        [Toggle(_BAKEDMATERIAL_ON)] _BakedMaterial("Baked Material", Float) = 0
        [KeywordEnum(UV,UV_Raw,Object,Object_Scaled,World,UI_Graphic,Screen)] _ShaderSpace("Shader Space", Float) = 0
        _PixelsPerUnit("Pixels Per Unit", Float) = 100
        _ScreenWidthUnits("Screen Width Units", Float) = 10
        _RectWidth("Rect Width", Float) = 100
        _RectHeight("Rect Height", Float) = 100
        [KeywordEnum(None,Full,Mask,Dissolve,Spread)] _ShaderFading("Shader Fading", Float) = 0
        _FadingFade("Fading: Fade", Range( 0 , 1)) = 1
        _FadingPosition("Fading: Position", Vector) = (0,0,0,0)
        _FadingWidth("Fading: Width", Float) = 0.3
        _FadingNoiseFactor("Fading: Noise Factor", Float) = 0.2
        _FadingNoiseScale("Fading: Noise Scale", Vector) = (0.2,0.2,0,0)
        _FadingMask("Fading: Mask", 2D) = "white" {}
        [Toggle(_TOGGLEUNSCALEDTIME_ON)] _ToggleUnscaledTime("Toggle: Unscaled Time", Float) = 0
        [Toggle(_TOGGLECUSTOMTIME_ON)] _ToggleCustomTime("Toggle: Custom Time", Float) = 0
        _TimeValue("Time: Value", Float) = 0
        [Toggle(_TOGGLETIMESPEED_ON)] _ToggleTimeSpeed("Toggle: Time Speed", Float) = 0
        _TimeSpeed("Time: Speed", Float) = 1
        [Toggle(_TOGGLETIMEFPS_ON)] _ToggleTimeFPS("Toggle: Time FPS", Float) = 0
        _TimeFPS("Time: FPS", Float) = 5
        [Toggle(_TOGGLETIMEFREQUENCY_ON)] _ToggleTimeFrequency("Toggle: Time Frequency", Float) = 0
        _TimeFrequency("Time: Frequency", Float) = 2
        _TimeRange("Time: Range", Float) = 0.5
        _UberNoiseTexture("Uber Noise Texture", 2D) = "white" {}
        [Toggle(_ENABLESTRONGTINT_ON)] _EnableStrongTint("Enable Strong Tint", Float) = 0
        _StrongTintFade("Strong Tint: Fade", Range( 0 , 1)) = 1
        [HDR][NoAlpha]_StrongTintTint("Strong Tint: Tint", Color) = (1,1,1,1)
        [Toggle(_STRONGTINTCONTRASTTOGGLE_ON)] _StrongTintContrastToggle("Strong Tint: Contrast Toggle", Float) = 0
        _StrongTintContrast("Strong Tint: Contrast", Float) = 0
        [Toggle(_STRONGTINTMASKTOGGLE_ON)] _StrongTintMaskToggle("Strong Tint: Mask Toggle", Float) = 0
        _StrongTintMask("Strong Tint: Mask", 2D) = "white" {}
        [Toggle(_ENABLEADDCOLOR_ON)] _EnableAddColor("Enable Add Color", Float) = 0
        _AddColorFade("Add Color: Fade", Range( 0 , 1)) = 1
        [HDR]_AddColorColor("Add Color: Color", Color) = (2.996078,0,0,0)
        [Toggle(_ADDCOLORCONTRASTTOGGLE_ON)] _AddColorContrastToggle("Add Color: Contrast Toggle", Float) = 0
        _AddColorContrast("Add Color: Contrast", Float) = 0.5
        [Toggle(_ADDCOLORMASKTOGGLE_ON)] _AddColorMaskToggle("Add Color: Mask Toggle", Float) = 0
        _AddColorMask("Add Color: Mask", 2D) = "white" {}
        [Toggle(_ENABLEALPHATINT_ON)] _EnableAlphaTint("Enable Alpha Tint", Float) = 0
        _AlphaTintFade("Alpha Tint: Fade", Range( 0 , 1)) = 1
        [HDR]_AlphaTintColor("Alpha Tint: Color", Color) = (95.87451,5.019608,95.87451,0)
        _AlphaTintMinAlpha("Alpha Tint: Min Alpha", Range( 0 , 1)) = 0.02
        [Toggle(_ENABLESHADOW_ON)] _EnableShadow("Enable Shadow", Float) = 0
        _ShadowFade("Shadow: Fade", Range( 0 , 1)) = 1
        _ShadowOffset("Shadow: Offset", Vector) = (0.05,-0.05,0,0)
        _ShadowColor("Shadow: Color", Color) = (0,0,0,0)
        [Toggle(_ENABLEBRIGHTNESS_ON)] _EnableBrightness("Enable Brightness", Float) = 0
        _Brightness("Brightness", Float) = 1
        [Toggle(_ENABLECONTRAST_ON)] _EnableContrast("Enable Contrast", Float) = 0
        _Contrast("Contrast", Float) = 1
        [Toggle(_ENABLESATURATION_ON)] _EnableSaturation("Enable Saturation", Float) = 0
        _Saturation("Saturation", Float) = 1
        [Toggle(_ENABLEHUE_ON)] _EnableHue("Enable Hue", Float) = 0
        _Hue("Hue", Range( -1 , 1)) = 0
        [Toggle(_ENABLERECOLORRGB_ON)] _EnableRecolorRGB("Enable Recolor RGB", Float) = 0
        _RecolorRGBFade("Recolor RGB: Fade", Range( 0 , 1)) = 1
        [HDR]_RecolorRGBRedTint("Recolor RGB: Red Tint", Color) = (1,1,1,0.5019608)
        [HDR]_RecolorRGBGreenTint("Recolor RGB: Green Tint", Color) = (1,1,1,0.5019608)
        [HDR]_RecolorRGBBlueTint("Recolor RGB: Blue Tint", Color) = (1,1,1,0.5019608)
        [Toggle(_RECOLORRGBTEXTURETOGGLE_ON)] _RecolorRGBTextureToggle("Recolor RGB: Texture Toggle", Float) = 0
        _RecolorRGBTexture("Recolor RGB: Texture", 2D) = "white" {}
        [Toggle(_ENABLERECOLORRGBYCP_ON)] _EnableRecolorRGBYCP("Enable Recolor RGBYCP", Float) = 0
        _RecolorRGBYCPFade("Recolor RGBYCP: Fade", Range( 0 , 1)) = 1
        [HDR]_RecolorRGBYCPRedTint("Recolor RGBYCP: Red Tint", Color) = (1,1,1,0.5019608)
        [HDR]_RecolorRGBYCPYellowTint("Recolor RGBYCP: Yellow Tint", Color) = (1,1,1,0.5019608)
        [HDR]_RecolorRGBYCPGreenTint("Recolor RGBYCP: Green Tint", Color) = (1,1,1,0.5019608)
        [HDR]_RecolorRGBYCPCyanTint("Recolor RGBYCP: Cyan Tint", Color) = (1,1,1,0.5019608)
        [HDR]_RecolorRGBYCPBlueTint("Recolor RGBYCP: Blue Tint", Color) = (1,1,1,0.5019608)
        [HDR]_RecolorRGBYCPPurpleTint("Recolor RGBYCP: Purple Tint", Color) = (1,1,1,0.5019608)
        [Toggle(_RECOLORRGBYCPTEXTURETOGGLE_ON)] _RecolorRGBYCPTextureToggle("Recolor RGBYCP: Texture Toggle", Float) = 0
        _RecolorRGBYCPTexture("Recolor RGBYCP: Texture", 2D) = "white" {}
        [Toggle(_ENABLEINNEROUTLINE_ON)] _EnableInnerOutline("Enable Inner Outline", Float) = 0
        _InnerOutlineFade("Inner Outline: Fade", Range( 0 , 1)) = 1
        [HDR]_InnerOutlineColor("Inner Outline: Color", Color) = (11.98431,1.254902,1.254902,1)
        _InnerOutlineWidth("Inner Outline: Width", Float) = 0.02
        [Toggle(_INNEROUTLINEDISTORTIONTOGGLE_ON)] _InnerOutlineDistortionToggle("Inner Outline: Distortion Toggle", Float) = 0
        _InnerOutlineDistortionIntensity("Inner Outline: Distortion Intensity", Vector) = (0.01,0.01,0,0)
        _InnerOutlineNoiseScale("Inner Outline: Noise Scale", Vector) = (4,4,0,0)
        _InnerOutlineNoiseSpeed("Inner Outline: Noise Speed", Vector) = (0,0.1,0,0)
        [Toggle(_INNEROUTLINETEXTURETOGGLE_ON)] _InnerOutlineTextureToggle("Inner Outline: Texture Toggle", Float) = 0
        _InnerOutlineTintTexture("Inner Outline: Tint Texture", 2D) = "white" {}
        _InnerOutlineTextureSpeed("Inner Outline: Texture Speed", Vector) = (0.5,0,0,0)
        [Toggle(_INNEROUTLINEOUTLINEONLYTOGGLE_ON)] _InnerOutlineOutlineOnlyToggle("Inner Outline: Outline Only Toggle", Float) = 0
        [Toggle(_ENABLEOUTEROUTLINE_ON)] _EnableOuterOutline("Enable Outer Outline", Float) = 0
        _OuterOutlineFade("Outer Outline: Fade", Range( 0 , 1)) = 1
        [HDR]_OuterOutlineColor("Outer Outline: Color", Color) = (0,0,0,1)
        _OuterOutlineWidth("Outer Outline: Width", Float) = 0.04
        [Toggle(_OUTEROUTLINEDISTORTIONTOGGLE_ON)] _OuterOutlineDistortionToggle("Outer Outline: Distortion Toggle", Float) = 0
        _OuterOutlineDistortionIntensity("Outer Outline: Distortion Intensity", Vector) = (0.01,0.01,0,0)
        _OuterOutlineNoiseScale("Outer Outline: Noise Scale", Vector) = (4,4,0,0)
        _OuterOutlineNoiseSpeed("Outer Outline: Noise Speed", Vector) = (0,0.1,0,0)
        [Toggle(_OUTEROUTLINETEXTURETOGGLE_ON)] _OuterOutlineTextureToggle("Outer Outline: Texture Toggle", Float) = 0
        _OuterOutlineTintTexture("Outer Outline: Tint Texture", 2D) = "white" {}
        _OuterOutlineTextureSpeed("Outer Outline: Texture Speed", Vector) = (0.5,0,0,0)
        [Toggle(_OUTEROUTLINEOUTLINEONLYTOGGLE_ON)] _OuterOutlineOutlineOnlyToggle("Outer Outline: Outline Only Toggle", Float) = 0
        [Toggle(_ENABLEPIXELOUTLINE_ON)] _EnablePixelOutline("Enable Pixel Outline", Float) = 0
        _PixelOutlineFade("Pixel Outline: Fade", Range( 0 , 1)) = 1
        [HDR]_PixelOutlineColor("Pixel Outline: Color", Color) = (0,0,0,1)
        _PixelOutlineWidth("Pixel Outline: Width", Float) = 1
        _PixelOutlineAlphaLimit("Pixel Outline: Alpha Limit", Range( 0 , 1)) = 0.5
        [Toggle(_PIXELOUTLINETEXTURETOGGLE_ON)] _PixelOutlineTextureToggle("Pixel Outline: Texture Toggle", Float) = 0
        _PixelOutlineTintTexture("Pixel Outline: Tint Texture", 2D) = "white" {}
        _PixelOutlineTextureSpeed("Pixel Outline: Texture Speed", Vector) = (0.5,0,0,0)
        [Toggle(_PIXELOUTLINEOUTLINEONLYTOGGLE_ON)] _PixelOutlineOutlineOnlyToggle("Pixel Outline: Outline Only Toggle", Float) = 0
        [Toggle(_ENABLEADDHUE_ON)] _EnableAddHue("Enable Add Hue", Float) = 0
        _AddHueFade("Add Hue: Fade", Range( 0 , 1)) = 1
        _AddHueSpeed("Add Hue: Speed", Float) = 1
        _AddHueBrightness("Add Hue: Brightness", Float) = 2
        _AddHueSaturation("Add Hue: Saturation", Range( 0 , 1)) = 1
        _AddHueContrast("Add Hue: Contrast", Float) = 0.5
        [Toggle(_ADDHUEMASKTOGGLE_ON)] _AddHueMaskToggle("Add Hue: Mask Toggle", Float) = 0
        _AddHueMask("Add Hue: Mask", 2D) = "white" {}
        [Toggle(_ENABLEPINGPONGGLOW_ON)] _EnablePingPongGlow("Enable Ping-Pong Glow", Float) = 0
        _PingPongGlowFade("Ping-Pong Glow: Fade", Range( 0 , 1)) = 1
        [HDR]_PingPongGlowFrom("Ping-Pong Glow: From", Color) = (5.992157,0.1882353,0.1882353,0)
        [HDR]_PingPongGlowTo("Ping-Pong Glow: To", Color) = (0.1882353,0.1882353,5.992157,0)
        _PingPongGlowFrequency("Ping-Pong Glow: Frequency", Float) = 3
        _PingPongGlowContrast("Ping-Pong Glow: Contrast", Float) = 1
        [Toggle(_ENABLESHIFTHUE_ON)] _EnableShiftHue("Enable Shift Hue", Float) = 0
        _ShiftHueSpeed("Shift Hue: Speed", Float) = 0.5
        [Toggle(_ENABLEINKSPREAD_ON)] _EnableInkSpread("Enable Ink Spread", Float) = 0
        _InkSpreadFade("Ink Spread: Fade", Range( 0 , 1)) = 1
        [HDR]_InkSpreadColor("Ink Spread: Color", Color) = (8.47419,5.013525,0.08873497,0)
        _InkSpreadContrast("Ink Spread: Contrast", Float) = 2
        _InkSpreadDistance("Ink Spread: Distance", Float) = 3
        _InkSpreadPosition("Ink Spread: Position", Vector) = (0.5,-1,0,0)
        _InkSpreadWidth("Ink Spread: Width", Float) = 0.2
        _InkSpreadNoiseScale("Ink Spread: Noise Scale", Vector) = (0.4,0.4,0,0)
        _InkSpreadNoiseFactor("Ink Spread: Noise Factor", Float) = 0.5
        [Toggle(_ENABLEBLACKTINT_ON)] _EnableBlackTint("Enable Black Tint", Float) = 0
        _BlackTintFade("Black Tint: Fade", Range( 0 , 1)) = 1
        [HDR]_BlackTintColor("Black Tint: Color", Color) = (0,0,1,0)
        _BlackTintPower("Black Tint: Power", Float) = 4
        [Toggle(_ENABLESINEGLOW_ON)] _EnableSineGlow("Enable Sine Glow", Float) = 0
        _SineGlowFade("Sine Glow: Fade", Range( 0 , 1)) = 1
        [HDR]_SineGlowColor("Sine Glow: Color", Color) = (0,2.007843,2.996078,0)
        _SineGlowContrast("Sine Glow: Contrast", Float) = 1
        _SineGlowFrequency("Sine Glow: Frequency", Float) = 4
        _SineGlowMin("Sine Glow: Min", Float) = 0
        _SineGlowMax("Sine Glow: Max", Float) = 1
        [Toggle(_SINEGLOWMASKTOGGLE_ON)] _SineGlowMaskToggle("Sine Glow: Mask Toggle", Float) = 0
        _SineGlowMask("Sine Glow: Mask", 2D) = "white" {}
        [Toggle(_ENABLESPLITTONING_ON)] _EnableSplitToning("Enable Split Toning", Float) = 0
        _SplitToningFade("Split Toning: Fade", Range( 0 , 1)) = 1
        [HDR]_SplitToningHighlightsColor("Split Toning: Highlights Color", Color) = (1,0.1,0.1,0)
        [HDR]_SplitToningShadowsColor("Split Toning: Shadows Color", Color) = (0.1,0.4000002,1,0)
        _SplitToningContrast("Split Toning: Contrast", Float) = 1
        _SplitToningBalance("Split Toning: Balance", Float) = 1
        _SplitToningShift("Split Toning: Shift", Range( -1 , 1)) = 0
        [Toggle(_ENABLECOLORREPLACE_ON)] _EnableColorReplace("Enable Color Replace", Float) = 0
        _ColorReplaceFade("Color Replace: Fade", Range( 0 , 1)) = 1
        _ColorReplaceFromColor("Color Replace: From Color", Color) = (0,0,0,0)
        [HDR]_ColorReplaceToColor("Color Replace: To Color", Color) = (0,0,0.2,0)
        _ColorReplaceRange("Color Replace: Range", Float) = 0.05
        _ColorReplaceSmoothness("Color Replace: Smoothness", Float) = 0.1
        _ColorReplaceContrast("Color Replace: Contrast", Float) = 1
        [Toggle(_ENABLENEGATIVE_ON)] _EnableNegative("Enable Negative", Float) = 0
        _NegativeFade("Negative: Fade", Range( 0 , 1)) = 1
        [Toggle(_ENABLEHOLOGRAM_ON)] _EnableHologram("Enable Hologram", Float) = 0
        _HologramFade("Hologram: Fade", Range( 0 , 1)) = 1
        [HDR]_HologramTint("Hologram: Tint", Color) = (0.3137255,1.662745,2.996078,1)
        _HologramContrast("Hologram: Contrast", Float) = 1
        _HologramLineFrequency("Hologram: Line Frequency", Float) = 500
        _HologramLineGap("Hologram: Line Gap", Range( 0 , 5)) = 3
        _HologramLineSpeed("Hologram: Line Speed", Float) = 0.01
        _HologramMinAlpha("Hologram: Min Alpha", Range( 0 , 1)) = 0.2
        _HologramDistortionOffset("Hologram: Distortion Offset", Float) = 0.5
        _HologramDistortionSpeed("Hologram: Distortion Speed", Float) = 2
        _HologramDistortionDensity("Hologram: Distortion Density", Float) = 0.5
        _HologramDistortionScale("Hologram: Distortion Scale", Float) = 10
        [Toggle(_ENABLEGLITCH_ON)] _EnableGlitch("Enable Glitch", Float) = 0
        _GlitchFade("Glitch: Fade", Range( 0 , 1)) = 1
        _GlitchMaskMin("Glitch: Mask Min", Range( 0 , 1)) = 0.4
        _GlitchMaskScale("Glitch: Mask Scale", Vector) = (0,0.2,0,0)
        _GlitchMaskSpeed("Glitch: Mask Speed", Vector) = (0,4,0,0)
        _GlitchHueSpeed("Glitch: Hue Speed", Float) = 1
        _GlitchBrightness("Glitch: Brightness", Float) = 4
        _GlitchNoiseScale("Glitch: Noise Scale", Vector) = (0,3,0,0)
        _GlitchNoiseSpeed("Glitch: Noise Speed", Vector) = (0,1,0,0)
        _GlitchDistortion("Glitch: Distortion", Vector) = (0.1,0,0,0)
        _GlitchDistortionScale("Glitch: Distortion Scale", Vector) = (0,3,0,0)
        _GlitchDistortionSpeed("Glitch: Distortion Speed", Vector) = (0,1,0,0)
        [Toggle(_ENABLEFROZEN_ON)] _EnableFrozen("Enable Frozen", Float) = 0
        _FrozenFade("Frozen: Fade", Range( 0 , 1)) = 1
        [HDR]_FrozenTint("Frozen: Tint", Color) = (1.819608,4.611765,5.992157,0)
        _FrozenContrast("Frozen: Contrast", Float) = 2
        [HDR]_FrozenSnowColor("Frozen: Snow Color", Color) = (1.123529,1.373203,1.498039,0)
        _FrozenSnowContrast("Frozen: Snow Contrast", Float) = 1
        _FrozenSnowDensity("Frozen: Snow Density", Range( 0 , 1)) = 0.25
        _FrozenSnowScale("Frozen: Snow Scale", Vector) = (0.1,0.1,0,0)
        [HDR]_FrozenHighlightColor("Frozen: Highlight Color", Color) = (1.797647,4.604501,5.992157,1)
        _FrozenHighlightContrast("Frozen: Highlight Contrast", Float) = 2
        _FrozenHighlightDensity("Frozen: Highlight Density", Range( 0 , 1)) = 1
        _FrozenHighlightSpeed("Frozen: Highlight Speed", Vector) = (0.1,0.1,0,0)
        _FrozenHighlightScale("Frozen: Highlight Scale", Vector) = (0.2,0.2,0,0)
        _FrozenHighlightDistortion("Frozen: Highlight Distortion", Vector) = (0.5,0.5,0,0)
        _FrozenHighlightDistortionSpeed("Frozen: Highlight Distortion Speed", Vector) = (-0.05,-0.05,0,0)
        _FrozenHighlightDistortionScale("Frozen: Highlight Distortion Scale", Vector) = (0.2,0.2,0,0)
        [Toggle(_ENABLERAINBOW_ON)] _EnableRainbow("Enable Rainbow", Float) = 0
        _RainbowFade("Rainbow: Fade", Range( 0 , 1)) = 1
        _RainbowBrightness("Rainbow: Brightness", Float) = 2
        _RainbowSaturation("Rainbow: Saturation", Range( 0 , 1)) = 1
        _RainbowContrast("Rainbow: Contrast", Float) = 1
        _RainbowSpeed("Rainbow: Speed", Float) = 1
        _RainbowDensity("Rainbow: Density", Float) = 0.5
        _RainbowCenter("Rainbow: Center", Vector) = (0,0,0,0)
        _RainbowNoiseScale("Rainbow: Noise Scale", Vector) = (0.2,0.2,0,0)
        _RainbowNoiseFactor("Rainbow: Noise Factor", Float) = 0.2
        [Toggle(_ENABLECAMOUFLAGE_ON)] _EnableCamouflage("Enable Camouflage", Float) = 0
        _CamouflageFade("Camouflage: Fade", Range( 0 , 1)) = 1
        _CamouflageBaseColor("Camouflage: Base Color", Color) = (0.7450981,0.7254902,0.5686275,0)
        _CamouflageContrast("Camouflage: Contrast", Float) = 1
        _CamouflageColorA("Camouflage: Color A", Color) = (0.627451,0.5882353,0.4313726,0)
        _CamouflageDensityA("Camouflage: Density A", Range( 0 , 1)) = 0.4
        _CamouflageSmoothnessA("Camouflage: Smoothness A", Range( 0 , 1)) = 0.2
        _CamouflageNoiseScaleA("Camouflage: Noise Scale A", Vector) = (0.25,0.25,0,0)
        _CamouflageColorB("Camouflage: Color B", Color) = (0.4705882,0.4313726,0.3137255,0)
        _CamouflageDensityB("Camouflage: Density B", Range( 0 , 1)) = 0.4
        _CamouflageSmoothnessB("Camouflage: Smoothness B", Range( 0 , 1)) = 0.2
        _CamouflageNoiseScaleB("Camouflage: Noise Scale B", Vector) = (0.25,0.25,0,0)
        [Toggle(_CAMOUFLAGEANIMATIONTOGGLE_ON)] _CamouflageAnimationToggle("Camouflage: Animation Toggle", Float) = 0
        _CamouflageDistortionSpeed("Camouflage: Distortion Speed", Vector) = (0.1,0.1,0,0)
        _CamouflageDistortionIntensity("Camouflage: Distortion Intensity", Vector) = (0.1,0.1,0,0)
        _CamouflageDistortionScale("Camouflage: Distortion Scale", Vector) = (0.5,0.5,0,0)
        [Toggle(_ENABLEMETAL_ON)] _EnableMetal("Enable Metal", Float) = 0
        _MetalFade("Metal: Fade", Range( 0 , 1)) = 1
        [HDR]_MetalColor("Metal: Color", Color) = (5.992157,3.639216,0.3137255,1)
        _MetalContrast("Metal: Contrast", Float) = 2
        [HDR]_MetalHighlightColor("Metal: Highlight Color", Color) = (5.992157,3.796078,0.6588235,1)
        _MetalHighlightDensity("Metal: Highlight Density", Range( 0 , 1)) = 1
        _MetalHighlightContrast("Metal: Highlight Contrast", Float) = 2
        _MetalNoiseScale("Metal: Noise Scale", Vector) = (0.25,0.25,0,0)
        _MetalNoiseSpeed("Metal: Noise Speed", Vector) = (0.05,0.05,0,0)
        _MetalNoiseDistortionScale("Metal: Noise Distortion Scale", Vector) = (0.2,0.2,0,0)
        _MetalNoiseDistortionSpeed("Metal: Noise Distortion Speed", Vector) = (-0.05,-0.05,0,0)
        _MetalNoiseDistortion("Metal: Noise Distortion", Vector) = (0.5,0.5,0,0)
        [Toggle(_METALMASKTOGGLE_ON)] _MetalMaskToggle("Metal: Mask Toggle", Float) = 0
        [NoScaleOffset]_MetalMask("Metal: Mask", 2D) = "white" {}
        [Toggle(_ENABLESHINE_ON)] _EnableShine("Enable Shine", Float) = 0
        _ShineFade("Shine: Fade", Range( 0 , 1)) = 1
        [HDR]_ShineColor("Shine: Color", Color) = (11.98431,11.98431,11.98431,0)
        _ShineSaturation("Shine: Saturation", Range( 0 , 1)) = 0.5
        _ShineContrast("Shine: Contrast", Float) = 2
        _ShineWidth("Shine: Width", Float) = 0.1
        _ShineSpeed("Shine: Speed", Float) = 5
        _ShineRotation("Shine: Rotation", Range( 0 , 360)) = 30
        _ShineSmooth("Shine: Smoothness", Float) = 1
        _ShineFrequency("Shine: Frequency", Float) = 0.3
        [Toggle(_SHINEMASKTOGGLE_ON)] _ShineMaskToggle("Shine: Mask Toggle", Float) = 0
        [NoScaleOffset]_ShineMask("Shine: Mask", 2D) = "white" {}
        [Toggle(_ENABLEBURN_ON)] _EnableBurn("Enable Burn", Float) = 0
        _BurnFade("Burn: Fade", Range( 0 , 1)) = 1
        _BurnPosition("Burn: Position", Vector) = (0,5,0,0)
        _BurnRadius("Burn: Radius", Float) = 5
        [HDR]_BurnEdgeColor("Burn: Edge Color", Color) = (11.98431,1.129412,0.1254902,0)
        _BurnWidth("Burn: Width", Float) = 0.1
        _BurnEdgeNoiseScale("Burn: Edge Noise Scale", Vector) = (0.3,0.3,0,0)
        _BurnEdgeNoiseFactor("Burn: Edge Noise Factor", Float) = 0.5
        [HDR]_BurnInsideColor("Burn: Inside Color", Color) = (0.75,0.5625,0.525,0)
        _BurnInsideContrast("Burn: Inside Contrast", Float) = 2
        [HDR]_BurnInsideNoiseColor("Burn: Inside Noise Color", Color) = (3084.047,257.0039,0,0)
        _BurnInsideNoiseFactor("Burn: Inside Noise Factor", Float) = 0.2
        _BurnInsideNoiseScale("Burn: Inside Noise Scale", Vector) = (0.5,0.5,0,0)
        _BurnSwirlFactor("Burn: Swirl Factor", Float) = 1
        _BurnSwirlNoiseScale("Burn: Swirl Noise Scale", Vector) = (0.1,0.1,0,0)
        [Toggle(_ENABLEPOISON_ON)] _EnablePoison("Enable Poison", Float) = 0
        _PoisonFade("Poison: Fade", Range( 0 , 1)) = 1
        [HDR]_PoisonColor("Poison: Color", Color) = (0.3137255,2.996078,0.3137255,0)
        _PoisonDensity("Poison: Density", Float) = 3
        _PoisonRecolorFactor("Poison: Recolor Factor", Range( 0 , 1)) = 0.5
        _PoisonShiftSpeed("Poison: Shift Speed", Float) = 0.2
        _PoisonNoiseBrightness("Poison: Noise Brightness", Float) = 2
        _PoisonNoiseScale("Poison: Noise Scale", Vector) = (0.2,0.2,0,0)
        _PoisonNoiseSpeed("Poison: Noise Speed", Vector) = (0,-0.2,0,0)
        [Toggle(_ENABLEENCHANTED_ON)] _EnableEnchanted("Enable Enchanted", Float) = 0
        _EnchantedFade("Enchanted: Fade", Range( 0 , 1)) = 1
        _EnchantedSpeed("Enchanted: Speed", Vector) = (0,1,0,0)
        _EnchantedScale("Enchanted: Scale", Vector) = (0.1,0.1,0,0)
        _EnchantedBrightness("Enchanted: Brightness", Float) = 1
        _EnchantedContrast("Enchanted: Contrast", Float) = 0.5
        _EnchantedReduce("Enchanted: Reduce", Range( 0 , 2)) = 0
        [Toggle(_ENCHANTEDRAINBOWTOGGLE_ON)] _EnchantedRainbowToggle("Enchanted: Rainbow Toggle", Float) = 0
        _EnchantedRainbowSpeed("Enchanted: Rainbow Speed", Float) = 0.5
        _EnchantedRainbowDensity("Enchanted: Rainbow Density", Float) = 0.5
        _EnchantedRainbowSaturation("Enchanted: Rainbow Saturation", Float) = 0.8
        [HDR]_EnchantedLowColor("Enchanted: Low Color", Color) = (2.996078,0,0,0)
        [HDR]_EnchantedHighColor("Enchanted: High Color", Color) = (0,0.7098798,4.237095,0)
        [Toggle(_ENCHANTEDLERPTOGGLE_ON)] _EnchantedLerpToggle("Enchanted: Lerp Toggle", Float) = 0
        [Toggle(_ENABLESHIFTING_ON)] _EnableShifting("Enable Shifting", Float) = 0
        _ShiftingFade("Shifting: Fade", Range( 0 , 1)) = 1
        _ShiftingSpeed("Shifting: Speed", Float) = 0.5
        _ShiftingDensity("Shifting: Density", Float) = 1.5
        _ShiftingBrightness("Shifting: Brightness", Float) = 1
        _ShiftingContrast("Shifting: Contrast", Float) = 0.5
        [Toggle(_SHIFTINGRAINBOWTOGGLE_ON)] _ShiftingRainbowToggle("Shifting: Rainbow Toggle", Float) = 0
        _ShiftingSaturation("Shifting: Saturation", Float) = 0.8
        [HDR]_ShiftingColorA("Shifting: Color A", Color) = (1.498039,0,0,0)
        [HDR]_ShiftingColorB("Shifting: Color B", Color) = (1.498039,0.7490196,0,0)
        [Toggle(_ENABLETEXTURELAYER1_ON)] _EnableTextureLayer1("Enable Texture Layer 1", Float) = 0
        _TextureLayer1Fade("Texture Layer 1: Fade", Range( 0 , 1)) = 1
        _TextureLayer1Texture("Texture Layer 1: Texture", 2D) = "white" {}
        [HDR]_TextureLayer1Color("Texture Layer 1: Color", Color) = (0.4494117,1.298301,2.996079,1)
        _TextureLayer1Scale("Texture Layer 1: Scale", Vector) = (1,1,0,0)
        _TextureLayer1Offset("Texture Layer 1: Offset", Vector) = (0,0,0,0)
        [Toggle(_TEXTURELAYER1CONTRASTTOGGLE_ON)] _TextureLayer1ContrastToggle("Texture Layer 1: Contrast Toggle", Float) = 0
        _TextureLayer1Contrast("Texture Layer 1: Contrast", Float) = 1
        [Toggle(_TEXTURELAYER1SCROLLTOGGLE_ON)] _TextureLayer1ScrollToggle("Texture Layer 1: Scroll Toggle", Float) = 0
        _TextureLayer1ScrollSpeed("Texture Layer 1: Scroll Speed", Vector) = (0,1,0,0)
        [Toggle(_TEXTURELAYER1SHEETTOGGLE_ON)] _TextureLayer1SheetToggle("Texture Layer 1: Sheet Toggle", Float) = 1
        _TextureLayer1Columns("Texture Layer 1: Columns", Int) = 3
        _TextureLayer1Rows("Texture Layer 1: Rows", Int) = 3
        _TextureLayer1Speed("Texture Layer 1: Speed", Float) = 20
        _TextureLayer1StartFrame("Texture Layer 1: Start Frame", Int) = 0
        _TextureLayer1EdgeClip("Texture Layer 1: Edge Clip", Range( 0 , 1)) = 0.005
        [Toggle(_ENABLETEXTURELAYER2_ON)] _EnableTextureLayer2("Enable Texture Layer 2", Float) = 0
        _TextureLayer2Fade("Texture Layer 2: Fade", Range( 0 , 1)) = 1
        _TextureLayer2Texture("Texture Layer 2: Texture", 2D) = "white" {}
        [HDR]_TextureLayer2Color("Texture Layer 2: Color", Color) = (0.4494117,1.298301,2.996079,1)
        _TextureLayer2Scale("Texture Layer 2: Scale", Vector) = (1,1,0,0)
        _TextureLayer2Offset("Texture Layer 2: Offset", Vector) = (0,0,0,0)
        [Toggle(_TEXTURELAYER2CONTRASTTOGGLE_ON)] _TextureLayer2ContrastToggle("Texture Layer 2: Contrast Toggle", Float) = 0
        _TextureLayer2Contrast("Texture Layer 2: Contrast", Float) = 1
        [Toggle(_TEXTURELAYER2SCROLLTOGGLE_ON)] _TextureLayer2ScrollToggle("Texture Layer 2: Scroll Toggle", Float) = 0
        _TextureLayer2ScrollSpeed("Texture Layer 2: Scroll Speed", Vector) = (0,1,0,0)
        [Toggle(_TEXTURELAYER2SHEETTOGGLE_ON)] _TextureLayer2SheetToggle("Texture Layer 2: Sheet Toggle", Float) = 1
        _TextureLayer2Columns("Texture Layer 2: Columns", Int) = 3
        _TextureLayer2Rows("Texture Layer 2: Rows", Int) = 3
        _TextureLayer2Speed("Texture Layer 2: Speed", Float) = 20
        _TextureLayer2StartFrame("Texture Layer 2: Start Frame", Int) = 0
        _TextureLayer2EdgeClip("Texture Layer 2: Edge Clip", Range( 0 , 1)) = 0.005
        [Toggle(_ENABLEFULLALPHADISSOLVE_ON)] _EnableFullAlphaDissolve("Enable Full Alpha Dissolve", Float) = 0
        _FullAlphaDissolveFade("Full Alpha Dissolve: Fade", Range( 0 , 1)) = 0.5
        _FullAlphaDissolveWidth("Full Alpha Dissolve: Width", Float) = 0.5
        _FullAlphaDissolveNoiseScale("Full Alpha Dissolve: Noise Scale", Vector) = (0.1,0.1,0,0)
        [Toggle(_ENABLEFULLGLOWDISSOLVE_ON)] _EnableFullGlowDissolve("Enable Full Glow Dissolve", Float) = 0
        _FullGlowDissolveFade("Full Glow Dissolve: Fade", Range( 0 , 1)) = 0.5
        _FullGlowDissolveWidth("Full Glow Dissolve: Width", Float) = 0.5
        [HDR]_FullGlowDissolveEdgeColor("Full Glow Dissolve: Edge Color", Color) = (11.98431,0.627451,0.627451,0)
        _FullGlowDissolveNoiseScale("Full Glow Dissolve: Noise Scale", Vector) = (0.1,0.1,0,0)
        [Toggle(_ENABLESOURCEALPHADISSOLVE_ON)] _EnableSourceAlphaDissolve("Enable Source Alpha Dissolve", Float) = 0
        _SourceAlphaDissolveFade("Source Alpha Dissolve: Fade", Float) = 1
        _SourceAlphaDissolvePosition("Source Alpha Dissolve: Position", Vector) = (0,0,0,0)
        _SourceAlphaDissolveWidth("Source Alpha Dissolve: Width", Float) = 0.2
        _SourceAlphaDissolveNoiseScale("Source Alpha Dissolve: Noise Scale", Vector) = (0.3,0.3,0,0)
        _SourceAlphaDissolveNoiseFactor("Source Alpha Dissolve: Noise Factor", Float) = 0.2
        [Toggle]_SourceAlphaDissolveInvert("Source Alpha Dissolve: Invert", Float) = 0
        [Toggle(_ENABLESOURCEGLOWDISSOLVE_ON)] _EnableSourceGlowDissolve("Enable Source Glow Dissolve", Float) = 0
        _SourceGlowDissolveFade("Source Glow Dissolve: Fade", Float) = 1
        _SourceGlowDissolvePosition("Source Glow Dissolve: Position", Vector) = (0,0,0,0)
        _SourceGlowDissolveWidth("Source Glow Dissolve: Width", Float) = 0.1
        [HDR]_SourceGlowDissolveEdgeColor("Source Glow Dissolve: Edge Color", Color) = (11.98431,0.627451,0.627451,0)
        _SourceGlowDissolveNoiseScale("Source Glow Dissolve: Noise Scale", Vector) = (0.3,0.3,0,0)
        _SourceGlowDissolveNoiseFactor("Source Glow Dissolve: Noise Factor", Float) = 0.2
        [Toggle]_SourceGlowDissolveInvert("Source Glow Dissolve: Invert", Float) = 0
        [Toggle(_ENABLEHALFTONE_ON)] _EnableHalftone("Enable Halftone", Float) = 0
        _HalftoneFade("Halftone: Fade", Float) = 1
        _HalftonePosition("Halftone: Position", Vector) = (0,0,0,0)
        _HalftoneTiling("Halftone: Tiling", Float) = 4
        _HalftoneFadeWidth("Halftone: Width", Float) = 1.5
        [Toggle]_HalftoneInvert("Halftone: Invert", Float) = 0
        [Toggle(_ENABLEDIRECTIONALALPHAFADE_ON)] _EnableDirectionalAlphaFade("Enable Directional Alpha Fade", Float) = 0
        _DirectionalAlphaFadeFade("Directional Alpha Fade: Fade", Float) = 0
        _DirectionalAlphaFadeRotation("Directional Alpha Fade: Rotation", Range( 0 , 360)) = 0
        _DirectionalAlphaFadeWidth("Directional Alpha Fade: Width", Float) = 0.2
        _DirectionalAlphaFadeNoiseScale("Directional Alpha Fade: Noise Scale", Vector) = (0.3,0.3,0,0)
        _DirectionalAlphaFadeNoiseFactor("Directional Alpha Fade: Noise Factor", Float) = 0.2
        [Toggle]_DirectionalAlphaFadeInvert("Directional Alpha Fade: Invert", Float) = 0
        [Toggle(_ENABLEDIRECTIONALGLOWFADE_ON)] _EnableDirectionalGlowFade("Enable Directional Glow Fade", Float) = 0
        _DirectionalGlowFadeFade("Directional Glow Fade: Fade", Float) = 0
        _DirectionalGlowFadeRotation("Directional Glow Fade: Rotation", Range( 0 , 360)) = 0
        [HDR]_DirectionalGlowFadeEdgeColor("Directional Glow Fade: Edge Color", Color) = (11.98431,0.6901961,0.6901961,0)
        _DirectionalGlowFadeWidth("Directional Glow Fade: Width", Float) = 0.1
        _DirectionalGlowFadeNoiseScale("Directional Glow Fade: Noise Scale", Vector) = (0.4,0.4,0,0)
        _DirectionalGlowFadeNoiseFactor("Directional Glow Fade: Noise Factor", Float) = 0.2
        [Toggle]_DirectionalGlowFadeInvert("Directional Glow Fade: Invert", Float) = 0
        [Toggle(_ENABLEDIRECTIONALDISTORTION_ON)] _EnableDirectionalDistortion("Enable Directional Distortion", Float) = 0
        _DirectionalDistortionFade("Directional Distortion: Fade", Float) = 0
        _DirectionalDistortionRotation("Directional Distortion: Rotation", Range( 0 , 360)) = 0
        _DirectionalDistortionWidth("Directional Distortion: Width", Float) = 0.5
        _DirectionalDistortionNoiseScale("Directional Distortion: Noise Scale", Vector) = (0.4,0.4,0,0)
        _DirectionalDistortionNoiseFactor("Directional Distortion: Noise Factor", Float) = 0.2
        _DirectionalDistortionDistortion("Directional Distortion: Distortion", Vector) = (0,0.1,0,0)
        _DirectionalDistortionRandomDirection("Directional Distortion: Random Direction", Range( 0 , 1)) = 0.1
        _DirectionalDistortionDistortionScale("Directional Distortion: Distortion Scale", Vector) = (1,1,0,0)
        [Toggle]_DirectionalDistortionInvert("Directional Distortion: Invert", Float) = 0
        [Toggle(_ENABLEFULLDISTORTION_ON)] _EnableFullDistortion("Enable Full Distortion", Float) = 0
        _FullDistortionFade("Full Distortion: Fade", Range( 0 , 1)) = 1
        _FullDistortionDistortion("Full Distortion: Distortion", Vector) = (0.2,0.2,0,0)
        _FullDistortionNoiseScale("Full Distortion: Noise Scale", Vector) = (0.5,0.5,0,0)
        [Toggle(_ENABLEPIXELATE_ON)] _EnablePixelate("Enable Pixelate", Float) = 0
        _PixelateFade("Pixelate: Fade", Range( 0 , 1)) = 1
        _PixelatePixelsPerUnit("Pixelate: Pixels Per Unit", Float) = 100
        _PixelatePixelDensity("Pixelate: Pixel Density", Float) = 16
        [Toggle(_ENABLESQUEEZE_ON)] _EnableSqueeze("Enable Squeeze", Float) = 0
        _SqueezeFade("Squeeze: Fade", Range( 0 , 1)) = 1
        _SqueezeScale("Squeeze: Scale", Vector) = (2,0,0,0)
        _SqueezePower("Squeeze: Power", Float) = 1
        _SqueezeCenter("Squeeze: Center", Vector) = (0.5,0.5,0,0)
        [Toggle(_ENABLEUVDISTORT_ON)] _EnableUVDistort("Enable UV Distort", Float) = 0
        _UVDistortFade("UV Distort: Fade", Range( 0 , 1)) = 1
        _UVDistortFrom("UV Distort: From", Vector) = (-0.02,-0.02,0,0)
        _UVDistortTo("UV Distort: To", Vector) = (0.02,0.02,0,0)
        _UVDistortSpeed("UV Distort: Speed", Vector) = (2,2,0,0)
        _UVDistortNoiseScale("UV Distort: Noise Scale", Vector) = (0.1,0.1,0,0)
        [Toggle(_UVDISTORTMASKTOGGLE_ON)] _UVDistortMaskToggle("UV Distort: Mask Toggle", Float) = 0
        [NoScaleOffset]_UVDistortMask("UV Distort: Mask", 2D) = "white" {}
        [Toggle(_ENABLEUVSCROLL_ON)] _EnableUVScroll("Enable UV Scroll", Float) = 0
        _UVScrollSpeed("UV Scroll: Speed", Vector) = (0.2,0,0,0)
        [Toggle(_ENABLEUVROTATE_ON)] _EnableUVRotate("Enable UV Rotate", Float) = 0
        _UVRotateSpeed("UV Rotate: Speed", Float) = 1
        _UVRotatePivot("UV Rotate: Pivot", Vector) = (0.5,0.5,0,0)
        [Toggle(_ENABLESINEROTATE_ON)] _EnableSineRotate("Enable Sine Rotate", Float) = 0
        _SineRotateFade("Sine Rotate: Fade", Range( 0 , 1)) = 1
        _SineRotateAngle("Sine Rotate: Angle", Float) = 15
        _SineRotateFrequency("Sine Rotate: Frequency", Float) = 1
        _SineRotatePivot("Sine Rotate: Pivot", Vector) = (0.5,0.5,0,0)
        [Toggle(_ENABLEWIGGLE_ON)] _EnableWiggle("Enable Wiggle", Float) = 0
        _WiggleFade("Wiggle: Fade", Range( 0 , 1)) = 1
        _WiggleSpeed("Wiggle: Speed", Float) = 2
        _WiggleFrequency("Wiggle: Frequency", Float) = 2
        _WiggleOffset("Wiggle: Offset", Float) = 0.02
        [Toggle(_WIGGLEFIXEDGROUNDTOGGLE_ON)] _WiggleFixedGroundToggle("Wiggle: Fixed Ground Toggle", Float) = 0
        [Toggle(_ENABLEUVSCALE_ON)] _EnableUVScale("Enable UV Scale", Float) = 0
        _UVScaleScale("UV Scale: Scale", Vector) = (1,1,0,0)
        _UVScalePivot("UV Scale: Pivot", Vector) = (0.5,0.5,0,0)
        [Toggle(_ENABLESINEMOVE_ON)] _EnableSineMove("Enable Sine Move", Float) = 0
        _SineMoveFade("Sine Move: Fade", Range( 0 , 1)) = 1
        _SineMoveOffset("Sine Move: Offset", Vector) = (0,0.5,0,0)
        _SineMoveFrequency("Sine Move: Frequency", Vector) = (1,1,0,0)
        [Toggle(_ENABLESINESCALE_ON)] _EnableSineScale("Enable Sine Scale", Float) = 0
        _SineScaleFrequency("Sine Scale: Frequency", Float) = 2
        _SineScaleFactor("Sine Scale: Factor", Vector) = (0.2,0.2,0,0)
        [Toggle(_ENABLEVIBRATE_ON)] _EnableVibrate("Enable Vibrate", Float) = 0
        _VibrateFade("Vibrate: Fade", Range( 0 , 1)) = 1
        _VibrateOffset("Vibrate: Offset", Float) = 0.04
        _VibrateFrequency("Vibrate: Frequency", Float) = 100
        _VibrateRotation("Vibrate: Rotation", Float) = 4
        [Toggle(_ENABLEWIND_ON)] _EnableWind("Enable Wind", Float) = 0
        _WindRotation("Wind: Rotation", Float) = 0
        _WindMaxRotation("Wind: Max Rotation", Float) = 2
        _WindRotationWindFactor("Wind: Rotation Wind Factor", Float) = 1
        _WindSquishFactor("Wind: Squish Factor", Float) = 0.3
        _WindSquishWindFactor("Wind: Squish Wind Factor", Range( 0 , 1)) = 0
        [Toggle(_WINDLOCALWIND_ON)] _WindLocalWind("Wind: Local Wind", Float) = 0
        _WindNoiseScale("Wind: Noise Scale", Float) = 0.1
        _WindNoiseSpeed("Wind: Noise Speed", Float) = 1
        _WindMinIntensity("Wind: Min Intensity", Float) = -0.4
        _WindMaxIntensity("Wind: Max Intensity", Float) = 0.4
        [Toggle(_WINDHIGHQUALITYNOISE_ON)] _WindHighQualityNoise("Wind: High Quality Noise", Float) = 0
        [Toggle(_WINDISPARALLAX_ON)] _WindIsParallax("Wind: Is Parallax", Float) = 0
        _WindXPosition("Wind: X Position", Float) = 0
        _WindFlip("Wind: Flip", Float) = 0
        [Toggle(_ENABLESQUISH_ON)] _EnableSquish("Enable Squish", Float) = 0
        _SquishFade("Squish: Fade", Range( 0 , 1)) = 1
        _SquishStretch("Squish: Stretch", Float) = 0.1
        _SquishSquish("Squish: Squish", Float) = 0.1
        _SquishFlip("Squish: Flip", Range( -1 , 0)) = 0
        [Toggle(_ENABLECHECKERBOARD_ON)] _EnableCheckerboard("Enable Checkerboard", Float) = 0
        _CheckerboardDarken("Checkerboard: Darken", Range( 0 , 1)) = 0.5
        _CheckerboardTiling("Checkerboard: Tiling", Float) = 1
        [Toggle(_ENABLEFLAME_ON)] _EnableFlame("Enable Flame", Float) = 0
        _FlameBrightness("Flame: Brightness", Float) = 10
        _FlameSmooth("Flame: Smooth", Float) = 2
        _FlameRadius("Flame: Radius", Float) = 0.2
        _FlameSpeed("Flame: Speed", Vector) = (0,-0.5,0,0)
        _FlameNoiseFactor("Flame: Noise Factor", Float) = 2.5
        _FlameNoiseHeightFactor("Flame: Noise Height Factor", Float) = 1.5
        _FlameNoiseScale("Flame: Noise Scale", Vector) = (1.2,0.8,0,0)
        [Toggle(_ENABLEGAUSSIANBLUR_ON)] _EnableGaussianBlur("Enable Gaussian Blur", Float) = 0
        _GaussianBlurFade("Gaussian Blur: Fade", Range( 0 , 1)) = 1
        _GaussianBlurOffset("Gaussian Blur: Offset", Float) = 0.5
        [Toggle(_ENABLESHARPEN_ON)] _EnableSharpen("Enable Sharpen", Float) = 0
        _SharpenFade("Sharpen: Fade", Range( 0 , 1)) = 1
        _SharpenFactor("Sharpen: Factor", Float) = 4
        _SharpenOffset("Sharpen: Offset", Float) = 2
        [Toggle(_ENABLESMOOTHPIXELART_ON)] _EnableSmoothPixelArt("Enable Smooth Pixel Art", Float) = 0
        [Toggle(_ENABLESMOKE_ON)] _EnableSmoke("Enable Smoke", Float) = 0
        _SmokeAlpha("Smoke: Alpha", Range( 0 , 1)) = 1
        _SmokeSmoothness("Smoke: Smoothness", Float) = 1
        _SmokeNoiseScale("Smoke: Noise Scale", Float) = 0.5
        _SmokeNoiseFactor("Smoke: Noise Factor", Range( 0 , 1)) = 0.4
        _SmokeDarkEdge("Smoke: Dark Edge", Range( 0 , 1.5)) = 1
        [Toggle]_SmokeVertexSeed("Smoke: Vertex Seed", Float) = 0
        [Toggle(_ENABLECUSTOMFADE_ON)] _EnableCustomFade("Enable Custom Fade", Float) = 0
        _CustomFadeFadeMask("Custom Fade: Fade Mask", 2D) = "white" {}
        _CustomFadeSmoothness("Custom Fade: Smoothness", Float) = 2
        _CustomFadeNoiseScale("Custom Fade: Noise Scale", Vector) = (1,1,0,0)
        _CustomFadeNoiseFactor("Custom Fade: Noise Factor", Range( 0 , 0.5)) = 0
        _CustomFadeAlpha("Custom Fade: Alpha", Range( 0 , 1)) = 1
        [Toggle(_ENABLEWORLDTILING_ON)] _EnableWorldTiling("Enable World Tiling", Float) = 0
        _WorldTilingScale("World Tiling: Scale", Vector) = (1,1,0,0)
        _WorldTilingOffset("World Tiling: Offset", Vector) = (0,0,0,0)
        _WorldTilingPixelsPerUnit("World Tiling: Pixels Per Unit", Float) = 100
        [Toggle(_ENABLESCREENTILING_ON)] _EnableScreenTiling("Enable Screen Tiling", Float) = 0
        _ScreenTilingScale("Screen Tiling: Scale", Vector) = (1,1,0,0)
        _ScreenTilingOffset("Screen Tiling: Offset", Vector) = (0,0,0,0)
        _ScreenTilingPixelsPerUnit("Screen Tiling: Pixels Per Unit", Float) = 100
        [HideInInspector] _texcoord( "", 2D ) = "white" {}

    }

    SubShader
    {
		LOD 0

        Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas"="True" }

        Stencil
        {
        	Ref [_Stencil]
        	ReadMask [_StencilReadMask]
        	WriteMask [_StencilWriteMask]
        	CompFront [_StencilComp]
        	PassFront [_StencilOp]
        	FailFront Keep
        	ZFailFront Keep
        	CompBack Always
        	PassBack Keep
        	FailBack Keep
        	ZFailBack Keep
        }


        Cull Off
        Lighting Off
        ZWrite Off
        ZTest [unity_GUIZTestMode]
        Blend SrcAlpha One, One OneMinusSrcAlpha
        ColorMask [_ColorMask]

        
        Pass
        {
            Name "Default"
        CGPROGRAM
            
            #pragma vertex vert
            #pragma fragment frag
            #pragma target 3.0

            #include "UnityCG.cginc"
            #include "UnityUI.cginc"

            #pragma multi_compile_local _ UNITY_UI_CLIP_RECT
            #pragma multi_compile_local _ UNITY_UI_ALPHACLIP

            #include "UnityShaderVariables.cginc"
            #define ASE_NEEDS_VERT_POSITION
            #define ASE_NEEDS_FRAG_POSITION
            #define ASE_NEEDS_FRAG_COLOR
            #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD
            #pragma shader_feature_local _ENABLESINESCALE_ON
            #pragma shader_feature _ENABLEVIBRATE_ON
            #pragma shader_feature _ENABLESINEMOVE_ON
            #pragma shader_feature _ENABLESQUISH_ON
            #pragma shader_feature _SPRITESHEETFIX_ON
            #pragma shader_feature_local _PIXELPERFECTUV_ON
            #pragma shader_feature _ENABLEWORLDTILING_ON
            #pragma shader_feature _ENABLESCREENTILING_ON
            #pragma shader_feature _TOGGLETIMEFREQUENCY_ON
            #pragma shader_feature _TOGGLETIMEFPS_ON
            #pragma shader_feature _TOGGLETIMESPEED_ON
            #pragma shader_feature _TOGGLEUNSCALEDTIME_ON
            #pragma shader_feature _TOGGLECUSTOMTIME_ON
            #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN
            #pragma shader_feature _PIXELPERFECTSPACE_ON
            #pragma shader_feature _BAKEDMATERIAL_ON
            #pragma shader_feature _VERTEXTINTFIRST_ON
            #pragma shader_feature _ENABLESHADOW_ON
            #pragma shader_feature _ENABLESTRONGTINT_ON
            #pragma shader_feature _ENABLEALPHATINT_ON
            #pragma shader_feature_local _ENABLEADDCOLOR_ON
            #pragma shader_feature_local _ENABLEHALFTONE_ON
            #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON
            #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON
            #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON
            #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON
            #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON
            #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON
            #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON
            #pragma shader_feature_local _ENABLEFULLDISTORTION_ON
            #pragma shader_feature _ENABLETEXTURELAYER2_ON
            #pragma shader_feature _ENABLETEXTURELAYER1_ON
            #pragma shader_feature _ENABLESHIFTING_ON
            #pragma shader_feature _ENABLEENCHANTED_ON
            #pragma shader_feature_local _ENABLEPOISON_ON
            #pragma shader_feature_local _ENABLESHINE_ON
            #pragma shader_feature_local _ENABLERAINBOW_ON
            #pragma shader_feature_local _ENABLEBURN_ON
            #pragma shader_feature_local _ENABLEFROZEN_ON
            #pragma shader_feature_local _ENABLEMETAL_ON
            #pragma shader_feature_local _ENABLECAMOUFLAGE_ON
            #pragma shader_feature_local _ENABLEGLITCH_ON
            #pragma shader_feature_local _ENABLEHOLOGRAM_ON
            #pragma shader_feature _ENABLEPINGPONGGLOW_ON
            #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON
            #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON
            #pragma shader_feature_local _ENABLEINNEROUTLINE_ON
            #pragma shader_feature_local _ENABLESATURATION_ON
            #pragma shader_feature_local _ENABLESINEGLOW_ON
            #pragma shader_feature_local _ENABLEADDHUE_ON
            #pragma shader_feature_local _ENABLESHIFTHUE_ON
            #pragma shader_feature_local _ENABLEINKSPREAD_ON
            #pragma shader_feature_local _ENABLEBLACKTINT_ON
            #pragma shader_feature_local _ENABLESPLITTONING_ON
            #pragma shader_feature_local _ENABLEHUE_ON
            #pragma shader_feature_local _ENABLEBRIGHTNESS_ON
            #pragma shader_feature_local _ENABLECONTRAST_ON
            #pragma shader_feature _ENABLENEGATIVE_ON
            #pragma shader_feature_local _ENABLECOLORREPLACE_ON
            #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON
            #pragma shader_feature _ENABLERECOLORRGB_ON
            #pragma shader_feature_local _ENABLEFLAME_ON
            #pragma shader_feature_local _ENABLECHECKERBOARD_ON
            #pragma shader_feature_local _ENABLECUSTOMFADE_ON
            #pragma shader_feature_local _ENABLESMOKE_ON
            #pragma shader_feature _ISTEXTMESHPRO_ON
            #pragma shader_feature _ISTEXT_ON
            #pragma shader_feature _ENABLESHARPEN_ON
            #pragma shader_feature _ENABLEGAUSSIANBLUR_ON
            #pragma shader_feature _ENABLESMOOTHPIXELART_ON
            #pragma shader_feature_local _TILINGFIX_ON
            #pragma shader_feature _ENABLEWIGGLE_ON
            #pragma shader_feature_local _ENABLEUVSCALE_ON
            #pragma shader_feature_local _ENABLEPIXELATE_ON
            #pragma shader_feature_local _ENABLEUVSCROLL_ON
            #pragma shader_feature_local _ENABLEUVROTATE_ON
            #pragma shader_feature_local _ENABLESINEROTATE_ON
            #pragma shader_feature_local _ENABLESQUEEZE_ON
            #pragma shader_feature_local _ENABLEUVDISTORT_ON
            #pragma shader_feature_local _ENABLEWIND_ON
            #pragma shader_feature_local _WINDLOCALWIND_ON
            #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON
            #pragma shader_feature_local _WINDISPARALLAX_ON
            #pragma shader_feature _UVDISTORTMASKTOGGLE_ON
            #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON
            #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON
            #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON
            #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON
            #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON
            #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON
            #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON
            #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON
            #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON
            #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
            #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON
            #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON
            #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
            #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON
            #pragma shader_feature _METALMASKTOGGLE_ON
            #pragma shader_feature _SHINEMASKTOGGLE_ON
            #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON
            #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON
            #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON
            #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON
            #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON
            #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON
            #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON
            #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON
            #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON
            #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON
            #pragma shader_feature _ADDCOLORMASKTOGGLE_ON
            #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON
            #pragma shader_feature _STRONGTINTMASKTOGGLE_ON


            struct appdata_t
            {
                float4 vertex   : POSITION;
                float4 color    : COLOR;
                float2 texcoord : TEXCOORD0;
                UNITY_VERTEX_INPUT_INSTANCE_ID
                
            };

            struct v2f
            {
                float4 vertex   : SV_POSITION;
                fixed4 color    : COLOR;
                float2 texcoord  : TEXCOORD0;
                float4 worldPosition : TEXCOORD1;
                float4  mask : TEXCOORD2;
                UNITY_VERTEX_OUTPUT_STEREO
                float4 ase_texcoord3 : TEXCOORD3;
                float4 ase_texcoord4 : TEXCOORD4;
                float4 ase_texcoord5 : TEXCOORD5;
            };

            sampler2D _MainTex;
            fixed4 _Color;
            fixed4 _TextureSampleAdd;
            float4 _ClipRect;
            float4 _MainTex_ST;
            float _UIMaskSoftnessX;
            float _UIMaskSoftnessY;

            #ifdef _ENABLESQUISH_ON
            uniform float _SquishStretch;
            #endif
            #ifdef _ENABLESCREENTILING_ON
            uniform float2 _ScreenTilingScale;
            uniform float2 _ScreenTilingOffset;
            uniform float _ScreenTilingPixelsPerUnit;
            #endif
            float4 _MainTex_TexelSize;
            #ifdef _ENABLEWORLDTILING_ON
            uniform float2 _WorldTilingScale;
            uniform float2 _WorldTilingOffset;
            uniform float _WorldTilingPixelsPerUnit;
            #endif
            #ifdef _SPRITESHEETFIX_ON
            uniform float4 _SpriteSheetRect;
            #endif
            #ifdef _ENABLESQUISH_ON
            uniform float _SquishFade;
            uniform float _SquishFlip;
            uniform float _SquishSquish;
            #endif
            #ifdef _TOGGLECUSTOMTIME_ON
            uniform float _TimeValue;
            #endif
            #ifdef _TOGGLEUNSCALEDTIME_ON
            uniform float UnscaledTime;
            #endif
            #ifdef _TOGGLETIMESPEED_ON
            uniform float _TimeSpeed;
            #endif
            #ifdef _TOGGLETIMEFPS_ON
            uniform float _TimeFPS;
            #endif
            #ifdef _TOGGLETIMEFREQUENCY_ON
            uniform float _TimeFrequency;
            uniform float _TimeRange;
            #endif
            #ifdef _ENABLESINEMOVE_ON
            uniform float2 _SineMoveFrequency;
            uniform float2 _SineMoveOffset;
            uniform float _SineMoveFade;
            #endif
            #ifdef _ENABLEVIBRATE_ON
            uniform float _VibrateFrequency;
            uniform float _VibrateOffset;
            uniform float _VibrateFade;
            uniform float _VibrateRotation;
            #endif
            #ifdef _ENABLESINESCALE_ON
            uniform float _SineScaleFrequency;
            uniform float2 _SineScaleFactor;
            #endif
            uniform float _FadingFade;
            #ifdef _SHADERFADING_MASK
            uniform sampler2D _FadingMask;
            uniform float4 _FadingMask_ST;
            #endif
            uniform float _FadingWidth;
            uniform sampler2D _UberNoiseTexture;
            uniform float _PixelsPerUnit;
            #ifdef _SHADERSPACE_UI_GRAPHIC
            uniform float _RectWidth;
            uniform float _RectHeight;
            #endif
            uniform float _ScreenWidthUnits;
            uniform float2 _FadingNoiseScale;
            #ifdef _SHADERFADING_SPREAD
            uniform float2 _FadingPosition;
            uniform float _FadingNoiseFactor;
            #endif
            #ifdef _ENABLEWIND_ON
            uniform float _WindRotationWindFactor;
            uniform float WindMinIntensity;
            uniform float _WindMinIntensity;
            uniform float WindMaxIntensity;
            uniform float _WindMaxIntensity;
            uniform float _WindXPosition;
            uniform float WindNoiseScale;
            uniform float _WindNoiseScale;
            uniform float WindTime;
            uniform float _WindNoiseSpeed;
            uniform float _WindRotation;
            uniform float _WindMaxRotation;
            uniform float _WindFlip;
            uniform float _WindSquishFactor;
            uniform float _WindSquishWindFactor;
            #endif
            #ifdef _ENABLEFULLDISTORTION_ON
            uniform float _FullDistortionFade;
            uniform float2 _FullDistortionNoiseScale;
            uniform float2 _FullDistortionDistortion;
            #endif
            #ifdef _ENABLEDIRECTIONALDISTORTION_ON
            uniform float2 _DirectionalDistortionDistortionScale;
            uniform float _DirectionalDistortionRandomDirection;
            uniform float2 _DirectionalDistortionDistortion;
            uniform float _DirectionalDistortionInvert;
            uniform float _DirectionalDistortionRotation;
            uniform float _DirectionalDistortionFade;
            uniform float2 _DirectionalDistortionNoiseScale;
            uniform float _DirectionalDistortionNoiseFactor;
            uniform float _DirectionalDistortionWidth;
            #endif
            #ifdef _ENABLEHOLOGRAM_ON
            uniform float _HologramDistortionSpeed;
            uniform float _HologramDistortionDensity;
            uniform float _HologramDistortionScale;
            uniform float _HologramDistortionOffset;
            uniform float _HologramFade;
            #endif
            #ifdef _ENABLEGLITCH_ON
            uniform float2 _GlitchDistortionSpeed;
            uniform float2 _GlitchDistortionScale;
            uniform float2 _GlitchDistortion;
            uniform float2 _GlitchMaskSpeed;
            uniform float2 _GlitchMaskScale;
            uniform float _GlitchMaskMin;
            uniform float _GlitchFade;
            #endif
            #ifdef _ENABLEUVDISTORT_ON
            uniform float2 _UVDistortFrom;
            uniform float2 _UVDistortTo;
            uniform float2 _UVDistortSpeed;
            uniform float2 _UVDistortNoiseScale;
            uniform float _UVDistortFade;
            uniform sampler2D _UVDistortMask;
            uniform float4 _UVDistortMask_ST;
            #endif
            #ifdef _ENABLESQUEEZE_ON
            uniform float2 _SqueezeCenter;
            uniform float _SqueezePower;
            uniform float2 _SqueezeScale;
            uniform float _SqueezeFade;
            #endif
            #ifdef _ENABLESINEROTATE_ON
            uniform float _SineRotateFrequency;
            uniform float _SineRotateAngle;
            uniform float _SineRotateFade;
            uniform float2 _SineRotatePivot;
            #endif
            #ifdef _ENABLEUVROTATE_ON
            uniform float _UVRotateSpeed;
            uniform float2 _UVRotatePivot;
            #endif
            #ifdef _ENABLEUVSCROLL_ON
            uniform float2 _UVScrollSpeed;
            #endif
            #ifdef _ENABLEPIXELATE_ON
            uniform float _PixelatePixelDensity;
            uniform float _PixelatePixelsPerUnit;
            uniform float _PixelateFade;
            #endif
            #ifdef _ENABLEUVSCALE_ON
            uniform float2 _UVScalePivot;
            uniform float2 _UVScaleScale;
            #endif
            #ifdef _ENABLEWIGGLE_ON
            uniform float _WiggleFrequency;
            uniform float _WiggleSpeed;
            uniform float _WiggleOffset;
            uniform float _WiggleFade;
            #endif
            #ifdef _ENABLEGAUSSIANBLUR_ON
            uniform float _GaussianBlurOffset;
            uniform float _GaussianBlurFade;
            #endif
            #ifdef _ENABLESHARPEN_ON
            uniform float _SharpenOffset;
            uniform float _SharpenFactor;
            uniform float _SharpenFade;
            #endif
            #ifdef _ISTEXTMESHPRO_ON
            uniform float _TMPThickness;
            uniform float _TMPSmoothness;
            #endif
            #ifdef _ENABLESMOKE_ON
            uniform float _SmokeVertexSeed;
            uniform float _SmokeNoiseScale;
            uniform float _SmokeNoiseFactor;
            uniform float _SmokeSmoothness;
            uniform float _SmokeDarkEdge;
            uniform float _SmokeAlpha;
            #endif
            #ifdef _ENABLECUSTOMFADE_ON
            uniform sampler2D _CustomFadeFadeMask;
            uniform float2 _CustomFadeNoiseScale;
            uniform float _CustomFadeNoiseFactor;
            uniform float _CustomFadeSmoothness;
            uniform float _CustomFadeAlpha;
            #endif
            #ifdef _ENABLECHECKERBOARD_ON
            uniform float _CheckerboardDarken;
            uniform float _CheckerboardTiling;
            #endif
            #ifdef _ENABLEFLAME_ON
            uniform float2 _FlameSpeed;
            uniform float2 _FlameNoiseScale;
            uniform float _FlameNoiseHeightFactor;
            uniform float _FlameNoiseFactor;
            uniform float _FlameRadius;
            uniform float _FlameSmooth;
            uniform float _FlameBrightness;
            #endif
            #ifdef _ENABLERECOLORRGB_ON
            uniform float4 _RecolorRGBRedTint;
            uniform sampler2D _RecolorRGBTexture;
            uniform float4 _RecolorRGBGreenTint;
            uniform float4 _RecolorRGBBlueTint;
            uniform float _RecolorRGBFade;
            #endif
            #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON
            uniform sampler2D _RecolorRGBYCPTexture;
            #endif
            uniform float4 _RecolorRGBYCPPurpleTint;
            uniform float4 _RecolorRGBYCPBlueTint;
            uniform float4 _RecolorRGBYCPCyanTint;
            uniform float4 _RecolorRGBYCPGreenTint;
            uniform float4 _RecolorRGBYCPYellowTint;
            uniform float4 _RecolorRGBYCPRedTint;
            #ifdef _ENABLERECOLORRGBYCP_ON
            uniform float _RecolorRGBYCPFade;
            #endif
            #ifdef _ENABLECOLORREPLACE_ON
            uniform float4 _ColorReplaceFromColor;
            uniform float _ColorReplaceContrast;
            uniform float4 _ColorReplaceToColor;
            uniform float _ColorReplaceSmoothness;
            uniform float _ColorReplaceRange;
            uniform float _ColorReplaceFade;
            #endif
            #ifdef _ENABLENEGATIVE_ON
            uniform float _NegativeFade;
            #endif
            #ifdef _ENABLECONTRAST_ON
            uniform float _Contrast;
            #endif
            #ifdef _ENABLEBRIGHTNESS_ON
            uniform float _Brightness;
            #endif
            #ifdef _ENABLEHUE_ON
            uniform float _Hue;
            #endif
            #ifdef _ENABLESPLITTONING_ON
            uniform float4 _SplitToningShadowsColor;
            uniform float4 _SplitToningHighlightsColor;
            uniform float _SplitToningShift;
            uniform float _SplitToningBalance;
            uniform float _SplitToningContrast;
            uniform float _SplitToningFade;
            #endif
            #ifdef _ENABLEBLACKTINT_ON
            uniform float4 _BlackTintColor;
            uniform float _BlackTintPower;
            uniform float _BlackTintFade;
            #endif
            #ifdef _ENABLEINKSPREAD_ON
            uniform float4 _InkSpreadColor;
            uniform float _InkSpreadContrast;
            uniform float _InkSpreadFade;
            uniform float _InkSpreadDistance;
            uniform float2 _InkSpreadPosition;
            uniform float2 _InkSpreadNoiseScale;
            uniform float _InkSpreadNoiseFactor;
            uniform float _InkSpreadWidth;
            #endif
            #ifdef _ENABLESHIFTHUE_ON
            uniform float _ShiftHueSpeed;
            #endif
            #ifdef _ENABLEADDHUE_ON
            uniform float _AddHueSpeed;
            uniform float _AddHueSaturation;
            uniform float _AddHueBrightness;
            uniform float _AddHueContrast;
            uniform float _AddHueFade;
            uniform sampler2D _AddHueMask;
            uniform float4 _AddHueMask_ST;
            #endif
            #ifdef _ENABLESINEGLOW_ON
            uniform float _SineGlowContrast;
            uniform float4 _SineGlowColor;
            uniform sampler2D _SineGlowMask;
            uniform float4 _SineGlowMask_ST;
            uniform float _SineGlowFade;
            uniform float _SineGlowFrequency;
            uniform float _SineGlowMax;
            uniform float _SineGlowMin;
            #endif
            #ifdef _ENABLESATURATION_ON
            uniform float _Saturation;
            #endif
            #ifdef _ENABLEINNEROUTLINE_ON
            uniform float4 _InnerOutlineColor;
            uniform sampler2D _InnerOutlineTintTexture;
            uniform float2 _InnerOutlineTextureSpeed;
            uniform float _InnerOutlineFade;
            uniform float2 _InnerOutlineNoiseSpeed;
            uniform float2 _InnerOutlineNoiseScale;
            uniform float2 _InnerOutlineDistortionIntensity;
            uniform float _InnerOutlineWidth;
            #endif
            #ifdef _ENABLEOUTEROUTLINE_ON
            uniform float4 _OuterOutlineColor;
            uniform sampler2D _OuterOutlineTintTexture;
            uniform float2 _OuterOutlineTextureSpeed;
            uniform float _OuterOutlineFade;
            uniform float2 _OuterOutlineNoiseSpeed;
            uniform float2 _OuterOutlineNoiseScale;
            uniform float2 _OuterOutlineDistortionIntensity;
            uniform float _OuterOutlineWidth;
            #endif
            #ifdef _ENABLEPIXELOUTLINE_ON
            uniform float4 _PixelOutlineColor;
            uniform sampler2D _PixelOutlineTintTexture;
            uniform float2 _PixelOutlineTextureSpeed;
            uniform float _PixelOutlineFade;
            uniform float _PixelOutlineAlphaLimit;
            uniform float _PixelOutlineWidth;
            #endif
            #ifdef _ENABLEPINGPONGGLOW_ON
            uniform float4 _PingPongGlowFrom;
            uniform float4 _PingPongGlowTo;
            uniform float _PingPongGlowFrequency;
            uniform float _PingPongGlowFade;
            uniform float _PingPongGlowContrast;
            #endif
            #ifdef _ENABLEHOLOGRAM_ON
            uniform float4 _HologramTint;
            uniform float _HologramContrast;
            uniform float _HologramLineSpeed;
            uniform float _HologramLineFrequency;
            uniform float _HologramLineGap;
            uniform float _HologramMinAlpha;
            #endif
            #ifdef _ENABLEGLITCH_ON
            uniform float _GlitchBrightness;
            uniform float2 _GlitchNoiseSpeed;
            uniform float2 _GlitchNoiseScale;
            uniform float _GlitchHueSpeed;
            #endif
            #ifdef _ENABLECAMOUFLAGE_ON
            uniform float4 _CamouflageBaseColor;
            uniform float4 _CamouflageColorA;
            uniform float _CamouflageDensityA;
            uniform float2 _CamouflageDistortionSpeed;
            uniform float2 _CamouflageDistortionScale;
            uniform float2 _CamouflageDistortionIntensity;
            uniform float2 _CamouflageNoiseScaleA;
            uniform float _CamouflageSmoothnessA;
            uniform float4 _CamouflageColorB;
            uniform float _CamouflageDensityB;
            uniform float2 _CamouflageNoiseScaleB;
            uniform float _CamouflageSmoothnessB;
            uniform float _CamouflageContrast;
            uniform float _CamouflageFade;
            #endif
            #ifdef _ENABLEMETAL_ON
            uniform float _MetalHighlightDensity;
            uniform float2 _MetalNoiseDistortionSpeed;
            uniform float2 _MetalNoiseDistortionScale;
            uniform float2 _MetalNoiseDistortion;
            uniform float2 _MetalNoiseSpeed;
            uniform float2 _MetalNoiseScale;
            uniform float4 _MetalHighlightColor;
            uniform float _MetalHighlightContrast;
            uniform float _MetalContrast;
            uniform float4 _MetalColor;
            uniform float _MetalFade;
            uniform sampler2D _MetalMask;
            uniform float4 _MetalMask_ST;
            #endif
            #ifdef _ENABLEFROZEN_ON
            uniform float _FrozenContrast;
            uniform float4 _FrozenTint;
            uniform float _FrozenSnowContrast;
            uniform float4 _FrozenSnowColor;
            uniform float _FrozenSnowDensity;
            uniform float2 _FrozenSnowScale;
            uniform float _FrozenHighlightDensity;
            uniform float2 _FrozenHighlightDistortionSpeed;
            uniform float2 _FrozenHighlightDistortionScale;
            uniform float2 _FrozenHighlightDistortion;
            uniform float2 _FrozenHighlightSpeed;
            uniform float2 _FrozenHighlightScale;
            uniform float4 _FrozenHighlightColor;
            uniform float _FrozenHighlightContrast;
            uniform float _FrozenFade;
            #endif
            #ifdef _ENABLEBURN_ON
            uniform float _BurnInsideContrast;
            uniform float4 _BurnInsideNoiseColor;
            uniform float _BurnInsideNoiseFactor;
            uniform float2 _BurnSwirlNoiseScale;
            uniform float _BurnSwirlFactor;
            uniform float2 _BurnInsideNoiseScale;
            uniform float4 _BurnInsideColor;
            uniform float _BurnRadius;
            uniform float2 _BurnPosition;
            uniform float2 _BurnEdgeNoiseScale;
            uniform float _BurnEdgeNoiseFactor;
            uniform float _BurnWidth;
            uniform float4 _BurnEdgeColor;
            uniform float _BurnFade;
            #endif
            #ifdef _ENABLERAINBOW_ON
            uniform float2 _RainbowCenter;
            uniform float2 _RainbowNoiseScale;
            uniform float _RainbowNoiseFactor;
            uniform float _RainbowDensity;
            uniform float _RainbowSpeed;
            uniform float _RainbowSaturation;
            uniform float _RainbowBrightness;
            uniform float _RainbowContrast;
            uniform float _RainbowFade;
            #endif
            #ifdef _ENABLESHINE_ON
            uniform float _ShineSaturation;
            uniform float _ShineContrast;
            uniform float4 _ShineColor;
            uniform float _ShineRotation;
            uniform float _ShineFrequency;
            uniform float _ShineSpeed;
            uniform float _ShineWidth;
            uniform float _ShineSmooth;
            uniform float _ShineFade;
            uniform sampler2D _ShineMask;
            uniform float4 _ShineMask_ST;
            #endif
            #ifdef _ENABLEPOISON_ON
            uniform float2 _PoisonNoiseSpeed;
            uniform float2 _PoisonNoiseScale;
            uniform float _PoisonShiftSpeed;
            uniform float _PoisonDensity;
            uniform float4 _PoisonColor;
            uniform float _PoisonFade;
            uniform float _PoisonNoiseBrightness;
            uniform float _PoisonRecolorFactor;
            #endif
            #ifdef _ENABLEENCHANTED_ON
            uniform float4 _EnchantedLowColor;
            uniform float4 _EnchantedHighColor;
            uniform float2 _EnchantedSpeed;
            uniform float2 _EnchantedScale;
            uniform float _EnchantedRainbowDensity;
            uniform float _EnchantedRainbowSpeed;
            uniform float _EnchantedRainbowSaturation;
            uniform float _EnchantedContrast;
            uniform float _EnchantedBrightness;
            uniform float _EnchantedReduce;
            uniform float _EnchantedFade;
            #endif
            #ifdef _ENABLESHIFTING_ON
            uniform float4 _ShiftingColorA;
            uniform float4 _ShiftingColorB;
            uniform float _ShiftingSpeed;
            uniform float _ShiftingDensity;
            uniform float _ShiftingBrightness;
            uniform float _ShiftingSaturation;
            uniform float _ShiftingContrast;
            uniform float _ShiftingFade;
            #endif
            #ifdef _ENABLETEXTURELAYER1_ON
            uniform sampler2D _TextureLayer1Texture;
            uniform float2 _TextureLayer1Scale;
            uniform float2 _TextureLayer1Offset;
            uniform float2 _TextureLayer1ScrollSpeed;
            uniform float _TextureLayer1EdgeClip;
            #endif
            uniform int _TextureLayer1Columns;
            uniform int _TextureLayer1Rows;
            #ifdef _ENABLETEXTURELAYER1_ON
            uniform float _TextureLayer1Speed;
            #endif
            uniform int _TextureLayer1StartFrame;
            #ifdef _ENABLETEXTURELAYER1_ON
            uniform float4 _TextureLayer1Color;
            uniform float _TextureLayer1Contrast;
            uniform float _TextureLayer1Fade;
            #endif
            #ifdef _ENABLETEXTURELAYER2_ON
            uniform sampler2D _TextureLayer2Texture;
            uniform float2 _TextureLayer2Scale;
            uniform float2 _TextureLayer2Offset;
            uniform float2 _TextureLayer2ScrollSpeed;
            uniform float _TextureLayer2EdgeClip;
            #endif
            uniform int _TextureLayer2Columns;
            uniform int _TextureLayer2Rows;
            #ifdef _ENABLETEXTURELAYER2_ON
            uniform float _TextureLayer2Speed;
            #endif
            uniform int _TextureLayer2StartFrame;
            #ifdef _ENABLETEXTURELAYER2_ON
            uniform float4 _TextureLayer2Color;
            uniform float _TextureLayer2Contrast;
            uniform float _TextureLayer2Fade;
            #endif
            #ifdef _ENABLEFULLALPHADISSOLVE_ON
            uniform float _FullAlphaDissolveFade;
            uniform float _FullAlphaDissolveWidth;
            uniform float2 _FullAlphaDissolveNoiseScale;
            #endif
            #ifdef _ENABLEFULLGLOWDISSOLVE_ON
            uniform float4 _FullGlowDissolveEdgeColor;
            uniform float2 _FullGlowDissolveNoiseScale;
            uniform float _FullGlowDissolveFade;
            uniform float _FullGlowDissolveWidth;
            #endif
            #ifdef _ENABLESOURCEALPHADISSOLVE_ON
            uniform float _SourceAlphaDissolveInvert;
            uniform float _SourceAlphaDissolveFade;
            uniform float2 _SourceAlphaDissolvePosition;
            uniform float2 _SourceAlphaDissolveNoiseScale;
            uniform float _SourceAlphaDissolveNoiseFactor;
            uniform float _SourceAlphaDissolveWidth;
            #endif
            #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
            uniform float2 _SourceGlowDissolvePosition;
            uniform float2 _SourceGlowDissolveNoiseScale;
            uniform float _SourceGlowDissolveNoiseFactor;
            uniform float _SourceGlowDissolveFade;
            uniform float _SourceGlowDissolveWidth;
            uniform float4 _SourceGlowDissolveEdgeColor;
            uniform float _SourceGlowDissolveInvert;
            #endif
            #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
            uniform float _DirectionalAlphaFadeInvert;
            uniform float _DirectionalAlphaFadeRotation;
            uniform float _DirectionalAlphaFadeFade;
            uniform float2 _DirectionalAlphaFadeNoiseScale;
            uniform float _DirectionalAlphaFadeNoiseFactor;
            uniform float _DirectionalAlphaFadeWidth;
            #endif
            #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
            uniform float4 _DirectionalGlowFadeEdgeColor;
            uniform float _DirectionalGlowFadeInvert;
            uniform float _DirectionalGlowFadeRotation;
            uniform float _DirectionalGlowFadeFade;
            uniform float2 _DirectionalGlowFadeNoiseScale;
            uniform float _DirectionalGlowFadeNoiseFactor;
            uniform float _DirectionalGlowFadeWidth;
            #endif
            #ifdef _ENABLEHALFTONE_ON
            uniform float _HalftoneInvert;
            uniform float _HalftoneTiling;
            uniform float _HalftoneFade;
            uniform float2 _HalftonePosition;
            uniform float _HalftoneFadeWidth;
            #endif
            #ifdef _ENABLEADDCOLOR_ON
            uniform float4 _AddColorColor;
            uniform sampler2D _AddColorMask;
            uniform float4 _AddColorMask_ST;
            uniform float _AddColorContrast;
            uniform float _AddColorFade;
            #endif
            #ifdef _ENABLEALPHATINT_ON
            uniform float4 _AlphaTintColor;
            uniform float _AlphaTintMinAlpha;
            uniform float _AlphaTintFade;
            #endif
            #ifdef _ENABLESTRONGTINT_ON
            uniform float4 _StrongTintTint;
            uniform sampler2D _StrongTintMask;
            uniform float4 _StrongTintMask_ST;
            uniform float _StrongTintContrast;
            uniform float _StrongTintFade;
            #endif
            #ifdef _ENABLESHADOW_ON
            uniform float4 _ShadowColor;
            uniform float _ShadowFade;
            uniform float2 _ShadowOffset;
            #endif
            float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle )
            {
            	original -= center;
            	float C = cos( angle );
            	float S = sin( angle );
            	float t = 1 - C;
            	float m00 = t * u.x * u.x + C;
            	float m01 = t * u.x * u.y - S * u.z;
            	float m02 = t * u.x * u.z + S * u.y;
            	float m10 = t * u.x * u.y + S * u.z;
            	float m11 = t * u.y * u.y + C;
            	float m12 = t * u.y * u.z - S * u.x;
            	float m20 = t * u.x * u.z - S * u.y;
            	float m21 = t * u.y * u.z + S * u.x;
            	float m22 = t * u.z * u.z + C;
            	float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 );
            	return mul( finalMatrix, original ) + center;
            }
            
            float MyCustomExpression16_g11726( float linValue )
            {
            	#ifdef UNITY_COLORSPACE_GAMMA
            	return linValue;
            	#else
            	linValue = max(linValue, half3(0.h, 0.h, 0.h));
            	return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
            	#endif
            }
            
            float MyCustomExpression16_g11724( float linValue )
            {
            	#ifdef UNITY_COLORSPACE_GAMMA
            	return linValue;
            	#else
            	linValue = max(linValue, half3(0.h, 0.h, 0.h));
            	return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
            	#endif
            }
            
            float FastNoise101_g11664( float x )
            {
            	float i = floor(x);
            	float f = frac(x);
            	float s = sign(frac(x/2.0)-0.5);
            	    
            	float k = 0.5+0.5*sin(i);
            	return s*f*(f-1.0)*((16.0*k-4.0)*f*(f-1.0)-1.0);
            }
            
            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 );
            }
            
            float MyCustomExpression16_g11666( float linValue )
            {
            	#ifdef UNITY_COLORSPACE_GAMMA
            	return linValue;
            	#else
            	linValue = max(linValue, half3(0.h, 0.h, 0.h));
            	return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
            	#endif
            }
            
            float MyCustomExpression16_g11667( float linValue )
            {
            	#ifdef UNITY_COLORSPACE_GAMMA
            	return linValue;
            	#else
            	linValue = max(linValue, half3(0.h, 0.h, 0.h));
            	return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
            	#endif
            }
            
            float MyCustomExpression16_g11670( float linValue )
            {
            	#ifdef UNITY_COLORSPACE_GAMMA
            	return linValue;
            	#else
            	linValue = max(linValue, half3(0.h, 0.h, 0.h));
            	return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
            	#endif
            }
            
            float MyCustomExpression16_g11669( float linValue )
            {
            	#ifdef UNITY_COLORSPACE_GAMMA
            	return linValue;
            	#else
            	linValue = max(linValue, half3(0.h, 0.h, 0.h));
            	return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
            	#endif
            }
            
            float MyCustomExpression16_g11675( float linValue )
            {
            	#ifdef UNITY_COLORSPACE_GAMMA
            	return linValue;
            	#else
            	linValue = max(linValue, half3(0.h, 0.h, 0.h));
            	return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
            	#endif
            }
            
            float MyCustomExpression16_g11676( float linValue )
            {
            	#ifdef UNITY_COLORSPACE_GAMMA
            	return linValue;
            	#else
            	linValue = max(linValue, half3(0.h, 0.h, 0.h));
            	return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
            	#endif
            }
            
            float MyCustomExpression16_g11729( float linValue )
            {
            	#ifdef UNITY_COLORSPACE_GAMMA
            	return linValue;
            	#else
            	linValue = max(linValue, half3(0.h, 0.h, 0.h));
            	return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
            	#endif
            }
            
            float MyCustomExpression16_g11672( float linValue )
            {
            	#ifdef UNITY_COLORSPACE_GAMMA
            	return linValue;
            	#else
            	linValue = max(linValue, half3(0.h, 0.h, 0.h));
            	return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
            	#endif
            }
            
            float MyCustomExpression16_g11740( float linValue )
            {
            	#ifdef UNITY_COLORSPACE_GAMMA
            	return linValue;
            	#else
            	linValue = max(linValue, half3(0.h, 0.h, 0.h));
            	return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
            	#endif
            }
            
            float4 texturePointSmooth( sampler2D tex, float4 textureTexelSize, float2 uvs )
            {
            	float2 size;
            	size.x = textureTexelSize.z;
            	size.y = textureTexelSize.w;
            	float2 pixel = float2(1.0,1.0) / size;
            	uvs -= pixel * float2(0.5,0.5);
            	float2 uv_pixels = uvs * size;
            	float2 delta_pixel = frac(uv_pixels) - float2(0.5,0.5);
            	float2 ddxy = fwidth(uv_pixels);
            	float2 mip = log2(ddxy) - 0.5;
            	float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel;
            	return tex2Dlod(tex, float4(clampedUV,0, min(mip.x, mip.y)));
            }
            
            float MyCustomExpression16_g12143( float linValue )
            {
            	#ifdef UNITY_COLORSPACE_GAMMA
            	return linValue;
            	#else
            	linValue = max(linValue, half3(0.h, 0.h, 0.h));
            	return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
            	#endif
            }
            
            float MyCustomExpression16_g12145( float linValue )
            {
            	#ifdef UNITY_COLORSPACE_GAMMA
            	return linValue;
            	#else
            	linValue = max(linValue, half3(0.h, 0.h, 0.h));
            	return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
            	#endif
            }
            
            float MyCustomExpression16_g12149( float linValue )
            {
            	#ifdef UNITY_COLORSPACE_GAMMA
            	return linValue;
            	#else
            	linValue = max(linValue, half3(0.h, 0.h, 0.h));
            	return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
            	#endif
            }
            
            float3 RGBToHSV(float3 c)
            {
            	float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
            	float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) );
            	float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) );
            	float d = q.x - min( q.w, q.y );
            	float e = 1.0e-10;
            	return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
            }
            float3 MyCustomExpression115_g12154( float3 In, float3 From, float3 To, float Fuzziness, float Range )
            {
            	float Distance = distance(From, In);
            	return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001)));
            }
            
            float3 HSVToRGB( float3 c )
            {
            	float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 );
            	float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www );
            	return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y );
            }
            
            float MyCustomExpression16_g12177( float linValue )
            {
            	#ifdef UNITY_COLORSPACE_GAMMA
            	return linValue;
            	#else
            	linValue = max(linValue, half3(0.h, 0.h, 0.h));
            	return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
            	#endif
            }
            
            float MyCustomExpression16_g12161( float linValue )
            {
            	#ifdef UNITY_COLORSPACE_GAMMA
            	return linValue;
            	#else
            	linValue = max(linValue, half3(0.h, 0.h, 0.h));
            	return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
            	#endif
            }
            
            float MyCustomExpression16_g12188( float linValue )
            {
            	#ifdef UNITY_COLORSPACE_GAMMA
            	return linValue;
            	#else
            	linValue = max(linValue, half3(0.h, 0.h, 0.h));
            	return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
            	#endif
            }
            
            float MyCustomExpression16_g12196( float linValue )
            {
            	#ifdef UNITY_COLORSPACE_GAMMA
            	return linValue;
            	#else
            	linValue = max(linValue, half3(0.h, 0.h, 0.h));
            	return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
            	#endif
            }
            
            float MyCustomExpression16_g12234( float linValue )
            {
            	#ifdef UNITY_COLORSPACE_GAMMA
            	return linValue;
            	#else
            	linValue = max(linValue, half3(0.h, 0.h, 0.h));
            	return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
            	#endif
            }
            
            float MyCustomExpression16_g12231( float linValue )
            {
            	#ifdef UNITY_COLORSPACE_GAMMA
            	return linValue;
            	#else
            	linValue = max(linValue, half3(0.h, 0.h, 0.h));
            	return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
            	#endif
            }
            
            float MyCustomExpression16_g12233( float linValue )
            {
            	#ifdef UNITY_COLORSPACE_GAMMA
            	return linValue;
            	#else
            	linValue = max(linValue, half3(0.h, 0.h, 0.h));
            	return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
            	#endif
            }
            
            float MyCustomExpression16_g12223( float linValue )
            {
            	#ifdef UNITY_COLORSPACE_GAMMA
            	return linValue;
            	#else
            	linValue = max(linValue, half3(0.h, 0.h, 0.h));
            	return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
            	#endif
            }
            
            float MyCustomExpression16_g12225( float linValue )
            {
            	#ifdef UNITY_COLORSPACE_GAMMA
            	return linValue;
            	#else
            	linValue = max(linValue, half3(0.h, 0.h, 0.h));
            	return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
            	#endif
            }
            
            float MyCustomExpression16_g12216( float linValue )
            {
            	#ifdef UNITY_COLORSPACE_GAMMA
            	return linValue;
            	#else
            	linValue = max(linValue, half3(0.h, 0.h, 0.h));
            	return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
            	#endif
            }
            
            float MyCustomExpression16_g12218( float linValue )
            {
            	#ifdef UNITY_COLORSPACE_GAMMA
            	return linValue;
            	#else
            	linValue = max(linValue, half3(0.h, 0.h, 0.h));
            	return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
            	#endif
            }
            
            float MyCustomExpression16_g12219( float linValue )
            {
            	#ifdef UNITY_COLORSPACE_GAMMA
            	return linValue;
            	#else
            	linValue = max(linValue, half3(0.h, 0.h, 0.h));
            	return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
            	#endif
            }
            
            float MyCustomExpression16_g12211( float linValue )
            {
            	#ifdef UNITY_COLORSPACE_GAMMA
            	return linValue;
            	#else
            	linValue = max(linValue, half3(0.h, 0.h, 0.h));
            	return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
            	#endif
            }
            
            float MyCustomExpression16_g12209( float linValue )
            {
            	#ifdef UNITY_COLORSPACE_GAMMA
            	return linValue;
            	#else
            	linValue = max(linValue, half3(0.h, 0.h, 0.h));
            	return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
            	#endif
            }
            
            float MyCustomExpression16_g12210( float linValue )
            {
            	#ifdef UNITY_COLORSPACE_GAMMA
            	return linValue;
            	#else
            	linValue = max(linValue, half3(0.h, 0.h, 0.h));
            	return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
            	#endif
            }
            
            float MyCustomExpression16_g12205( float linValue )
            {
            	#ifdef UNITY_COLORSPACE_GAMMA
            	return linValue;
            	#else
            	linValue = max(linValue, half3(0.h, 0.h, 0.h));
            	return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
            	#endif
            }
            
            float MyCustomExpression16_g12237( float linValue )
            {
            	#ifdef UNITY_COLORSPACE_GAMMA
            	return linValue;
            	#else
            	linValue = max(linValue, half3(0.h, 0.h, 0.h));
            	return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
            	#endif
            }
            
            float MyCustomExpression16_g12242( float linValue )
            {
            	#ifdef UNITY_COLORSPACE_GAMMA
            	return linValue;
            	#else
            	linValue = max(linValue, half3(0.h, 0.h, 0.h));
            	return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
            	#endif
            }
            
            float MyCustomExpression16_g12240( float linValue )
            {
            	#ifdef UNITY_COLORSPACE_GAMMA
            	return linValue;
            	#else
            	linValue = max(linValue, half3(0.h, 0.h, 0.h));
            	return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
            	#endif
            }
            
            float2 MyCustomExpression10_g12252( float2 UV, int Width, int Height, float Tile, float2 Invert )
            {
            	Tile = fmod(Tile + 0.001, Width * Height);
            	float2 tileCount = float2(1, 1) / float2(Width, Height);
            	float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
            	 float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
            	return (UV + float2(tileX, tileY)) * tileCount;
            }
            
            float2 MyCustomExpression10_g12248( float2 UV, int Width, int Height, float Tile, float2 Invert )
            {
            	Tile = fmod(Tile + 0.001, Width * Height);
            	float2 tileCount = float2(1, 1) / float2(Width, Height);
            	float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1));
            	 float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1));
            	return (UV + float2(tileX, tileY)) * tileCount;
            }
            
            float MyCustomExpression16_g12259( float linValue )
            {
            	#ifdef UNITY_COLORSPACE_GAMMA
            	return linValue;
            	#else
            	linValue = max(linValue, half3(0.h, 0.h, 0.h));
            	return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
            	#endif
            }
            
            float MyCustomExpression16_g12267( float linValue )
            {
            	#ifdef UNITY_COLORSPACE_GAMMA
            	return linValue;
            	#else
            	linValue = max(linValue, half3(0.h, 0.h, 0.h));
            	return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
            	#endif
            }
            
            float MyCustomExpression16_g12269( float linValue )
            {
            	#ifdef UNITY_COLORSPACE_GAMMA
            	return linValue;
            	#else
            	linValue = max(linValue, half3(0.h, 0.h, 0.h));
            	return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
            	#endif
            }
            
            float MyCustomExpression16_g12265( float linValue )
            {
            	#ifdef UNITY_COLORSPACE_GAMMA
            	return linValue;
            	#else
            	linValue = max(linValue, half3(0.h, 0.h, 0.h));
            	return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
            	#endif
            }
            
            float MyCustomExpression16_g12261( float linValue )
            {
            	#ifdef UNITY_COLORSPACE_GAMMA
            	return linValue;
            	#else
            	linValue = max(linValue, half3(0.h, 0.h, 0.h));
            	return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
            	#endif
            }
            
            float MyCustomExpression16_g12263( float linValue )
            {
            	#ifdef UNITY_COLORSPACE_GAMMA
            	return linValue;
            	#else
            	linValue = max(linValue, half3(0.h, 0.h, 0.h));
            	return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
            	#endif
            }
            

            
            v2f vert(appdata_t v )
            {
                v2f OUT;
                UNITY_SETUP_INSTANCE_ID(v);
                UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);

                float2 _ZeroVector = float2(0,0);
                float2 texCoord363 = v.texcoord.xy * float2( 1,1 ) + float2( 0,0 );
                float4 ase_clipPos = UnityObjectToClipPos(v.vertex);
                float4 screenPos = ComputeScreenPos(ase_clipPos);
                float4 ase_screenPosNorm = screenPos / screenPos.w;
                #ifdef _ENABLESCREENTILING_ON
                ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
                float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
                float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_screenPosNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) );
                #else
                float2 staticSwitch2_g11656 = texCoord363;
                #endif
                float3 ase_worldPos = mul(unity_ObjectToWorld, float4( (v.vertex).xyz, 1 )).xyz;
                #ifdef _ENABLEWORLDTILING_ON
                float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
                float2 staticSwitch2_g11657 = ( ( ( (ase_worldPos).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) );
                #else
                float2 staticSwitch2_g11657 = staticSwitch2_g11656;
                #endif
                float2 originalUV460 = staticSwitch2_g11657;
                #ifdef _PIXELPERFECTUV_ON
                float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
                float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 );
                #else
                float2 staticSwitch449 = originalUV460;
                #endif
                float2 uvAfterPixelArt450 = staticSwitch449;
                #ifdef _SPRITESHEETFIX_ON
                float2 break14_g11660 = uvAfterPixelArt450;
                float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y));
                float2 spriteRectMin376 = appendResult374;
                float2 break11_g11660 = spriteRectMin376;
                float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w));
                float2 spriteRectMax377 = appendResult375;
                float2 break10_g11660 = spriteRectMax377;
                float2 break9_g11660 = float2( 0,0 );
                float2 break8_g11660 = float2( 1,1 );
                float2 appendResult15_g11660 = (float2((break9_g11660.x + (break14_g11660.x - break11_g11660.x) * (break8_g11660.x - break9_g11660.x) / (break10_g11660.x - break11_g11660.x)) , (break9_g11660.y + (break14_g11660.y - break11_g11660.y) * (break8_g11660.y - break9_g11660.y) / (break10_g11660.y - break11_g11660.y))));
                float2 staticSwitch366 = appendResult15_g11660;
                #else
                float2 staticSwitch366 = uvAfterPixelArt450;
                #endif
                float2 fixedUV475 = staticSwitch366;
                #ifdef _ENABLESQUISH_ON
                float2 break77_g12285 = fixedUV475;
                float2 appendResult72_g12285 = (float2(( _SquishStretch * ( break77_g12285.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g12285.y + _SquishFlip ) * -_SquishSquish )));
                float2 staticSwitch198 = ( appendResult72_g12285 + _ZeroVector );
                #else
                float2 staticSwitch198 = _ZeroVector;
                #endif
                float2 temp_output_2_0_g12287 = staticSwitch198;
                #ifdef _TOGGLECUSTOMTIME_ON
                float staticSwitch44_g11661 = _TimeValue;
                #else
                float staticSwitch44_g11661 = _Time.y;
                #endif
                #ifdef _TOGGLEUNSCALEDTIME_ON
                float staticSwitch34_g11661 = UnscaledTime;
                #else
                float staticSwitch34_g11661 = staticSwitch44_g11661;
                #endif
                #ifdef _TOGGLETIMESPEED_ON
                float staticSwitch37_g11661 = ( staticSwitch34_g11661 * _TimeSpeed );
                #else
                float staticSwitch37_g11661 = staticSwitch34_g11661;
                #endif
                #ifdef _TOGGLETIMEFPS_ON
                float staticSwitch38_g11661 = ( floor( ( staticSwitch37_g11661 * _TimeFPS ) ) / _TimeFPS );
                #else
                float staticSwitch38_g11661 = staticSwitch37_g11661;
                #endif
                #ifdef _TOGGLETIMEFREQUENCY_ON
                float staticSwitch42_g11661 = ( ( sin( ( staticSwitch38_g11661 * _TimeFrequency ) ) * _TimeRange ) + 100.0 );
                #else
                float staticSwitch42_g11661 = staticSwitch38_g11661;
                #endif
                float shaderTime237 = staticSwitch42_g11661;
                float temp_output_8_0_g12287 = shaderTime237;
                #ifdef _ENABLESINEMOVE_ON
                float2 staticSwitch4_g12287 = ( ( sin( ( temp_output_8_0_g12287 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g12287 );
                #else
                float2 staticSwitch4_g12287 = temp_output_2_0_g12287;
                #endif
                #ifdef _ENABLEVIBRATE_ON
                float temp_output_30_0_g12288 = temp_output_8_0_g12287;
                float3 rotatedValue21_g12288 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g12288 * _VibrateRotation ) );
                float2 staticSwitch6_g12287 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g12288 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g12288).xy ) + staticSwitch4_g12287 );
                #else
                float2 staticSwitch6_g12287 = staticSwitch4_g12287;
                #endif
                #ifdef _ENABLESINESCALE_ON
                float2 staticSwitch10_g12287 = ( staticSwitch6_g12287 + ( (v.vertex.xyz).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g12287 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) );
                #else
                float2 staticSwitch10_g12287 = staticSwitch6_g12287;
                #endif
                float2 temp_output_424_0 = staticSwitch10_g12287;
#ifdef _SHADERFADING_MASK
                float2 uv_FadingMask = v.texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
				#endif
#ifdef _SHADERFADING_MASK
                float4 tex2DNode3_g11727 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) );
				#endif
                float temp_output_4_0_g11725 = max( _FadingWidth , 0.001 );
                float2 texCoord435 = v.texcoord.xy * float2( 1,1 ) + float2( 0,0 );
                #ifdef _PIXELPERFECTSPACE_ON
                float2 temp_output_432_0 = (_MainTex_TexelSize).zw;
                float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 );
                #else
                float2 staticSwitch437 = texCoord435;
                #endif
                float2 temp_output_61_0_g11662 = staticSwitch437;
                float3 ase_objectScale = float3( length( unity_ObjectToWorld[ 0 ].xyz ), length( unity_ObjectToWorld[ 1 ].xyz ), length( unity_ObjectToWorld[ 2 ].xyz ) );
                float2 texCoord23_g11662 = v.texcoord.xy * float2( 1,1 ) + float2( 0,0 );
#ifdef _SHADERSPACE_UI_GRAPHIC
                float2 appendResult28_g11662 = (float2(_RectWidth , _RectHeight));
				#endif
                #if defined( _SHADERSPACE_UV )
                float2 staticSwitch1_g11662 = ( temp_output_61_0_g11662 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
                #elif defined( _SHADERSPACE_UV_RAW )
                float2 staticSwitch1_g11662 = temp_output_61_0_g11662;
                #elif defined( _SHADERSPACE_OBJECT )
                float2 staticSwitch1_g11662 = (v.vertex.xyz).xy;
                #elif defined( _SHADERSPACE_OBJECT_SCALED )
                float2 staticSwitch1_g11662 = ( (v.vertex.xyz).xy * (ase_objectScale).xy );
                #elif defined( _SHADERSPACE_WORLD )
                float2 staticSwitch1_g11662 = (ase_worldPos).xy;
                #elif defined( _SHADERSPACE_UI_GRAPHIC )
                float2 staticSwitch1_g11662 = ( texCoord23_g11662 * ( appendResult28_g11662 / _PixelsPerUnit ) );
                #elif defined( _SHADERSPACE_SCREEN )
                float2 staticSwitch1_g11662 = ( ( (ase_screenPosNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / _ScreenWidthUnits ) );
                #else
                float2 staticSwitch1_g11662 = ( temp_output_61_0_g11662 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
                #endif
                float2 shaderPosition235 = staticSwitch1_g11662;
                float linValue16_g11726 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r;
                float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 );
                float clampResult14_g11725 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11725 ) ) - localMyCustomExpression16_g11726 ) / temp_output_4_0_g11725 ) , 0.0 , 1.0 );
                float2 temp_output_27_0_g11723 = shaderPosition235;
                float linValue16_g11724 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11723 * _FadingNoiseScale ), 0, 0.0) ).r;
                float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724( linValue16_g11724 );
#ifdef _SHADERFADING_SPREAD
                float clampResult3_g11723 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11723 ) + ( localMyCustomExpression16_g11724 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 );
				#endif
                #if defined( _SHADERFADING_NONE )
                float staticSwitch139 = _FadingFade;
                #elif defined( _SHADERFADING_FULL )
                float staticSwitch139 = _FadingFade;
                #elif defined( _SHADERFADING_MASK )
                float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) );
                #elif defined( _SHADERFADING_DISSOLVE )
                float staticSwitch139 = clampResult14_g11725;
                #elif defined( _SHADERFADING_SPREAD )
                float staticSwitch139 = clampResult3_g11723;
                #else
                float staticSwitch139 = _FadingFade;
                #endif
                float fullFade123 = staticSwitch139;
                float2 lerpResult121 = lerp( float2( 0,0 ) , temp_output_424_0 , fullFade123);
                #if defined( _SHADERFADING_NONE )
                float2 staticSwitch142 = temp_output_424_0;
                #elif defined( _SHADERFADING_FULL )
                float2 staticSwitch142 = lerpResult121;
                #elif defined( _SHADERFADING_MASK )
                float2 staticSwitch142 = lerpResult121;
                #elif defined( _SHADERFADING_DISSOLVE )
                float2 staticSwitch142 = lerpResult121;
                #elif defined( _SHADERFADING_SPREAD )
                float2 staticSwitch142 = lerpResult121;
                #else
                float2 staticSwitch142 = temp_output_424_0;
                #endif
                
                OUT.ase_texcoord3 = screenPos;
                OUT.ase_texcoord4.xyz = ase_worldPos;
                
                OUT.ase_texcoord5 = v.vertex;
                
                //setting value to unused interpolator channels and avoid initialization warnings
                OUT.ase_texcoord4.w = 0;

                v.vertex.xyz += float3( staticSwitch142 ,  0.0 );

                float4 vPosition = UnityObjectToClipPos(v.vertex);
                OUT.worldPosition = v.vertex;
                OUT.vertex = vPosition;

                float2 pixelSize = vPosition.w;
                pixelSize /= float2(1, 1) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));

                float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
                float2 maskUV = (v.vertex.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
                OUT.texcoord = v.texcoord;
                OUT.mask = float4(v.vertex.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_UIMaskSoftnessX, _UIMaskSoftnessY) + abs(pixelSize.xy)));

                OUT.color = v.color * _Color;
                return OUT;
            }

            fixed4 frag(v2f IN ) : SV_Target
            {
                //Round up the alpha color coming from the interpolator (to 1.0/256.0 steps)
                //The incoming alpha could have numerical instability, which makes it very sensible to
                //HDR color transparency blend, when it blends with the world's texture.
                const half alphaPrecision = half(0xff);
                const half invAlphaPrecision = half(1.0/alphaPrecision);
                IN.color.a = round(IN.color.a * alphaPrecision)*invAlphaPrecision;

                float2 texCoord363 = IN.texcoord.xy * float2( 1,1 ) + float2( 0,0 );
                float4 screenPos = IN.ase_texcoord3;
                float4 ase_screenPosNorm = screenPos / screenPos.w;
                #ifdef _ENABLESCREENTILING_ON
                ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
                float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
                float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_screenPosNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) );
                #else
                float2 staticSwitch2_g11656 = texCoord363;
                #endif
                float3 ase_worldPos = IN.ase_texcoord4.xyz;
                #ifdef _ENABLEWORLDTILING_ON
                float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
                float2 staticSwitch2_g11657 = ( ( ( (ase_worldPos).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) );
                #else
                float2 staticSwitch2_g11657 = staticSwitch2_g11656;
                #endif
                float2 originalUV460 = staticSwitch2_g11657;
                #ifdef _PIXELPERFECTUV_ON
                float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
                float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 );
                #else
                float2 staticSwitch449 = originalUV460;
                #endif
                float2 uvAfterPixelArt450 = staticSwitch449;
                #ifdef _SPRITESHEETFIX_ON
                float2 break14_g11660 = uvAfterPixelArt450;
                float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y));
                float2 spriteRectMin376 = appendResult374;
                float2 break11_g11660 = spriteRectMin376;
                float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w));
                float2 spriteRectMax377 = appendResult375;
                float2 break10_g11660 = spriteRectMax377;
                float2 break9_g11660 = float2( 0,0 );
                float2 break8_g11660 = float2( 1,1 );
                float2 appendResult15_g11660 = (float2((break9_g11660.x + (break14_g11660.x - break11_g11660.x) * (break8_g11660.x - break9_g11660.x) / (break10_g11660.x - break11_g11660.x)) , (break9_g11660.y + (break14_g11660.y - break11_g11660.y) * (break8_g11660.y - break9_g11660.y) / (break10_g11660.y - break11_g11660.y))));
                float2 staticSwitch366 = appendResult15_g11660;
                #else
                float2 staticSwitch366 = uvAfterPixelArt450;
                #endif
                float2 fixedUV475 = staticSwitch366;
                float2 temp_output_3_0_g11663 = fixedUV475;
                #ifdef _ENABLEWIND_ON
                #ifdef _WINDLOCALWIND_ON
                float staticSwitch117_g11664 = _WindMinIntensity;
                #else
                float staticSwitch117_g11664 = WindMinIntensity;
                #endif
                #endif
                #ifdef _ENABLEWIND_ON
                #ifdef _WINDLOCALWIND_ON
                float staticSwitch118_g11664 = _WindMaxIntensity;
                #else
                float staticSwitch118_g11664 = WindMaxIntensity;
                #endif
                #endif
                float4 transform62_g11664 = mul(unity_WorldToObject,float4( 0,0,0,1 ));
                #ifdef _ENABLEWIND_ON
                #ifdef _WINDISPARALLAX_ON
                float staticSwitch111_g11664 = _WindXPosition;
                #else
                float staticSwitch111_g11664 = transform62_g11664.x;
                #endif
                #endif
                #ifdef _ENABLEWIND_ON
                #ifdef _WINDLOCALWIND_ON
                float staticSwitch113_g11664 = _WindNoiseScale;
                #else
                float staticSwitch113_g11664 = WindNoiseScale;
                #endif
                #endif
                #ifdef _TOGGLECUSTOMTIME_ON
                float staticSwitch44_g11661 = _TimeValue;
                #else
                float staticSwitch44_g11661 = _Time.y;
                #endif
                #ifdef _TOGGLEUNSCALEDTIME_ON
                float staticSwitch34_g11661 = UnscaledTime;
                #else
                float staticSwitch34_g11661 = staticSwitch44_g11661;
                #endif
                #ifdef _TOGGLETIMESPEED_ON
                float staticSwitch37_g11661 = ( staticSwitch34_g11661 * _TimeSpeed );
                #else
                float staticSwitch37_g11661 = staticSwitch34_g11661;
                #endif
                #ifdef _TOGGLETIMEFPS_ON
                float staticSwitch38_g11661 = ( floor( ( staticSwitch37_g11661 * _TimeFPS ) ) / _TimeFPS );
                #else
                float staticSwitch38_g11661 = staticSwitch37_g11661;
                #endif
                #ifdef _TOGGLETIMEFREQUENCY_ON
                float staticSwitch42_g11661 = ( ( sin( ( staticSwitch38_g11661 * _TimeFrequency ) ) * _TimeRange ) + 100.0 );
                #else
                float staticSwitch42_g11661 = staticSwitch38_g11661;
                #endif
                float shaderTime237 = staticSwitch42_g11661;
                #ifdef _ENABLEWIND_ON
                #ifdef _WINDLOCALWIND_ON
                float staticSwitch125_g11664 = ( shaderTime237 * _WindNoiseSpeed );
                #else
                float staticSwitch125_g11664 = WindTime;
                #endif
                float temp_output_50_0_g11664 = ( ( staticSwitch111_g11664 * staticSwitch113_g11664 ) + staticSwitch125_g11664 );
                float x101_g11664 = temp_output_50_0_g11664;
                float localFastNoise101_g11664 = FastNoise101_g11664( x101_g11664 );
                float2 temp_cast_0 = (temp_output_50_0_g11664).xx;
                float simplePerlin2D121_g11664 = snoise( temp_cast_0*0.5 );
                simplePerlin2D121_g11664 = simplePerlin2D121_g11664*0.5 + 0.5;
                #ifdef _WINDHIGHQUALITYNOISE_ON
                float staticSwitch123_g11664 = simplePerlin2D121_g11664;
                #else
                float staticSwitch123_g11664 = ( localFastNoise101_g11664 + 0.5 );
                #endif
                float lerpResult86_g11664 = lerp( staticSwitch117_g11664 , staticSwitch118_g11664 , staticSwitch123_g11664);
                float clampResult29_g11664 = clamp( ( ( _WindRotationWindFactor * lerpResult86_g11664 ) + _WindRotation ) , -_WindMaxRotation , _WindMaxRotation );
                float2 temp_output_1_0_g11664 = temp_output_3_0_g11663;
                float temp_output_39_0_g11664 = ( temp_output_1_0_g11664.y + _WindFlip );
                float3 appendResult43_g11664 = (float3(0.5 , -_WindFlip , 0.0));
                float2 appendResult27_g11664 = (float2(0.0 , ( _WindSquishFactor * min( ( ( _WindSquishWindFactor * abs( lerpResult86_g11664 ) ) + abs( _WindRotation ) ) , _WindMaxRotation ) * temp_output_39_0_g11664 )));
                float3 rotatedValue19_g11664 = RotateAroundAxis( appendResult43_g11664, float3( ( appendResult27_g11664 + temp_output_1_0_g11664 ) ,  0.0 ), float3( 0,0,1 ), ( clampResult29_g11664 * temp_output_39_0_g11664 ) );
                float2 staticSwitch4_g11663 = (rotatedValue19_g11664).xy;
                #else
                float2 staticSwitch4_g11663 = temp_output_3_0_g11663;
                #endif
                float2 texCoord435 = IN.texcoord.xy * float2( 1,1 ) + float2( 0,0 );
                #ifdef _PIXELPERFECTSPACE_ON
                float2 temp_output_432_0 = (_MainTex_TexelSize).zw;
                float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 );
                #else
                float2 staticSwitch437 = texCoord435;
                #endif
                float2 temp_output_61_0_g11662 = staticSwitch437;
                float3 ase_objectScale = float3( length( unity_ObjectToWorld[ 0 ].xyz ), length( unity_ObjectToWorld[ 1 ].xyz ), length( unity_ObjectToWorld[ 2 ].xyz ) );
                float2 texCoord23_g11662 = IN.texcoord.xy * float2( 1,1 ) + float2( 0,0 );
#ifdef _SHADERSPACE_UI_GRAPHIC
                float2 appendResult28_g11662 = (float2(_RectWidth , _RectHeight));
				#endif
                #if defined( _SHADERSPACE_UV )
                float2 staticSwitch1_g11662 = ( temp_output_61_0_g11662 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
                #elif defined( _SHADERSPACE_UV_RAW )
                float2 staticSwitch1_g11662 = temp_output_61_0_g11662;
                #elif defined( _SHADERSPACE_OBJECT )
                float2 staticSwitch1_g11662 = (IN.ase_texcoord5.xyz).xy;
                #elif defined( _SHADERSPACE_OBJECT_SCALED )
                float2 staticSwitch1_g11662 = ( (IN.ase_texcoord5.xyz).xy * (ase_objectScale).xy );
                #elif defined( _SHADERSPACE_WORLD )
                float2 staticSwitch1_g11662 = (ase_worldPos).xy;
                #elif defined( _SHADERSPACE_UI_GRAPHIC )
                float2 staticSwitch1_g11662 = ( texCoord23_g11662 * ( appendResult28_g11662 / _PixelsPerUnit ) );
                #elif defined( _SHADERSPACE_SCREEN )
                float2 staticSwitch1_g11662 = ( ( (ase_screenPosNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / _ScreenWidthUnits ) );
                #else
                float2 staticSwitch1_g11662 = ( temp_output_61_0_g11662 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
                #endif
                float2 shaderPosition235 = staticSwitch1_g11662;
                #ifdef _ENABLEFULLDISTORTION_ON
                float2 temp_output_195_0_g11665 = shaderPosition235;
                float linValue16_g11666 = tex2D( _UberNoiseTexture, ( temp_output_195_0_g11665 * _FullDistortionNoiseScale ) ).r;
                float localMyCustomExpression16_g11666 = MyCustomExpression16_g11666( linValue16_g11666 );
                float linValue16_g11667 = tex2D( _UberNoiseTexture, ( ( temp_output_195_0_g11665 + float2( 0.321,0.321 ) ) * _FullDistortionNoiseScale ) ).r;
                float localMyCustomExpression16_g11667 = MyCustomExpression16_g11667( linValue16_g11667 );
                float2 appendResult189_g11665 = (float2(( localMyCustomExpression16_g11666 - 0.5 ) , ( localMyCustomExpression16_g11667 - 0.5 )));
                float2 staticSwitch83 = ( staticSwitch4_g11663 + ( ( 1.0 - _FullDistortionFade ) * appendResult189_g11665 * _FullDistortionDistortion ) );
                #else
                float2 staticSwitch83 = staticSwitch4_g11663;
                #endif
                #ifdef _ENABLEDIRECTIONALDISTORTION_ON
                float2 temp_output_182_0_g11668 = shaderPosition235;
                float linValue16_g11670 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11668 * _DirectionalDistortionDistortionScale ) ).r;
                float localMyCustomExpression16_g11670 = MyCustomExpression16_g11670( linValue16_g11670 );
                float3 rotatedValue168_g11668 = RotateAroundAxis( float3( 0,0,0 ), float3( _DirectionalDistortionDistortion ,  0.0 ), float3( 0,0,1 ), ( ( ( localMyCustomExpression16_g11670 - 0.5 ) * 2.0 * _DirectionalDistortionRandomDirection ) * UNITY_PI ) );
                float3 rotatedValue136_g11668 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_182_0_g11668 ,  0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalDistortionRotation / 180.0 ) + -0.25 ) * UNITY_PI ) );
                float3 break130_g11668 = rotatedValue136_g11668;
                float linValue16_g11669 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11668 * _DirectionalDistortionNoiseScale ) ).r;
                float localMyCustomExpression16_g11669 = MyCustomExpression16_g11669( linValue16_g11669 );
                float clampResult154_g11668 = clamp( ( ( break130_g11668.x + break130_g11668.y + _DirectionalDistortionFade + ( localMyCustomExpression16_g11669 * _DirectionalDistortionNoiseFactor ) ) / max( _DirectionalDistortionWidth , 0.001 ) ) , 0.0 , 1.0 );
                float2 staticSwitch82 = ( staticSwitch83 + ( (rotatedValue168_g11668).xy * ( 1.0 - (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11668 ) ):( clampResult154_g11668 )) ) ) );
                #else
                float2 staticSwitch82 = staticSwitch83;
                #endif
                #ifdef _ENABLEHOLOGRAM_ON
                float temp_output_81_0_g11673 = 0.5;
                float temp_output_8_0_g11673 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11673 * 0.2 ) ) + ase_screenPosNorm.y ) / temp_output_81_0_g11673 );
                float2 temp_cast_4 = (temp_output_8_0_g11673).xx;
                float2 temp_cast_5 = (_HologramDistortionDensity).xx;
                float linValue16_g11675 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r;
                float localMyCustomExpression16_g11675 = MyCustomExpression16_g11675( linValue16_g11675 );
                float clampResult75_g11673 = clamp( localMyCustomExpression16_g11675 , 0.075 , 0.6 );
                float2 temp_cast_6 = (temp_output_8_0_g11673).xx;
                float2 temp_cast_7 = (_HologramDistortionScale).xx;
                float linValue16_g11676 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r;
                float localMyCustomExpression16_g11676 = MyCustomExpression16_g11676( linValue16_g11676 );
                float2 appendResult2_g11674 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
                float hologramFade182 = _HologramFade;
                float2 appendResult44_g11673 = (float2(( ( ( clampResult75_g11673 * ( localMyCustomExpression16_g11676 - 0.5 ) ) * _HologramDistortionOffset * ( 100.0 / appendResult2_g11674 ).x ) * hologramFade182 ) , 0.0));
                float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11673 );
                #else
                float2 staticSwitch59 = staticSwitch82;
                #endif
                #ifdef _ENABLEGLITCH_ON
                float2 temp_output_18_0_g11671 = shaderPosition235;
                float2 glitchPosition154 = temp_output_18_0_g11671;
                float linValue16_g11729 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r;
                float localMyCustomExpression16_g11729 = MyCustomExpression16_g11729( linValue16_g11729 );
                float linValue16_g11672 = tex2D( _UberNoiseTexture, ( ( temp_output_18_0_g11671 + ( _GlitchMaskSpeed * shaderTime237 ) ) * _GlitchMaskScale ) ).r;
                float localMyCustomExpression16_g11672 = MyCustomExpression16_g11672( linValue16_g11672 );
                float glitchFade152 = ( max( localMyCustomExpression16_g11672 , _GlitchMaskMin ) * _GlitchFade );
                float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11729 - 0.5 ) * _GlitchDistortion * glitchFade152 ) );
                #else
                float2 staticSwitch62 = staticSwitch59;
                #endif
                float2 temp_output_1_0_g11730 = staticSwitch62;
                float2 temp_output_26_0_g11730 = shaderPosition235;
                float temp_output_25_0_g11730 = shaderTime237;
                #ifdef _ENABLEUVDISTORT_ON
                float linValue16_g11740 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11730 + ( _UVDistortSpeed * temp_output_25_0_g11730 ) ) * _UVDistortNoiseScale ) ).r;
                float localMyCustomExpression16_g11740 = MyCustomExpression16_g11740( linValue16_g11740 );
                float2 lerpResult21_g11737 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11740);
                float2 appendResult2_g11739 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
                float2 uv_UVDistortMask = IN.texcoord.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw;
                float4 tex2DNode3_g11738 = tex2D( _UVDistortMask, uv_UVDistortMask );
                #ifdef _UVDISTORTMASKTOGGLE_ON
                float staticSwitch29_g11737 = ( _UVDistortFade * ( tex2DNode3_g11738.r * tex2DNode3_g11738.a ) );
                #else
                float staticSwitch29_g11737 = _UVDistortFade;
                #endif
                float2 staticSwitch5_g11730 = ( temp_output_1_0_g11730 + ( lerpResult21_g11737 * ( 100.0 / appendResult2_g11739 ) * staticSwitch29_g11737 ) );
                #else
                float2 staticSwitch5_g11730 = temp_output_1_0_g11730;
                #endif
                #ifdef _ENABLESQUEEZE_ON
                float2 temp_output_1_0_g11736 = staticSwitch5_g11730;
                float2 staticSwitch7_g11730 = ( temp_output_1_0_g11736 + ( ( temp_output_1_0_g11736 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11736 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) );
                #else
                float2 staticSwitch7_g11730 = staticSwitch5_g11730;
                #endif
                #ifdef _ENABLESINEROTATE_ON
                float3 rotatedValue36_g11735 = RotateAroundAxis( float3( _SineRotatePivot ,  0.0 ), float3( staticSwitch7_g11730 ,  0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11730 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * UNITY_PI ) * _SineRotateFade ) );
                float2 staticSwitch9_g11730 = (rotatedValue36_g11735).xy;
                #else
                float2 staticSwitch9_g11730 = staticSwitch7_g11730;
                #endif
                #ifdef _ENABLEUVROTATE_ON
                float3 rotatedValue8_g11734 = RotateAroundAxis( float3( _UVRotatePivot ,  0.0 ), float3( staticSwitch9_g11730 ,  0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11730 * _UVRotateSpeed * UNITY_PI ) );
                float2 staticSwitch16_g11730 = (rotatedValue8_g11734).xy;
                #else
                float2 staticSwitch16_g11730 = staticSwitch9_g11730;
                #endif
                #ifdef _ENABLEUVSCROLL_ON
                float2 staticSwitch14_g11730 = ( ( _UVScrollSpeed * temp_output_25_0_g11730 ) + staticSwitch16_g11730 );
                #else
                float2 staticSwitch14_g11730 = staticSwitch16_g11730;
                #endif
                #ifdef _ENABLEPIXELATE_ON
                float2 appendResult35_g11732 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
                float2 MultFactor30_g11732 = ( ( _PixelatePixelDensity * ( appendResult35_g11732 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) );
                float2 clampResult46_g11732 = clamp( ( floor( ( MultFactor30_g11732 * ( staticSwitch14_g11730 + ( float2( 0.5,0.5 ) / MultFactor30_g11732 ) ) ) ) / MultFactor30_g11732 ) , float2( 0,0 ) , float2( 1,1 ) );
                float2 staticSwitch4_g11730 = clampResult46_g11732;
                #else
                float2 staticSwitch4_g11730 = staticSwitch14_g11730;
                #endif
                #ifdef _ENABLEUVSCALE_ON
                float2 staticSwitch24_g11730 = ( ( ( staticSwitch4_g11730 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot );
                #else
                float2 staticSwitch24_g11730 = staticSwitch4_g11730;
                #endif
                float2 temp_output_1_0_g11741 = staticSwitch24_g11730;
                #ifdef _ENABLEWIGGLE_ON
                float temp_output_7_0_g11741 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11730.y + ( _WiggleSpeed * temp_output_25_0_g11730 ) ) ) ) * _WiggleOffset * _WiggleFade );
                #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON
                float staticSwitch18_g11741 = ( temp_output_7_0_g11741 * temp_output_1_0_g11741.y );
                #else
                float staticSwitch18_g11741 = temp_output_7_0_g11741;
                #endif
                float2 appendResult12_g11741 = (float2(staticSwitch18_g11741 , 0.0));
                float2 staticSwitch13_g11741 = ( temp_output_1_0_g11741 + appendResult12_g11741 );
                #else
                float2 staticSwitch13_g11741 = temp_output_1_0_g11741;
                #endif
                float2 temp_output_484_0 = staticSwitch13_g11741;
                float2 texCoord131 = IN.texcoord.xy * float2( 1,1 ) + float2( 0,0 );
#ifdef _SHADERFADING_MASK
                float2 uv_FadingMask = IN.texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
				#endif
#ifdef _SHADERFADING_MASK
                float4 tex2DNode3_g11727 = tex2D( _FadingMask, uv_FadingMask );
				#endif
                float temp_output_4_0_g11725 = max( _FadingWidth , 0.001 );
                float linValue16_g11726 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r;
                float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 );
                float clampResult14_g11725 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11725 ) ) - localMyCustomExpression16_g11726 ) / temp_output_4_0_g11725 ) , 0.0 , 1.0 );
                float2 temp_output_27_0_g11723 = shaderPosition235;
                float linValue16_g11724 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11723 * _FadingNoiseScale ) ).r;
                float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724( linValue16_g11724 );
#ifdef _SHADERFADING_SPREAD
                float clampResult3_g11723 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11723 ) + ( localMyCustomExpression16_g11724 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 );
				#endif
                #if defined( _SHADERFADING_NONE )
                float staticSwitch139 = _FadingFade;
                #elif defined( _SHADERFADING_FULL )
                float staticSwitch139 = _FadingFade;
                #elif defined( _SHADERFADING_MASK )
                float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) );
                #elif defined( _SHADERFADING_DISSOLVE )
                float staticSwitch139 = clampResult14_g11725;
                #elif defined( _SHADERFADING_SPREAD )
                float staticSwitch139 = clampResult3_g11723;
                #else
                float staticSwitch139 = _FadingFade;
                #endif
                float fullFade123 = staticSwitch139;
                float2 lerpResult130 = lerp( texCoord131 , temp_output_484_0 , fullFade123);
                #if defined( _SHADERFADING_NONE )
                float2 staticSwitch145 = temp_output_484_0;
                #elif defined( _SHADERFADING_FULL )
                float2 staticSwitch145 = lerpResult130;
                #elif defined( _SHADERFADING_MASK )
                float2 staticSwitch145 = lerpResult130;
                #elif defined( _SHADERFADING_DISSOLVE )
                float2 staticSwitch145 = lerpResult130;
                #elif defined( _SHADERFADING_SPREAD )
                float2 staticSwitch145 = lerpResult130;
                #else
                float2 staticSwitch145 = temp_output_484_0;
                #endif
                #ifdef _TILINGFIX_ON
                float2 staticSwitch485 = ( ( ( staticSwitch145 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
                #else
                float2 staticSwitch485 = staticSwitch145;
                #endif
                #ifdef _SPRITESHEETFIX_ON
                float2 break14_g11742 = staticSwitch485;
                float2 break11_g11742 = float2( 0,0 );
                float2 break10_g11742 = float2( 1,1 );
                float2 break9_g11742 = spriteRectMin376;
                float2 break8_g11742 = spriteRectMax377;
                float2 appendResult15_g11742 = (float2((break9_g11742.x + (break14_g11742.x - break11_g11742.x) * (break8_g11742.x - break9_g11742.x) / (break10_g11742.x - break11_g11742.x)) , (break9_g11742.y + (break14_g11742.y - break11_g11742.y) * (break8_g11742.y - break9_g11742.y) / (break10_g11742.y - break11_g11742.y))));
                float2 staticSwitch371 = min( max( appendResult15_g11742 , spriteRectMin376 ) , spriteRectMax377 );
                #else
                float2 staticSwitch371 = staticSwitch485;
                #endif
                #ifdef _PIXELPERFECTUV_ON
                float2 appendResult7_g11743 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
                float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11743 ) ) / appendResult7_g11743 ) );
                #else
                float2 staticSwitch427 = staticSwitch371;
                #endif
                float2 finalUV146 = staticSwitch427;
                float2 temp_output_1_0_g11744 = finalUV146;
                #ifdef _ENABLESMOOTHPIXELART_ON
                sampler2D tex3_g11745 = _MainTex;
                float4 textureTexelSize3_g11745 = _MainTex_TexelSize;
                float2 uvs3_g11745 = temp_output_1_0_g11744;
                float4 localtexturePointSmooth3_g11745 = texturePointSmooth( tex3_g11745 , textureTexelSize3_g11745 , uvs3_g11745 );
                float4 staticSwitch8_g11744 = localtexturePointSmooth3_g11745;
                #else
                float4 staticSwitch8_g11744 = tex2D( _MainTex, temp_output_1_0_g11744 );
                #endif
                #ifdef _ENABLEGAUSSIANBLUR_ON
                float temp_output_10_0_g11746 = ( _GaussianBlurOffset * _GaussianBlurFade * 0.005 );
                float temp_output_2_0_g11756 = temp_output_10_0_g11746;
                float2 appendResult16_g11756 = (float2(temp_output_2_0_g11756 , 0.0));
                float2 appendResult25_g11758 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
                float2 temp_output_26_0_g11758 = ( appendResult16_g11756 * appendResult25_g11758 );
                float2 temp_output_7_0_g11746 = temp_output_1_0_g11744;
                float2 temp_output_1_0_g11756 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( 1,1 ) ) );
                float2 temp_output_1_0_g11758 = temp_output_1_0_g11756;
                float2 appendResult17_g11756 = (float2(0.0 , temp_output_2_0_g11756));
                float2 appendResult25_g11757 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
                float2 temp_output_26_0_g11757 = ( appendResult17_g11756 * appendResult25_g11757 );
                float2 temp_output_1_0_g11757 = temp_output_1_0_g11756;
                float temp_output_2_0_g11747 = temp_output_10_0_g11746;
                float2 appendResult16_g11747 = (float2(temp_output_2_0_g11747 , 0.0));
                float2 appendResult25_g11749 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
                float2 temp_output_26_0_g11749 = ( appendResult16_g11747 * appendResult25_g11749 );
                float2 temp_output_1_0_g11747 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( -1,1 ) ) );
                float2 temp_output_1_0_g11749 = temp_output_1_0_g11747;
                float2 appendResult17_g11747 = (float2(0.0 , temp_output_2_0_g11747));
                float2 appendResult25_g11748 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
                float2 temp_output_26_0_g11748 = ( appendResult17_g11747 * appendResult25_g11748 );
                float2 temp_output_1_0_g11748 = temp_output_1_0_g11747;
                float temp_output_2_0_g11753 = temp_output_10_0_g11746;
                float2 appendResult16_g11753 = (float2(temp_output_2_0_g11753 , 0.0));
                float2 appendResult25_g11755 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
                float2 temp_output_26_0_g11755 = ( appendResult16_g11753 * appendResult25_g11755 );
                float2 temp_output_1_0_g11753 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( -1,-1 ) ) );
                float2 temp_output_1_0_g11755 = temp_output_1_0_g11753;
                float2 appendResult17_g11753 = (float2(0.0 , temp_output_2_0_g11753));
                float2 appendResult25_g11754 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
                float2 temp_output_26_0_g11754 = ( appendResult17_g11753 * appendResult25_g11754 );
                float2 temp_output_1_0_g11754 = temp_output_1_0_g11753;
                float temp_output_2_0_g11750 = temp_output_10_0_g11746;
                float2 appendResult16_g11750 = (float2(temp_output_2_0_g11750 , 0.0));
                float2 appendResult25_g11752 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
                float2 temp_output_26_0_g11752 = ( appendResult16_g11750 * appendResult25_g11752 );
                float2 temp_output_1_0_g11750 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( 1,-1 ) ) );
                float2 temp_output_1_0_g11752 = temp_output_1_0_g11750;
                float2 appendResult17_g11750 = (float2(0.0 , temp_output_2_0_g11750));
                float2 appendResult25_g11751 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
                float2 temp_output_26_0_g11751 = ( appendResult17_g11750 * appendResult25_g11751 );
                float2 temp_output_1_0_g11751 = temp_output_1_0_g11750;
                float4 staticSwitch3_g11744 = ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11758 + temp_output_1_0_g11758 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11758 + temp_output_1_0_g11758 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11757 + temp_output_1_0_g11757 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11757 + temp_output_1_0_g11757 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11755 + temp_output_1_0_g11755 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11755 + temp_output_1_0_g11755 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11754 + temp_output_1_0_g11754 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11754 + temp_output_1_0_g11754 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) ) ) ) * 0.0625 );
                #else
                float4 staticSwitch3_g11744 = staticSwitch8_g11744;
                #endif
                #ifdef _ENABLESHARPEN_ON
                float2 temp_output_1_0_g11759 = temp_output_1_0_g11744;
                float4 tex2DNode4_g11759 = tex2D( _MainTex, temp_output_1_0_g11759 );
                float temp_output_2_0_g11760 = _SharpenOffset;
                float2 appendResult16_g11760 = (float2(temp_output_2_0_g11760 , 0.0));
                float2 appendResult25_g11762 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
                float2 temp_output_26_0_g11762 = ( appendResult16_g11760 * appendResult25_g11762 );
                float2 temp_output_1_0_g11760 = temp_output_1_0_g11759;
                float2 temp_output_1_0_g11762 = temp_output_1_0_g11760;
                float2 appendResult17_g11760 = (float2(0.0 , temp_output_2_0_g11760));
                float2 appendResult25_g11761 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
                float2 temp_output_26_0_g11761 = ( appendResult17_g11760 * appendResult25_g11761 );
                float2 temp_output_1_0_g11761 = temp_output_1_0_g11760;
                float4 break22_g11759 = ( tex2DNode4_g11759 - ( ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11762 + temp_output_1_0_g11762 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11762 + temp_output_1_0_g11762 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11761 + temp_output_1_0_g11761 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11761 + temp_output_1_0_g11761 ) ) ) ) / 4.0 ) - tex2DNode4_g11759 ) * ( _SharpenFactor * _SharpenFade ) ) );
                float clampResult23_g11759 = clamp( break22_g11759.a , 0.0 , 1.0 );
                float4 appendResult24_g11759 = (float4(break22_g11759.r , break22_g11759.g , break22_g11759.b , clampResult23_g11759));
                float4 staticSwitch12_g11744 = appendResult24_g11759;
                #else
                float4 staticSwitch12_g11744 = staticSwitch3_g11744;
                #endif
                float4 temp_output_1_0_g12139 = staticSwitch12_g11744;
                #ifdef _ISTEXT_ON
                float4 appendResult6_g12139 = (float4(1.0 , 1.0 , 1.0 , temp_output_1_0_g12139.a));
                float4 staticSwitch2_g12139 = appendResult6_g12139;
                #else
                float4 staticSwitch2_g12139 = temp_output_1_0_g12139;
                #endif
                #ifdef _ISTEXTMESHPRO_ON
                float4 break8_g12139 = staticSwitch2_g12139;
                float clampResult14_g12139 = clamp( ( ( break8_g12139.a + _TMPThickness ) * ( _TMPSmoothness / ( 1.0 + _TMPThickness ) ) ) , 0.0 , 1.0 );
                float4 appendResult13_g12139 = (float4(break8_g12139.r , break8_g12139.g , break8_g12139.b , clampResult14_g12139));
                float4 staticSwitch3_g12139 = appendResult13_g12139;
                #else
                float4 staticSwitch3_g12139 = staticSwitch2_g12139;
                #endif
                float4 temp_output_494_0 = staticSwitch3_g12139;
                #ifdef _VERTEXTINTFIRST_ON
                float4 temp_output_1_0_g12140 = temp_output_494_0;
                float4 appendResult8_g12140 = (float4(( (temp_output_1_0_g12140).rgb * (IN.color).rgb ) , temp_output_1_0_g12140.a));
                float4 staticSwitch354 = appendResult8_g12140;
                #else
                float4 staticSwitch354 = temp_output_494_0;
                #endif
                float4 originalColor191 = staticSwitch354;
                float4 temp_output_1_0_g12141 = originalColor191;
                float4 temp_output_1_0_g12142 = temp_output_1_0_g12141;
                float2 temp_output_7_0_g12141 = finalUV146;
                #ifdef _ENABLESMOKE_ON
                float2 temp_output_43_0_g12142 = temp_output_7_0_g12141;
                float2 temp_cast_17 = (_SmokeNoiseScale).xx;
                float linValue16_g12143 = tex2D( _UberNoiseTexture, ( ( ( IN.color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g12142 ) * temp_cast_17 ) ).r;
                float localMyCustomExpression16_g12143 = MyCustomExpression16_g12143( linValue16_g12143 );
                float clampResult28_g12142 = clamp( ( ( ( localMyCustomExpression16_g12143 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( IN.color.a / 2.5 ) - distance( temp_output_43_0_g12142 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 );
                float3 lerpResult34_g12142 = lerp( (temp_output_1_0_g12142).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g12142 ) * _SmokeDarkEdge ));
                float4 appendResult31_g12142 = (float4(lerpResult34_g12142 , ( clampResult28_g12142 * _SmokeAlpha * temp_output_1_0_g12142.a )));
                float4 staticSwitch2_g12141 = appendResult31_g12142;
                #else
                float4 staticSwitch2_g12141 = temp_output_1_0_g12141;
                #endif
                #ifdef _ENABLECUSTOMFADE_ON
                float4 temp_output_1_0_g12144 = staticSwitch2_g12141;
                float2 temp_output_57_0_g12144 = temp_output_7_0_g12141;
                float4 tex2DNode3_g12144 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g12144 );
                float linValue16_g12145 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g12144 * _CustomFadeNoiseScale ) ).r;
                float localMyCustomExpression16_g12145 = MyCustomExpression16_g12145( linValue16_g12145 );
                float clampResult37_g12144 = clamp( ( ( ( IN.color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g12144.r + ( localMyCustomExpression16_g12145 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 );
                float4 appendResult13_g12144 = (float4((temp_output_1_0_g12144).rgb , ( temp_output_1_0_g12144.a * pow( clampResult37_g12144 , ( _CustomFadeSmoothness / max( tex2DNode3_g12144.r , 0.05 ) ) ) * _CustomFadeAlpha )));
                float4 staticSwitch3_g12141 = appendResult13_g12144;
                #else
                float4 staticSwitch3_g12141 = staticSwitch2_g12141;
                #endif
                float4 temp_output_1_0_g12146 = staticSwitch3_g12141;
                #ifdef _ENABLECHECKERBOARD_ON
                float4 temp_output_1_0_g12147 = temp_output_1_0_g12146;
                float2 appendResult4_g12147 = (float2(ase_worldPos.x , ase_worldPos.y));
                float2 temp_output_44_0_g12147 = ( appendResult4_g12147 * _CheckerboardTiling * 0.5 );
                float2 break12_g12147 = step( ( ceil( temp_output_44_0_g12147 ) - temp_output_44_0_g12147 ) , float2( 0.5,0.5 ) );
                float4 appendResult42_g12147 = (float4(( (temp_output_1_0_g12147).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g12147.x + break12_g12147.y ) ) ) , 1.0 ) ) , temp_output_1_0_g12147.a));
                float4 staticSwitch2_g12146 = appendResult42_g12147;
                #else
                float4 staticSwitch2_g12146 = temp_output_1_0_g12146;
                #endif
                #ifdef _ENABLEFLAME_ON
                float2 temp_output_75_0_g12148 = finalUV146;
                float linValue16_g12149 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g12148 ) * _FlameNoiseScale ) ).r;
                float localMyCustomExpression16_g12149 = MyCustomExpression16_g12149( linValue16_g12149 );
                float saferPower57_g12148 = abs( max( ( temp_output_75_0_g12148.y - 0.2 ) , 0.0 ) );
                float temp_output_47_0_g12148 = max( _FlameRadius , 0.01 );
                float clampResult70_g12148 = clamp( ( ( ( localMyCustomExpression16_g12149 * pow( saferPower57_g12148 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g12148 - distance( temp_output_75_0_g12148 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g12148 ) ) * _FlameSmooth ) , 0.0 , 1.0 );
                float temp_output_63_0_g12148 = ( clampResult70_g12148 * _FlameBrightness );
                float4 appendResult31_g12148 = (float4(temp_output_63_0_g12148 , temp_output_63_0_g12148 , temp_output_63_0_g12148 , clampResult70_g12148));
                float4 staticSwitch6_g12146 = ( appendResult31_g12148 * staticSwitch2_g12146 );
                #else
                float4 staticSwitch6_g12146 = staticSwitch2_g12146;
                #endif
                float4 temp_output_3_0_g12150 = staticSwitch6_g12146;
                float4 temp_output_1_0_g12182 = temp_output_3_0_g12150;
                float4 appendResult91_g12182 = (float4((temp_output_1_0_g12182).rgb , 1.0));
                float2 temp_output_1_0_g12150 = finalUV146;
                #ifdef _ENABLERECOLORRGB_ON
                #ifdef _RECOLORRGBTEXTURETOGGLE_ON
                float4 staticSwitch81_g12182 = tex2D( _RecolorRGBTexture, temp_output_1_0_g12150 );
                #else
                float4 staticSwitch81_g12182 = appendResult91_g12182;
                #endif
                float3 break82_g12182 = (staticSwitch81_g12182).xyz;
                float temp_output_84_0_g12182 = max( ( break82_g12182.x + break82_g12182.y + break82_g12182.z ) , 0.001 );
                float4 break71_g12182 = ( ( _RecolorRGBRedTint * ( break82_g12182.x / temp_output_84_0_g12182 ) ) + ( _RecolorRGBGreenTint * ( break82_g12182.y / temp_output_84_0_g12182 ) ) + ( ( break82_g12182.z / temp_output_84_0_g12182 ) * _RecolorRGBBlueTint ) );
                float3 appendResult56_g12182 = (float3(break71_g12182.r , break71_g12182.g , break71_g12182.b));
                float4 break2_g12183 = temp_output_1_0_g12182;
                float saferPower57_g12182 = abs( ( ( break2_g12183.x + break2_g12183.x + break2_g12183.y + break2_g12183.y + break2_g12183.y + break2_g12183.z ) / 6.0 ) );
                float3 lerpResult26_g12182 = lerp( (temp_output_1_0_g12182).rgb , ( appendResult56_g12182 * pow( saferPower57_g12182 , ( max( break71_g12182.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g12182.w * _RecolorRGBFade ));
                float4 appendResult30_g12182 = (float4(lerpResult26_g12182 , temp_output_1_0_g12182.a));
                float4 staticSwitch43_g12150 = appendResult30_g12182;
                #else
                float4 staticSwitch43_g12150 = temp_output_3_0_g12150;
                #endif
                float4 temp_output_1_0_g12180 = staticSwitch43_g12150;
                #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON
                float4 staticSwitch62_g12180 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g12150 );
                #else
                float4 staticSwitch62_g12180 = temp_output_1_0_g12180;
                #endif
                float3 hsvTorgb33_g12180 = RGBToHSV( staticSwitch62_g12180.rgb );
                float temp_output_43_0_g12180 = ( ( hsvTorgb33_g12180.x + 0.08333334 ) % 1.0 );
                float4 ifLocalVar46_g12180 = 0;
                if( temp_output_43_0_g12180 >= 0.8333333 )
                ifLocalVar46_g12180 = _RecolorRGBYCPPurpleTint;
                else
                ifLocalVar46_g12180 = _RecolorRGBYCPBlueTint;
                float4 ifLocalVar44_g12180 = 0;
                if( temp_output_43_0_g12180 <= 0.6666667 )
                ifLocalVar44_g12180 = _RecolorRGBYCPCyanTint;
                else
                ifLocalVar44_g12180 = ifLocalVar46_g12180;
                float4 ifLocalVar47_g12180 = 0;
                if( temp_output_43_0_g12180 <= 0.3333333 )
                ifLocalVar47_g12180 = _RecolorRGBYCPYellowTint;
                else
                ifLocalVar47_g12180 = _RecolorRGBYCPGreenTint;
                float4 ifLocalVar45_g12180 = 0;
                if( temp_output_43_0_g12180 <= 0.1666667 )
                ifLocalVar45_g12180 = _RecolorRGBYCPRedTint;
                else
                ifLocalVar45_g12180 = ifLocalVar47_g12180;
                float4 ifLocalVar35_g12180 = 0;
                if( temp_output_43_0_g12180 >= 0.5 )
                ifLocalVar35_g12180 = ifLocalVar44_g12180;
                else
                ifLocalVar35_g12180 = ifLocalVar45_g12180;
                #ifdef _ENABLERECOLORRGBYCP_ON
                float4 break55_g12180 = ifLocalVar35_g12180;
                float3 appendResult56_g12180 = (float3(break55_g12180.r , break55_g12180.g , break55_g12180.b));
                float4 break2_g12181 = temp_output_1_0_g12180;
                float saferPower57_g12180 = abs( ( ( break2_g12181.x + break2_g12181.x + break2_g12181.y + break2_g12181.y + break2_g12181.y + break2_g12181.z ) / 6.0 ) );
                float3 lerpResult26_g12180 = lerp( (temp_output_1_0_g12180).rgb , ( appendResult56_g12180 * pow( saferPower57_g12180 , max( ( break55_g12180.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g12180.z * _RecolorRGBYCPFade ));
                float4 appendResult30_g12180 = (float4(lerpResult26_g12180 , temp_output_1_0_g12180.a));
                float4 staticSwitch9_g12150 = appendResult30_g12180;
                #else
                float4 staticSwitch9_g12150 = staticSwitch43_g12150;
                #endif
                #ifdef _ENABLECOLORREPLACE_ON
                float4 temp_output_1_0_g12154 = staticSwitch9_g12150;
                float3 temp_output_2_0_g12154 = (temp_output_1_0_g12154).rgb;
                float3 In115_g12154 = temp_output_2_0_g12154;
                float3 From115_g12154 = (_ColorReplaceFromColor).rgb;
                float4 break2_g12155 = temp_output_1_0_g12154;
                float3 To115_g12154 = ( pow( max( ( ( break2_g12155.x + break2_g12155.x + break2_g12155.y + break2_g12155.y + break2_g12155.y + break2_g12155.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb );
                float Fuzziness115_g12154 = _ColorReplaceSmoothness;
                float Range115_g12154 = _ColorReplaceRange;
                float3 localMyCustomExpression115_g12154 = MyCustomExpression115_g12154( In115_g12154 , From115_g12154 , To115_g12154 , Fuzziness115_g12154 , Range115_g12154 );
                float3 lerpResult112_g12154 = lerp( temp_output_2_0_g12154 , localMyCustomExpression115_g12154 , _ColorReplaceFade);
                float4 appendResult4_g12154 = (float4(lerpResult112_g12154 , temp_output_1_0_g12154.a));
                float4 staticSwitch29_g12150 = appendResult4_g12154;
                #else
                float4 staticSwitch29_g12150 = staticSwitch9_g12150;
                #endif
                float4 temp_output_1_0_g12167 = staticSwitch29_g12150;
                #ifdef _ENABLENEGATIVE_ON
                float3 temp_output_9_0_g12167 = (temp_output_1_0_g12167).rgb;
                float3 lerpResult3_g12167 = lerp( temp_output_9_0_g12167 , ( 1.0 - temp_output_9_0_g12167 ) , _NegativeFade);
                float4 appendResult8_g12167 = (float4(lerpResult3_g12167 , temp_output_1_0_g12167.a));
                float4 staticSwitch4_g12167 = appendResult8_g12167;
                #else
                float4 staticSwitch4_g12167 = temp_output_1_0_g12167;
                #endif
                float4 temp_output_57_0_g12150 = staticSwitch4_g12167;
                #ifdef _ENABLECONTRAST_ON
                float4 temp_output_1_0_g12190 = temp_output_57_0_g12150;
                float3 temp_cast_32 = (max( _Contrast , 0.0001 )).xxx;
                float4 appendResult4_g12190 = (float4(pow( max( (temp_output_1_0_g12190).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_32 ) , temp_output_1_0_g12190.a));
                float4 staticSwitch32_g12150 = appendResult4_g12190;
                #else
                float4 staticSwitch32_g12150 = temp_output_57_0_g12150;
                #endif
                #ifdef _ENABLEBRIGHTNESS_ON
                float4 temp_output_2_0_g12165 = staticSwitch32_g12150;
                float4 appendResult6_g12165 = (float4(( (temp_output_2_0_g12165).rgb * _Brightness ) , temp_output_2_0_g12165.a));
                float4 staticSwitch33_g12150 = appendResult6_g12165;
                #else
                float4 staticSwitch33_g12150 = staticSwitch32_g12150;
                #endif
                #ifdef _ENABLEHUE_ON
                float4 temp_output_2_0_g12166 = staticSwitch33_g12150;
                float3 hsvTorgb1_g12166 = RGBToHSV( temp_output_2_0_g12166.rgb );
                float3 hsvTorgb3_g12166 = HSVToRGB( float3(( hsvTorgb1_g12166.x + _Hue ),hsvTorgb1_g12166.y,hsvTorgb1_g12166.z) );
                float4 appendResult8_g12166 = (float4(hsvTorgb3_g12166 , temp_output_2_0_g12166.a));
                float4 staticSwitch36_g12150 = appendResult8_g12166;
                #else
                float4 staticSwitch36_g12150 = staticSwitch33_g12150;
                #endif
                #ifdef _ENABLESPLITTONING_ON
                float4 temp_output_1_0_g12184 = staticSwitch36_g12150;
                float4 break2_g12185 = temp_output_1_0_g12184;
                float temp_output_3_0_g12184 = ( ( break2_g12185.x + break2_g12185.x + break2_g12185.y + break2_g12185.y + break2_g12185.y + break2_g12185.z ) / 6.0 );
                float clampResult25_g12184 = clamp( ( ( ( ( temp_output_3_0_g12184 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 );
                float3 lerpResult6_g12184 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g12184);
                float3 lerpResult11_g12184 = lerp( (temp_output_1_0_g12184).rgb , ( lerpResult6_g12184 * pow( max( temp_output_3_0_g12184 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade);
                float4 appendResult18_g12184 = (float4(lerpResult11_g12184 , temp_output_1_0_g12184.a));
                float4 staticSwitch30_g12150 = appendResult18_g12184;
                #else
                float4 staticSwitch30_g12150 = staticSwitch36_g12150;
                #endif
                #ifdef _ENABLEBLACKTINT_ON
                float4 temp_output_1_0_g12162 = staticSwitch30_g12150;
                float3 temp_output_4_0_g12162 = (temp_output_1_0_g12162).rgb;
                float4 break12_g12162 = temp_output_1_0_g12162;
                float3 lerpResult7_g12162 = lerp( temp_output_4_0_g12162 , ( temp_output_4_0_g12162 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g12162.r , break12_g12162.g ) , break12_g12162.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) ));
                float3 lerpResult13_g12162 = lerp( temp_output_4_0_g12162 , lerpResult7_g12162 , _BlackTintFade);
                float4 appendResult11_g12162 = (float4(lerpResult13_g12162 , break12_g12162.a));
                float4 staticSwitch20_g12150 = appendResult11_g12162;
                #else
                float4 staticSwitch20_g12150 = staticSwitch30_g12150;
                #endif
                #ifdef _ENABLEINKSPREAD_ON
                float4 temp_output_1_0_g12176 = staticSwitch20_g12150;
                float4 break2_g12178 = temp_output_1_0_g12176;
                float2 temp_output_65_0_g12176 = shaderPosition235;
                float linValue16_g12177 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g12176 * _InkSpreadNoiseScale ) ).r;
                float localMyCustomExpression16_g12177 = MyCustomExpression16_g12177( linValue16_g12177 );
                float clampResult53_g12176 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g12176 ) ) + ( localMyCustomExpression16_g12177 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 );
                float3 lerpResult7_g12176 = lerp( (temp_output_1_0_g12176).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g12178.x + break2_g12178.x + break2_g12178.y + break2_g12178.y + break2_g12178.y + break2_g12178.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g12176 ));
                float4 appendResult9_g12176 = (float4(lerpResult7_g12176 , (temp_output_1_0_g12176).a));
                float4 staticSwitch17_g12150 = appendResult9_g12176;
                #else
                float4 staticSwitch17_g12150 = staticSwitch20_g12150;
                #endif
                float temp_output_39_0_g12150 = shaderTime237;
                #ifdef _ENABLESHIFTHUE_ON
                float4 temp_output_1_0_g12168 = staticSwitch17_g12150;
                float3 hsvTorgb15_g12168 = RGBToHSV( (temp_output_1_0_g12168).rgb );
                float3 hsvTorgb19_g12168 = HSVToRGB( float3(( ( temp_output_39_0_g12150 * _ShiftHueSpeed ) + hsvTorgb15_g12168.x ),hsvTorgb15_g12168.y,hsvTorgb15_g12168.z) );
                float4 appendResult6_g12168 = (float4(hsvTorgb19_g12168 , temp_output_1_0_g12168.a));
                float4 staticSwitch19_g12150 = appendResult6_g12168;
                #else
                float4 staticSwitch19_g12150 = staticSwitch17_g12150;
                #endif
                #ifdef _ENABLEADDHUE_ON
                float3 hsvTorgb19_g12172 = HSVToRGB( float3(( ( temp_output_39_0_g12150 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) );
                float4 temp_output_1_0_g12172 = staticSwitch19_g12150;
                float4 break2_g12174 = temp_output_1_0_g12172;
                float2 uv_AddHueMask = IN.texcoord.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw;
                float4 tex2DNode3_g12173 = tex2D( _AddHueMask, uv_AddHueMask );
                #ifdef _ADDHUEMASKTOGGLE_ON
                float staticSwitch33_g12172 = ( _AddHueFade * ( tex2DNode3_g12173.r * tex2DNode3_g12173.a ) );
                #else
                float staticSwitch33_g12172 = _AddHueFade;
                #endif
                float4 appendResult6_g12172 = (float4(( ( hsvTorgb19_g12172 * pow( max( ( ( break2_g12174.x + break2_g12174.x + break2_g12174.y + break2_g12174.y + break2_g12174.y + break2_g12174.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g12172 ) + (temp_output_1_0_g12172).rgb ) , temp_output_1_0_g12172.a));
                float4 staticSwitch23_g12150 = appendResult6_g12172;
                #else
                float4 staticSwitch23_g12150 = staticSwitch19_g12150;
                #endif
                #ifdef _ENABLESINEGLOW_ON
                float4 temp_output_1_0_g12169 = staticSwitch23_g12150;
                float4 break2_g12170 = temp_output_1_0_g12169;
                float3 temp_output_13_0_g12169 = (_SineGlowColor).rgb;
                float2 uv_SineGlowMask = IN.texcoord.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw;
                float4 tex2DNode30_g12169 = tex2D( _SineGlowMask, uv_SineGlowMask );
                #ifdef _SINEGLOWMASKTOGGLE_ON
                float3 staticSwitch27_g12169 = ( (tex2DNode30_g12169).rgb * temp_output_13_0_g12169 * tex2DNode30_g12169.a );
                #else
                float3 staticSwitch27_g12169 = temp_output_13_0_g12169;
                #endif
                float4 appendResult21_g12169 = (float4(( (temp_output_1_0_g12169).rgb + ( pow( max( ( ( break2_g12170.x + break2_g12170.x + break2_g12170.y + break2_g12170.y + break2_g12170.y + break2_g12170.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g12169 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g12150 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g12169.a));
                float4 staticSwitch28_g12150 = appendResult21_g12169;
                #else
                float4 staticSwitch28_g12150 = staticSwitch23_g12150;
                #endif
                #ifdef _ENABLESATURATION_ON
                float4 temp_output_1_0_g12157 = staticSwitch28_g12150;
                float4 break2_g12158 = temp_output_1_0_g12157;
                float3 temp_cast_48 = (( ( break2_g12158.x + break2_g12158.x + break2_g12158.y + break2_g12158.y + break2_g12158.y + break2_g12158.z ) / 6.0 )).xxx;
                float3 lerpResult5_g12157 = lerp( temp_cast_48 , (temp_output_1_0_g12157).rgb , _Saturation);
                float4 appendResult8_g12157 = (float4(lerpResult5_g12157 , temp_output_1_0_g12157.a));
                float4 staticSwitch38_g12150 = appendResult8_g12157;
                #else
                float4 staticSwitch38_g12150 = staticSwitch28_g12150;
                #endif
                #ifdef _ENABLEINNEROUTLINE_ON
                float4 temp_output_15_0_g12159 = staticSwitch38_g12150;
                float3 temp_output_82_0_g12159 = (_InnerOutlineColor).rgb;
                float2 temp_output_7_0_g12159 = temp_output_1_0_g12150;
                float temp_output_179_0_g12159 = temp_output_39_0_g12150;
                #ifdef _INNEROUTLINETEXTURETOGGLE_ON
                float3 staticSwitch187_g12159 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g12159 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g12159 ) ) )).rgb * temp_output_82_0_g12159 );
                #else
                float3 staticSwitch187_g12159 = temp_output_82_0_g12159;
                #endif
                float linValue16_g12161 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g12159 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g12159 ) * _InnerOutlineNoiseScale ) ).r;
                float localMyCustomExpression16_g12161 = MyCustomExpression16_g12161( linValue16_g12161 );
                #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON
                float2 staticSwitch169_g12159 = ( ( localMyCustomExpression16_g12161 - 0.5 ) * _InnerOutlineDistortionIntensity );
                #else
                float2 staticSwitch169_g12159 = float2( 0,0 );
                #endif
                float2 temp_output_131_0_g12159 = ( staticSwitch169_g12159 + temp_output_7_0_g12159 );
                float2 appendResult2_g12160 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
                float2 temp_output_25_0_g12159 = ( 100.0 / appendResult2_g12160 );
                float temp_output_178_0_g12159 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g12159 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g12159 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g12159 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g12159 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g12159 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g12159 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g12159 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g12159 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g12159 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g12159 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g12159 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g12159 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g12159 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g12159 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g12159 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g12159 ) ) ).a ) ) );
                float3 lerpResult176_g12159 = lerp( (temp_output_15_0_g12159).rgb , staticSwitch187_g12159 , temp_output_178_0_g12159);
                #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON
                float staticSwitch188_g12159 = ( temp_output_178_0_g12159 * temp_output_15_0_g12159.a );
                #else
                float staticSwitch188_g12159 = temp_output_15_0_g12159.a;
                #endif
                float4 appendResult177_g12159 = (float4(lerpResult176_g12159 , staticSwitch188_g12159));
                float4 staticSwitch12_g12150 = appendResult177_g12159;
                #else
                float4 staticSwitch12_g12150 = staticSwitch38_g12150;
                #endif
                #ifdef _ENABLEOUTEROUTLINE_ON
                float4 temp_output_15_0_g12187 = staticSwitch12_g12150;
                float3 temp_output_82_0_g12187 = (_OuterOutlineColor).rgb;
                float2 temp_output_7_0_g12187 = temp_output_1_0_g12150;
                float temp_output_186_0_g12187 = temp_output_39_0_g12150;
                #ifdef _OUTEROUTLINETEXTURETOGGLE_ON
                float3 staticSwitch199_g12187 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g12187 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g12187 ) ) )).rgb * temp_output_82_0_g12187 );
                #else
                float3 staticSwitch199_g12187 = temp_output_82_0_g12187;
                #endif
                float temp_output_182_0_g12187 = ( ( 1.0 - temp_output_15_0_g12187.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) );
                #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
                float staticSwitch203_g12187 = 1.0;
                #else
                float staticSwitch203_g12187 = temp_output_182_0_g12187;
                #endif
                float3 lerpResult178_g12187 = lerp( (temp_output_15_0_g12187).rgb , staticSwitch199_g12187 , staticSwitch203_g12187);
                float3 lerpResult170_g12187 = lerp( lerpResult178_g12187 , staticSwitch199_g12187 , staticSwitch203_g12187);
                float linValue16_g12188 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g12187 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g12187 ) * _OuterOutlineNoiseScale ) ).r;
                float localMyCustomExpression16_g12188 = MyCustomExpression16_g12188( linValue16_g12188 );
                #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON
                float2 staticSwitch157_g12187 = ( ( localMyCustomExpression16_g12188 - 0.5 ) * _OuterOutlineDistortionIntensity );
                #else
                float2 staticSwitch157_g12187 = float2( 0,0 );
                #endif
                float2 temp_output_131_0_g12187 = ( staticSwitch157_g12187 + temp_output_7_0_g12187 );
                float2 appendResult2_g12189 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
                float2 temp_output_25_0_g12187 = ( 100.0 / appendResult2_g12189 );
                float lerpResult168_g12187 = lerp( temp_output_15_0_g12187.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g12187 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g12187 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g12187 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g12187 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g12187 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g12187 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g12187 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g12187 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g12187 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g12187 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g12187 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g12187 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g12187 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g12187 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g12187 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g12187 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade);
                #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
                float staticSwitch200_g12187 = ( temp_output_182_0_g12187 * lerpResult168_g12187 );
                #else
                float staticSwitch200_g12187 = lerpResult168_g12187;
                #endif
                float4 appendResult174_g12187 = (float4(lerpResult170_g12187 , staticSwitch200_g12187));
                float4 staticSwitch13_g12150 = appendResult174_g12187;
                #else
                float4 staticSwitch13_g12150 = staticSwitch12_g12150;
                #endif
                #ifdef _ENABLEPIXELOUTLINE_ON
                float4 temp_output_15_0_g12164 = staticSwitch13_g12150;
                float3 temp_output_82_0_g12164 = (_PixelOutlineColor).rgb;
                float2 temp_output_7_0_g12164 = temp_output_1_0_g12150;
                #ifdef _PIXELOUTLINETEXTURETOGGLE_ON
                float3 staticSwitch199_g12164 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g12164 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g12150 ) ) )).rgb * temp_output_82_0_g12164 );
                #else
                float3 staticSwitch199_g12164 = temp_output_82_0_g12164;
                #endif
                float temp_output_213_0_g12164 = ( _PixelOutlineFade * step( temp_output_15_0_g12164.a , _PixelOutlineAlphaLimit ) );
                float temp_output_182_0_g12164 = ( ( 1.0 - temp_output_15_0_g12164.a ) * min( ( temp_output_213_0_g12164 * 3.0 ) , 1.0 ) );
                #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
                float staticSwitch203_g12164 = 1.0;
                #else
                float staticSwitch203_g12164 = temp_output_182_0_g12164;
                #endif
                float3 lerpResult178_g12164 = lerp( (temp_output_15_0_g12164).rgb , staticSwitch199_g12164 , staticSwitch203_g12164);
                float3 lerpResult170_g12164 = lerp( lerpResult178_g12164 , staticSwitch199_g12164 , staticSwitch203_g12164);
                float2 appendResult206_g12164 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
                float2 temp_output_209_0_g12164 = ( float2( 1,1 ) / appendResult206_g12164 );
                float lerpResult168_g12164 = lerp( temp_output_15_0_g12164.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g12164 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g12164 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g12164 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g12164 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g12164 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g12164 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g12164 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g12164 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g12164);
                #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
                float staticSwitch200_g12164 = ( temp_output_182_0_g12164 * lerpResult168_g12164 );
                #else
                float staticSwitch200_g12164 = lerpResult168_g12164;
                #endif
                float4 appendResult174_g12164 = (float4(lerpResult170_g12164 , staticSwitch200_g12164));
                float4 staticSwitch48_g12150 = appendResult174_g12164;
                #else
                float4 staticSwitch48_g12150 = staticSwitch13_g12150;
                #endif
                #ifdef _ENABLEPINGPONGGLOW_ON
                float3 lerpResult15_g12151 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g12150 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 ));
                float4 temp_output_5_0_g12151 = staticSwitch48_g12150;
                float4 break2_g12152 = temp_output_5_0_g12151;
                float4 appendResult12_g12151 = (float4(( ( lerpResult15_g12151 * _PingPongGlowFade * pow( max( ( ( break2_g12152.x + break2_g12152.x + break2_g12152.y + break2_g12152.y + break2_g12152.y + break2_g12152.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g12151).rgb ) , temp_output_5_0_g12151.a));
                float4 staticSwitch46_g12150 = appendResult12_g12151;
                #else
                float4 staticSwitch46_g12150 = staticSwitch48_g12150;
                #endif
                float4 temp_output_361_0 = staticSwitch46_g12150;
                #ifdef _ENABLEHOLOGRAM_ON
                float4 temp_output_1_0_g12192 = temp_output_361_0;
                float4 break2_g12193 = temp_output_1_0_g12192;
                float temp_output_44_0_g12192 = 0.5;
                float4 appendResult22_g12192 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g12193.x + break2_g12193.x + break2_g12193.y + break2_g12193.y + break2_g12193.y + break2_g12193.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g12192 * 0.2 ) ) + ase_screenPosNorm.y ) / temp_output_44_0_g12192 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g12192.a )));
                float4 lerpResult37_g12192 = lerp( temp_output_1_0_g12192 , appendResult22_g12192 , hologramFade182);
                float4 staticSwitch56 = lerpResult37_g12192;
                #else
                float4 staticSwitch56 = temp_output_361_0;
                #endif
                #ifdef _ENABLEGLITCH_ON
                float4 temp_output_1_0_g12195 = staticSwitch56;
                float4 break2_g12197 = temp_output_1_0_g12195;
                float temp_output_34_0_g12195 = shaderTime237;
                float linValue16_g12196 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g12195 ) ) * _GlitchNoiseScale ) ).r;
                float localMyCustomExpression16_g12196 = MyCustomExpression16_g12196( linValue16_g12196 );
                float3 hsvTorgb3_g12198 = HSVToRGB( float3(( localMyCustomExpression16_g12196 + ( temp_output_34_0_g12195 * _GlitchHueSpeed ) ),1.0,1.0) );
                float3 lerpResult23_g12195 = lerp( (temp_output_1_0_g12195).rgb , ( ( ( break2_g12197.x + break2_g12197.x + break2_g12197.y + break2_g12197.y + break2_g12197.y + break2_g12197.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g12198 ) , glitchFade152);
                float4 appendResult27_g12195 = (float4(lerpResult23_g12195 , temp_output_1_0_g12195.a));
                float4 staticSwitch57 = appendResult27_g12195;
                #else
                float4 staticSwitch57 = staticSwitch56;
                #endif
                float4 temp_output_3_0_g12199 = staticSwitch57;
                float4 temp_output_1_0_g12229 = temp_output_3_0_g12199;
                float2 temp_output_41_0_g12199 = shaderPosition235;
                float2 temp_output_99_0_g12229 = temp_output_41_0_g12199;
                float temp_output_40_0_g12199 = shaderTime237;
                #ifdef _ENABLECAMOUFLAGE_ON
                float linValue16_g12234 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g12199 * _CamouflageDistortionSpeed ) + temp_output_99_0_g12229 ) * _CamouflageDistortionScale ) ).r;
                float localMyCustomExpression16_g12234 = MyCustomExpression16_g12234( linValue16_g12234 );
                #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON
                float2 staticSwitch101_g12229 = ( ( ( localMyCustomExpression16_g12234 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g12229 );
                #else
                float2 staticSwitch101_g12229 = temp_output_99_0_g12229;
                #endif
                float linValue16_g12231 = tex2D( _UberNoiseTexture, ( staticSwitch101_g12229 * _CamouflageNoiseScaleA ) ).r;
                float localMyCustomExpression16_g12231 = MyCustomExpression16_g12231( linValue16_g12231 );
                float clampResult52_g12229 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g12231 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 );
                float4 lerpResult55_g12229 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g12229 ) , clampResult52_g12229);
                float linValue16_g12233 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g12229 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r;
                float localMyCustomExpression16_g12233 = MyCustomExpression16_g12233( linValue16_g12233 );
                float clampResult65_g12229 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g12233 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 );
                float4 lerpResult68_g12229 = lerp( lerpResult55_g12229 , ( _CamouflageColorB * clampResult65_g12229 ) , clampResult65_g12229);
                float4 break2_g12232 = temp_output_1_0_g12229;
                float3 lerpResult4_g12229 = lerp( (temp_output_1_0_g12229).rgb , ( (lerpResult68_g12229).rgb * pow( max( ( ( break2_g12232.x + break2_g12232.x + break2_g12232.y + break2_g12232.y + break2_g12232.y + break2_g12232.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade);
                float4 appendResult7_g12229 = (float4(lerpResult4_g12229 , temp_output_1_0_g12229.a));
                float4 staticSwitch26_g12199 = appendResult7_g12229;
                #else
                float4 staticSwitch26_g12199 = temp_output_3_0_g12199;
                #endif
                #ifdef _ENABLEMETAL_ON
                float4 temp_output_1_0_g12222 = staticSwitch26_g12199;
                float temp_output_59_0_g12222 = temp_output_40_0_g12199;
                float2 temp_output_58_0_g12222 = temp_output_41_0_g12199;
                float linValue16_g12223 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g12222 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g12222 ) * _MetalNoiseDistortionScale ) ).r;
                float localMyCustomExpression16_g12223 = MyCustomExpression16_g12223( linValue16_g12223 );
                float linValue16_g12225 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g12223 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g12222 * _MetalNoiseSpeed ) + temp_output_58_0_g12222 ) ) * _MetalNoiseScale ) ).r;
                float localMyCustomExpression16_g12225 = MyCustomExpression16_g12225( linValue16_g12225 );
                float4 break2_g12224 = temp_output_1_0_g12222;
                float temp_output_5_0_g12222 = ( ( break2_g12224.x + break2_g12224.x + break2_g12224.y + break2_g12224.y + break2_g12224.y + break2_g12224.z ) / 6.0 );
                float2 uv_MetalMask = IN.texcoord.xy * _MetalMask_ST.xy + _MetalMask_ST.zw;
                float4 tex2DNode3_g12227 = tex2D( _MetalMask, uv_MetalMask );
                #ifdef _METALMASKTOGGLE_ON
                float staticSwitch60_g12222 = ( _MetalFade * ( tex2DNode3_g12227.r * tex2DNode3_g12227.a ) );
                #else
                float staticSwitch60_g12222 = _MetalFade;
                #endif
                float4 lerpResult45_g12222 = lerp( temp_output_1_0_g12222 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g12225 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g12222 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g12222 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g12222);
                float4 appendResult8_g12222 = (float4((lerpResult45_g12222).rgb , (temp_output_1_0_g12222).a));
                float4 staticSwitch28_g12199 = appendResult8_g12222;
                #else
                float4 staticSwitch28_g12199 = staticSwitch26_g12199;
                #endif
                #ifdef _ENABLEFROZEN_ON
                float4 temp_output_1_0_g12214 = staticSwitch28_g12199;
                float4 break2_g12215 = temp_output_1_0_g12214;
                float temp_output_7_0_g12214 = ( ( break2_g12215.x + break2_g12215.x + break2_g12215.y + break2_g12215.y + break2_g12215.y + break2_g12215.z ) / 6.0 );
                float2 temp_output_72_0_g12214 = temp_output_41_0_g12199;
                float linValue16_g12216 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g12214 * _FrozenSnowScale ) ).r;
                float localMyCustomExpression16_g12216 = MyCustomExpression16_g12216( linValue16_g12216 );
                float temp_output_73_0_g12214 = temp_output_40_0_g12199;
                float linValue16_g12218 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g12214 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g12214 ) * _FrozenHighlightDistortionScale ) ).r;
                float localMyCustomExpression16_g12218 = MyCustomExpression16_g12218( linValue16_g12218 );
                float linValue16_g12219 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g12218 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g12214 * _FrozenHighlightSpeed ) + temp_output_72_0_g12214 ) ) * _FrozenHighlightScale ) ).r;
                float localMyCustomExpression16_g12219 = MyCustomExpression16_g12219( linValue16_g12219 );
                float3 lerpResult57_g12214 = lerp( (temp_output_1_0_g12214).rgb , ( ( pow( max( temp_output_7_0_g12214 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g12214 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g12216 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g12219 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g12214 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade);
                float4 appendResult26_g12214 = (float4(lerpResult57_g12214 , temp_output_1_0_g12214.a));
                float4 staticSwitch29_g12199 = appendResult26_g12214;
                #else
                float4 staticSwitch29_g12199 = staticSwitch28_g12199;
                #endif
                #ifdef _ENABLEBURN_ON
                float4 temp_output_1_0_g12208 = staticSwitch29_g12199;
                float3 temp_output_28_0_g12208 = (temp_output_1_0_g12208).rgb;
                float4 break2_g12212 = float4( temp_output_28_0_g12208 , 0.0 );
                float2 temp_output_72_0_g12208 = temp_output_41_0_g12199;
                float linValue16_g12211 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g12208 * _BurnSwirlNoiseScale ) ).r;
                float localMyCustomExpression16_g12211 = MyCustomExpression16_g12211( linValue16_g12211 );
                float linValue16_g12209 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g12211 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g12208 ) * _BurnInsideNoiseScale ) ).r;
                float localMyCustomExpression16_g12209 = MyCustomExpression16_g12209( linValue16_g12209 );
                float clampResult68_g12208 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g12209 ) , 0.0 , 1.0 );
                float linValue16_g12210 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g12208 * _BurnEdgeNoiseScale ) ).r;
                float localMyCustomExpression16_g12210 = MyCustomExpression16_g12210( linValue16_g12210 );
                float temp_output_15_0_g12208 = ( ( ( _BurnRadius - distance( temp_output_72_0_g12208 , _BurnPosition ) ) + ( localMyCustomExpression16_g12210 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) );
                float clampResult18_g12208 = clamp( temp_output_15_0_g12208 , 0.0 , 1.0 );
                float3 lerpResult29_g12208 = lerp( temp_output_28_0_g12208 , ( pow( max( ( ( break2_g12212.x + break2_g12212.x + break2_g12212.y + break2_g12212.y + break2_g12212.y + break2_g12212.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g12208 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g12208);
                float3 lerpResult40_g12208 = lerp( temp_output_28_0_g12208 , ( lerpResult29_g12208 + ( ( step( temp_output_15_0_g12208 , 1.0 ) * step( 0.0 , temp_output_15_0_g12208 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade);
                float4 appendResult43_g12208 = (float4(lerpResult40_g12208 , temp_output_1_0_g12208.a));
                float4 staticSwitch32_g12199 = appendResult43_g12208;
                #else
                float4 staticSwitch32_g12199 = staticSwitch29_g12199;
                #endif
                #ifdef _ENABLERAINBOW_ON
                float2 temp_output_42_0_g12204 = temp_output_41_0_g12199;
                float linValue16_g12205 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g12204 * _RainbowNoiseScale ) ).r;
                float localMyCustomExpression16_g12205 = MyCustomExpression16_g12205( linValue16_g12205 );
                float3 hsvTorgb3_g12207 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g12204 , _RainbowCenter ) + ( localMyCustomExpression16_g12205 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g12199 ) ),1.0,1.0) );
                float3 hsvTorgb36_g12204 = RGBToHSV( hsvTorgb3_g12207 );
                float3 hsvTorgb37_g12204 = HSVToRGB( float3(hsvTorgb36_g12204.x,_RainbowSaturation,( hsvTorgb36_g12204.z * _RainbowBrightness )) );
                float4 temp_output_1_0_g12204 = staticSwitch32_g12199;
                float4 break2_g12206 = temp_output_1_0_g12204;
                float saferPower24_g12204 = abs( ( ( break2_g12206.x + break2_g12206.x + break2_g12206.y + break2_g12206.y + break2_g12206.y + break2_g12206.z ) / 6.0 ) );
                float4 appendResult29_g12204 = (float4(( ( hsvTorgb37_g12204 * pow( saferPower24_g12204 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g12204).rgb ) , temp_output_1_0_g12204.a));
                float4 staticSwitch34_g12199 = appendResult29_g12204;
                #else
                float4 staticSwitch34_g12199 = staticSwitch32_g12199;
                #endif
                #ifdef _ENABLESHINE_ON
                float4 temp_output_1_0_g12200 = staticSwitch34_g12199;
                float3 temp_output_57_0_g12200 = (temp_output_1_0_g12200).rgb;
                float4 break2_g12202 = temp_output_1_0_g12200;
                float3 temp_cast_71 = (( ( break2_g12202.x + break2_g12202.x + break2_g12202.y + break2_g12202.y + break2_g12202.y + break2_g12202.z ) / 6.0 )).xxx;
                float3 lerpResult92_g12200 = lerp( temp_cast_71 , temp_output_57_0_g12200 , _ShineSaturation);
                float3 temp_cast_72 = (max( max( _ShineContrast , 0.001 ) , 0.0001 )).xxx;
                float3 rotatedValue69_g12200 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g12199 ) ,  0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * UNITY_PI ) );
                float temp_output_103_0_g12200 = ( _ShineFrequency * _ShineWidth );
                float clampResult80_g12200 = clamp( ( ( ( sin( ( rotatedValue69_g12200.x - ( temp_output_40_0_g12199 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g12200 ) ) / temp_output_103_0_g12200 ) * _ShineSmooth ) , 0.0 , 1.0 );
                float2 uv_ShineMask = IN.texcoord.xy * _ShineMask_ST.xy + _ShineMask_ST.zw;
                float4 tex2DNode3_g12201 = tex2D( _ShineMask, uv_ShineMask );
                #ifdef _SHINEMASKTOGGLE_ON
                float staticSwitch98_g12200 = ( _ShineFade * ( tex2DNode3_g12201.r * tex2DNode3_g12201.a ) );
                #else
                float staticSwitch98_g12200 = _ShineFade;
                #endif
                float4 appendResult8_g12200 = (float4(( temp_output_57_0_g12200 + ( ( pow( max( lerpResult92_g12200 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_72 ) * (_ShineColor).rgb ) * clampResult80_g12200 * staticSwitch98_g12200 ) ) , (temp_output_1_0_g12200).a));
                float4 staticSwitch36_g12199 = appendResult8_g12200;
                #else
                float4 staticSwitch36_g12199 = staticSwitch34_g12199;
                #endif
                #ifdef _ENABLEPOISON_ON
                float temp_output_41_0_g12235 = temp_output_40_0_g12199;
                float linValue16_g12237 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g12235 * _PoisonNoiseSpeed ) + temp_output_41_0_g12199 ) * _PoisonNoiseScale ) ).r;
                float localMyCustomExpression16_g12237 = MyCustomExpression16_g12237( linValue16_g12237 );
                float3 temp_output_24_0_g12235 = (_PoisonColor).rgb;
                float4 temp_output_1_0_g12235 = staticSwitch36_g12199;
                float3 temp_output_28_0_g12235 = (temp_output_1_0_g12235).rgb;
                float4 break2_g12236 = float4( temp_output_28_0_g12235 , 0.0 );
                float3 lerpResult32_g12235 = lerp( temp_output_28_0_g12235 , ( temp_output_24_0_g12235 * ( ( break2_g12236.x + break2_g12236.x + break2_g12236.y + break2_g12236.y + break2_g12236.y + break2_g12236.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor ));
                float4 appendResult27_g12235 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g12237 + ( temp_output_41_0_g12235 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g12235 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g12235 ) , temp_output_1_0_g12235.a));
                float4 staticSwitch39_g12199 = appendResult27_g12235;
                #else
                float4 staticSwitch39_g12199 = staticSwitch36_g12199;
                #endif
                float4 temp_output_10_0_g12239 = staticSwitch39_g12199;
                #ifdef _ENABLEENCHANTED_ON
                float3 temp_output_12_0_g12239 = (temp_output_10_0_g12239).rgb;
                float2 temp_output_2_0_g12239 = temp_output_41_0_g12199;
                float temp_output_1_0_g12239 = temp_output_40_0_g12199;
                float2 temp_output_6_0_g12239 = ( temp_output_1_0_g12239 * _EnchantedSpeed );
                float linValue16_g12242 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g12239 - ( ( temp_output_6_0_g12239 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r;
                float localMyCustomExpression16_g12242 = MyCustomExpression16_g12242( linValue16_g12242 );
                float linValue16_g12240 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g12239 + temp_output_2_0_g12239 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r;
                float localMyCustomExpression16_g12240 = MyCustomExpression16_g12240( linValue16_g12240 );
                float temp_output_36_0_g12239 = ( localMyCustomExpression16_g12242 + localMyCustomExpression16_g12240 );
                float temp_output_43_0_g12239 = ( temp_output_36_0_g12239 * 0.5 );
                float3 lerpResult42_g12239 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g12239);
                float3 hsvTorgb53_g12239 = HSVToRGB( float3(( ( temp_output_43_0_g12239 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g12239 ) ),_EnchantedRainbowSaturation,1.0) );
                #ifdef _ENCHANTEDRAINBOWTOGGLE_ON
                float3 staticSwitch50_g12239 = hsvTorgb53_g12239;
                #else
                float3 staticSwitch50_g12239 = lerpResult42_g12239;
                #endif
                float4 break2_g12241 = temp_output_10_0_g12239;
                float3 temp_output_40_0_g12239 = ( staticSwitch50_g12239 * pow( max( ( ( break2_g12241.x + break2_g12241.x + break2_g12241.y + break2_g12241.y + break2_g12241.y + break2_g12241.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness );
                float temp_output_45_0_g12239 = ( max( ( temp_output_36_0_g12239 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade );
                float3 lerpResult44_g12239 = lerp( temp_output_12_0_g12239 , temp_output_40_0_g12239 , temp_output_45_0_g12239);
                #ifdef _ENCHANTEDLERPTOGGLE_ON
                float3 staticSwitch47_g12239 = lerpResult44_g12239;
                #else
                float3 staticSwitch47_g12239 = ( temp_output_12_0_g12239 + ( temp_output_40_0_g12239 * temp_output_45_0_g12239 ) );
                #endif
                float4 appendResult19_g12239 = (float4(staticSwitch47_g12239 , temp_output_10_0_g12239.a));
                float4 staticSwitch11_g12239 = appendResult19_g12239;
                #else
                float4 staticSwitch11_g12239 = temp_output_10_0_g12239;
                #endif
                float4 temp_output_1_0_g12244 = staticSwitch11_g12239;
                #ifdef _ENABLESHIFTING_ON
                float4 break5_g12244 = temp_output_1_0_g12244;
                float3 appendResult32_g12244 = (float3(break5_g12244.r , break5_g12244.g , break5_g12244.b));
                float4 break2_g12245 = temp_output_1_0_g12244;
                float temp_output_4_0_g12244 = ( ( break2_g12245.x + break2_g12245.x + break2_g12245.y + break2_g12245.y + break2_g12245.y + break2_g12245.z ) / 6.0 );
                float temp_output_11_0_g12244 = ( ( ( temp_output_4_0_g12244 + ( temp_output_40_0_g12199 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 );
                float3 lerpResult20_g12244 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g12244 - 0.5 ) ) * 2.0 ));
                float3 hsvTorgb12_g12244 = HSVToRGB( float3(temp_output_11_0_g12244,_ShiftingSaturation,_ShiftingBrightness) );
                #ifdef _SHIFTINGRAINBOWTOGGLE_ON
                float3 staticSwitch26_g12244 = hsvTorgb12_g12244;
                #else
                float3 staticSwitch26_g12244 = ( lerpResult20_g12244 * _ShiftingBrightness );
                #endif
                float3 lerpResult31_g12244 = lerp( appendResult32_g12244 , ( staticSwitch26_g12244 * pow( max( temp_output_4_0_g12244 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade);
                float4 appendResult6_g12244 = (float4(lerpResult31_g12244 , break5_g12244.a));
                float4 staticSwitch33_g12244 = appendResult6_g12244;
                #else
                float4 staticSwitch33_g12244 = temp_output_1_0_g12244;
                #endif
                float4 temp_output_5_0_g12251 = staticSwitch33_g12244;
                #ifdef _ENABLETEXTURELAYER1_ON
                float4 break6_g12251 = temp_output_5_0_g12251;
                float3 appendResult11_g12251 = (float3(break6_g12251.r , break6_g12251.g , break6_g12251.b));
                float temp_output_27_0_g12251 = temp_output_40_0_g12199;
                #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON
                float2 staticSwitch73_g12251 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g12251 ) );
                #else
                float2 staticSwitch73_g12251 = _TextureLayer1Offset;
                #endif
                float2 temp_output_72_0_g12251 = ( ( _TextureLayer1Scale * temp_output_41_0_g12199 ) - staticSwitch73_g12251 );
                float2 temp_cast_81 = (_TextureLayer1EdgeClip).xx;
                float2 UV10_g12252 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g12251 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_81 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
                int Width10_g12252 = _TextureLayer1Columns;
                int Height10_g12252 = _TextureLayer1Rows;
                float Tile10_g12252 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g12251 ) + _TextureLayer1StartFrame ) );
                float2 Invert10_g12252 = float2( 0,1 );
                float2 localMyCustomExpression10_g12252 = MyCustomExpression10_g12252( UV10_g12252 , Width10_g12252 , Height10_g12252 , Tile10_g12252 , Invert10_g12252 );
                #ifdef _TEXTURELAYER1SHEETTOGGLE_ON
                float2 staticSwitch20_g12251 = localMyCustomExpression10_g12252;
                #else
                float2 staticSwitch20_g12251 = temp_output_72_0_g12251;
                #endif
                float4 tex2DNode3_g12251 = tex2D( _TextureLayer1Texture, staticSwitch20_g12251 );
                float3 appendResult13_g12251 = (float3(tex2DNode3_g12251.r , tex2DNode3_g12251.g , tex2DNode3_g12251.b));
                float3 appendResult18_g12251 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b));
                float3 temp_output_16_0_g12251 = ( appendResult13_g12251 * appendResult18_g12251 );
                float4 break2_g12253 = temp_output_5_0_g12251;
                #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON
                float3 staticSwitch80_g12251 = ( pow( max( ( ( break2_g12253.x + break2_g12253.x + break2_g12253.y + break2_g12253.y + break2_g12253.y + break2_g12253.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g12251 );
                #else
                float3 staticSwitch80_g12251 = temp_output_16_0_g12251;
                #endif
                float3 lerpResult12_g12251 = lerp( appendResult11_g12251 , staticSwitch80_g12251 , ( tex2DNode3_g12251.a * _TextureLayer1Fade ));
                float4 appendResult14_g12251 = (float4(lerpResult12_g12251 , break6_g12251.a));
                float4 staticSwitch15_g12251 = appendResult14_g12251;
                #else
                float4 staticSwitch15_g12251 = temp_output_5_0_g12251;
                #endif
                float4 temp_output_5_0_g12247 = staticSwitch15_g12251;
                #ifdef _ENABLETEXTURELAYER2_ON
                float4 break6_g12247 = temp_output_5_0_g12247;
                float3 appendResult11_g12247 = (float3(break6_g12247.r , break6_g12247.g , break6_g12247.b));
                float temp_output_27_0_g12247 = temp_output_40_0_g12199;
                #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON
                float2 staticSwitch73_g12247 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g12247 ) );
                #else
                float2 staticSwitch73_g12247 = _TextureLayer2Offset;
                #endif
                float2 temp_output_72_0_g12247 = ( ( _TextureLayer2Scale * temp_output_41_0_g12199 ) - staticSwitch73_g12247 );
                float2 temp_cast_84 = (_TextureLayer2EdgeClip).xx;
                float2 UV10_g12248 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g12247 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_84 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
                int Width10_g12248 = _TextureLayer2Columns;
                int Height10_g12248 = _TextureLayer2Rows;
                float Tile10_g12248 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g12247 ) + _TextureLayer2StartFrame ) );
                float2 Invert10_g12248 = float2( 0,1 );
                float2 localMyCustomExpression10_g12248 = MyCustomExpression10_g12248( UV10_g12248 , Width10_g12248 , Height10_g12248 , Tile10_g12248 , Invert10_g12248 );
                #ifdef _TEXTURELAYER2SHEETTOGGLE_ON
                float2 staticSwitch20_g12247 = localMyCustomExpression10_g12248;
                #else
                float2 staticSwitch20_g12247 = temp_output_72_0_g12247;
                #endif
                float4 tex2DNode3_g12247 = tex2D( _TextureLayer2Texture, staticSwitch20_g12247 );
                float3 appendResult13_g12247 = (float3(tex2DNode3_g12247.r , tex2DNode3_g12247.g , tex2DNode3_g12247.b));
                float3 appendResult18_g12247 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b));
                float3 temp_output_16_0_g12247 = ( appendResult13_g12247 * appendResult18_g12247 );
                float4 break2_g12249 = temp_output_5_0_g12247;
                #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON
                float3 staticSwitch84_g12247 = ( pow( max( ( ( break2_g12249.x + break2_g12249.x + break2_g12249.y + break2_g12249.y + break2_g12249.y + break2_g12249.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g12247 );
                #else
                float3 staticSwitch84_g12247 = temp_output_16_0_g12247;
                #endif
                float3 lerpResult12_g12247 = lerp( appendResult11_g12247 , staticSwitch84_g12247 , ( tex2DNode3_g12247.a * _TextureLayer2Fade ));
                float4 appendResult14_g12247 = (float4(lerpResult12_g12247 , break6_g12247.a));
                float4 staticSwitch15_g12247 = appendResult14_g12247;
                #else
                float4 staticSwitch15_g12247 = temp_output_5_0_g12247;
                #endif
                float4 temp_output_473_0 = staticSwitch15_g12247;
                #ifdef _ENABLEFULLDISTORTION_ON
                float4 break4_g12255 = temp_output_473_0;
                float fullDistortionAlpha164 = _FullDistortionFade;
                float4 appendResult5_g12255 = (float4(break4_g12255.r , break4_g12255.g , break4_g12255.b , ( break4_g12255.a * fullDistortionAlpha164 )));
                float4 staticSwitch77 = appendResult5_g12255;
                #else
                float4 staticSwitch77 = temp_output_473_0;
                #endif
                #ifdef _ENABLEDIRECTIONALDISTORTION_ON
                float4 break4_g12256 = staticSwitch77;
                float directionalDistortionAlpha167 = (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11668 ) ):( clampResult154_g11668 ));
                float4 appendResult5_g12256 = (float4(break4_g12256.r , break4_g12256.g , break4_g12256.b , ( break4_g12256.a * directionalDistortionAlpha167 )));
                float4 staticSwitch75 = appendResult5_g12256;
                #else
                float4 staticSwitch75 = staticSwitch77;
                #endif
                float4 temp_output_1_0_g12257 = staticSwitch75;
                float4 temp_output_1_0_g12258 = temp_output_1_0_g12257;
#ifdef _ENABLEFULLALPHADISSOLVE_ON
                float temp_output_53_0_g12258 = max( _FullAlphaDissolveWidth , 0.001 );
				#endif
                float2 temp_output_18_0_g12257 = shaderPosition235;
                #ifdef _ENABLEFULLALPHADISSOLVE_ON
                float linValue16_g12259 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g12257 * _FullAlphaDissolveNoiseScale ) ).r;
                float localMyCustomExpression16_g12259 = MyCustomExpression16_g12259( linValue16_g12259 );
                float clampResult17_g12258 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g12258 ) ) - localMyCustomExpression16_g12259 ) / temp_output_53_0_g12258 ) , 0.0 , 1.0 );
                float4 appendResult3_g12258 = (float4((temp_output_1_0_g12258).rgb , ( temp_output_1_0_g12258.a * clampResult17_g12258 )));
                float4 staticSwitch3_g12257 = appendResult3_g12258;
                #else
                float4 staticSwitch3_g12257 = temp_output_1_0_g12257;
                #endif
                #ifdef _ENABLEFULLGLOWDISSOLVE_ON
                float linValue16_g12267 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g12257 * _FullGlowDissolveNoiseScale ) ).r;
                float localMyCustomExpression16_g12267 = MyCustomExpression16_g12267( linValue16_g12267 );
                float temp_output_5_0_g12266 = localMyCustomExpression16_g12267;
                float temp_output_61_0_g12266 = step( temp_output_5_0_g12266 , _FullGlowDissolveFade );
                float temp_output_53_0_g12266 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 );
                float4 temp_output_1_0_g12266 = staticSwitch3_g12257;
                float4 appendResult3_g12266 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g12266 - step( temp_output_5_0_g12266 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g12266 ) ) - temp_output_53_0_g12266 ) ) ) ) + (temp_output_1_0_g12266).rgb ) , ( temp_output_1_0_g12266.a * temp_output_61_0_g12266 )));
                float4 staticSwitch5_g12257 = appendResult3_g12266;
                #else
                float4 staticSwitch5_g12257 = staticSwitch3_g12257;
                #endif
                #ifdef _ENABLESOURCEALPHADISSOLVE_ON
                float4 temp_output_1_0_g12268 = staticSwitch5_g12257;
                float2 temp_output_76_0_g12268 = temp_output_18_0_g12257;
                float linValue16_g12269 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g12268 * _SourceAlphaDissolveNoiseScale ) ).r;
                float localMyCustomExpression16_g12269 = MyCustomExpression16_g12269( linValue16_g12269 );
                float clampResult17_g12268 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g12268 ) + ( localMyCustomExpression16_g12269 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 );
                float4 appendResult3_g12268 = (float4((temp_output_1_0_g12268).rgb , ( temp_output_1_0_g12268.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g12268 ) ):( clampResult17_g12268 )) )));
                float4 staticSwitch8_g12257 = appendResult3_g12268;
                #else
                float4 staticSwitch8_g12257 = staticSwitch5_g12257;
                #endif
                #ifdef _ENABLESOURCEGLOWDISSOLVE_ON
                float2 temp_output_90_0_g12264 = temp_output_18_0_g12257;
                float linValue16_g12265 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g12264 * _SourceGlowDissolveNoiseScale ) ).r;
                float localMyCustomExpression16_g12265 = MyCustomExpression16_g12265( linValue16_g12265 );
                float temp_output_65_0_g12264 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g12264 ) + ( localMyCustomExpression16_g12265 * _SourceGlowDissolveNoiseFactor ) );
                float temp_output_75_0_g12264 = step( temp_output_65_0_g12264 , _SourceGlowDissolveFade );
                float temp_output_76_0_g12264 = step( temp_output_65_0_g12264 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) );
                float4 temp_output_1_0_g12264 = staticSwitch8_g12257;
                float4 appendResult3_g12264 = (float4(( ( max( ( temp_output_75_0_g12264 - temp_output_76_0_g12264 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g12264).rgb ) , ( temp_output_1_0_g12264.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g12264 ) ):( temp_output_75_0_g12264 )) )));
                float4 staticSwitch9_g12257 = appendResult3_g12264;
                #else
                float4 staticSwitch9_g12257 = staticSwitch8_g12257;
                #endif
                #ifdef _ENABLEDIRECTIONALALPHAFADE_ON
                float4 temp_output_1_0_g12260 = staticSwitch9_g12257;
                float2 temp_output_161_0_g12260 = temp_output_18_0_g12257;
                float3 rotatedValue136_g12260 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g12260 ,  0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * UNITY_PI ) );
                float3 break130_g12260 = rotatedValue136_g12260;
                float linValue16_g12261 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g12260 * _DirectionalAlphaFadeNoiseScale ) ).r;
                float localMyCustomExpression16_g12261 = MyCustomExpression16_g12261( linValue16_g12261 );
                float clampResult154_g12260 = clamp( ( ( break130_g12260.x + break130_g12260.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g12261 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 );
                float4 appendResult3_g12260 = (float4((temp_output_1_0_g12260).rgb , ( temp_output_1_0_g12260.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g12260 ) ):( clampResult154_g12260 )) )));
                float4 staticSwitch11_g12257 = appendResult3_g12260;
                #else
                float4 staticSwitch11_g12257 = staticSwitch9_g12257;
                #endif
                #ifdef _ENABLEDIRECTIONALGLOWFADE_ON
                float2 temp_output_171_0_g12262 = temp_output_18_0_g12257;
                float3 rotatedValue136_g12262 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g12262 ,  0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * UNITY_PI ) );
                float3 break130_g12262 = rotatedValue136_g12262;
                float linValue16_g12263 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g12262 * _DirectionalGlowFadeNoiseScale ) ).r;
                float localMyCustomExpression16_g12263 = MyCustomExpression16_g12263( linValue16_g12263 );
                float temp_output_168_0_g12262 = max( ( ( break130_g12262.x + break130_g12262.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g12263 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 );
                float temp_output_161_0_g12262 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g12262 ) ):( temp_output_168_0_g12262 )) );
                float4 temp_output_1_0_g12262 = staticSwitch11_g12257;
                float clampResult154_g12262 = clamp( temp_output_161_0_g12262 , 0.0 , 1.0 );
                float4 appendResult3_g12262 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g12262 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g12262 ) ):( temp_output_168_0_g12262 )) ) ) ) + (temp_output_1_0_g12262).rgb ) , ( temp_output_1_0_g12262.a * clampResult154_g12262 )));
                float4 staticSwitch15_g12257 = appendResult3_g12262;
                #else
                float4 staticSwitch15_g12257 = staticSwitch11_g12257;
                #endif
                #ifdef _ENABLEHALFTONE_ON
                float4 temp_output_1_0_g12270 = staticSwitch15_g12257;
                float2 temp_output_126_0_g12270 = temp_output_18_0_g12257;
                float temp_output_121_0_g12270 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g12270 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 );
                float2 appendResult11_g12271 = (float2(temp_output_121_0_g12270 , temp_output_121_0_g12270));
                float temp_output_17_0_g12271 = length( ( (( ( abs( temp_output_126_0_g12270 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g12271 ) );
                float clampResult17_g12270 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g12271 ) / fwidth( temp_output_17_0_g12271 ) ) ) , 0.0 , 1.0 );
                float4 appendResult3_g12270 = (float4((temp_output_1_0_g12270).rgb , ( temp_output_1_0_g12270.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g12270 ) ):( clampResult17_g12270 )) )));
                float4 staticSwitch13_g12257 = appendResult3_g12270;
                #else
                float4 staticSwitch13_g12257 = staticSwitch15_g12257;
                #endif
                #ifdef _ENABLEADDCOLOR_ON
                float3 temp_output_3_0_g12273 = (_AddColorColor).rgb;
                float2 uv_AddColorMask = IN.texcoord.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw;
                float4 tex2DNode19_g12273 = tex2D( _AddColorMask, uv_AddColorMask );
                #ifdef _ADDCOLORMASKTOGGLE_ON
                float3 staticSwitch16_g12273 = ( temp_output_3_0_g12273 * ( (tex2DNode19_g12273).rgb * tex2DNode19_g12273.a ) );
                #else
                float3 staticSwitch16_g12273 = temp_output_3_0_g12273;
                #endif
                float4 temp_output_1_0_g12273 = staticSwitch13_g12257;
                float4 break2_g12275 = temp_output_1_0_g12273;
                #ifdef _ADDCOLORCONTRASTTOGGLE_ON
                float3 staticSwitch17_g12273 = ( staticSwitch16_g12273 * pow( max( ( ( break2_g12275.x + break2_g12275.x + break2_g12275.y + break2_g12275.y + break2_g12275.y + break2_g12275.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) );
                #else
                float3 staticSwitch17_g12273 = staticSwitch16_g12273;
                #endif
                float4 appendResult6_g12273 = (float4(( ( staticSwitch17_g12273 * _AddColorFade ) + (temp_output_1_0_g12273).rgb ) , temp_output_1_0_g12273.a));
                float4 staticSwitch5_g12272 = appendResult6_g12273;
                #else
                float4 staticSwitch5_g12272 = staticSwitch13_g12257;
                #endif
                #ifdef _ENABLEALPHATINT_ON
                float4 temp_output_1_0_g12276 = staticSwitch5_g12272;
                float3 lerpResult4_g12276 = lerp( (temp_output_1_0_g12276).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g12276.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g12276.a ) * _AlphaTintFade ));
                float4 appendResult13_g12276 = (float4(lerpResult4_g12276 , temp_output_1_0_g12276.a));
                float4 staticSwitch11_g12272 = appendResult13_g12276;
                #else
                float4 staticSwitch11_g12272 = staticSwitch5_g12272;
                #endif
                #ifdef _ENABLESTRONGTINT_ON
                float4 temp_output_1_0_g12277 = staticSwitch11_g12272;
                float3 temp_output_6_0_g12277 = (_StrongTintTint).rgb;
                float2 uv_StrongTintMask = IN.texcoord.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw;
                float4 tex2DNode23_g12277 = tex2D( _StrongTintMask, uv_StrongTintMask );
                #ifdef _STRONGTINTMASKTOGGLE_ON
                float3 staticSwitch21_g12277 = ( temp_output_6_0_g12277 * ( (tex2DNode23_g12277).rgb * tex2DNode23_g12277.a ) );
                #else
                float3 staticSwitch21_g12277 = temp_output_6_0_g12277;
                #endif
                float4 break2_g12279 = temp_output_1_0_g12277;
                #ifdef _STRONGTINTCONTRASTTOGGLE_ON
                float3 staticSwitch22_g12277 = ( pow( max( ( ( break2_g12279.x + break2_g12279.x + break2_g12279.y + break2_g12279.y + break2_g12279.y + break2_g12279.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g12277 );
                #else
                float3 staticSwitch22_g12277 = staticSwitch21_g12277;
                #endif
                float3 lerpResult7_g12277 = lerp( (temp_output_1_0_g12277).rgb , staticSwitch22_g12277 , _StrongTintFade);
                float4 appendResult9_g12277 = (float4(lerpResult7_g12277 , (temp_output_1_0_g12277).a));
                float4 staticSwitch7_g12272 = appendResult9_g12277;
                #else
                float4 staticSwitch7_g12272 = staticSwitch11_g12272;
                #endif
                float4 temp_output_2_0_g12280 = staticSwitch7_g12272;
                #ifdef _ENABLESHADOW_ON
                float4 break4_g12282 = temp_output_2_0_g12280;
                float3 appendResult5_g12282 = (float3(break4_g12282.r , break4_g12282.g , break4_g12282.b));
                float2 appendResult2_g12281 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
                float4 appendResult85_g12280 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( ( 100.0 / appendResult2_g12281 ) * _ShadowOffset ) ) ).a )));
                float4 break6_g12282 = appendResult85_g12280;
                float3 appendResult7_g12282 = (float3(break6_g12282.r , break6_g12282.g , break6_g12282.b));
                float temp_output_11_0_g12282 = ( ( 1.0 - break4_g12282.a ) * break6_g12282.a );
                float temp_output_32_0_g12282 = ( break4_g12282.a + temp_output_11_0_g12282 );
                float4 appendResult18_g12282 = (float4(( ( ( appendResult5_g12282 * break4_g12282.a ) + ( appendResult7_g12282 * temp_output_11_0_g12282 ) ) * ( 1.0 / max( temp_output_32_0_g12282 , 0.01 ) ) ) , temp_output_32_0_g12282));
                float4 staticSwitch82_g12280 = appendResult18_g12282;
                #else
                float4 staticSwitch82_g12280 = temp_output_2_0_g12280;
                #endif
                float4 break4_g12283 = staticSwitch82_g12280;
                #ifdef _ENABLECUSTOMFADE_ON
                float staticSwitch8_g12141 = 1.0;
                #else
                float staticSwitch8_g12141 = IN.color.a;
                #endif
                #ifdef _ENABLESMOKE_ON
                float staticSwitch9_g12141 = 1.0;
                #else
                float staticSwitch9_g12141 = staticSwitch8_g12141;
                #endif
                float customVertexAlpha193 = staticSwitch9_g12141;
                float4 appendResult5_g12283 = (float4(break4_g12283.r , break4_g12283.g , break4_g12283.b , ( break4_g12283.a * customVertexAlpha193 )));
                float4 temp_output_344_0 = appendResult5_g12283;
                float4 temp_output_1_0_g12284 = temp_output_344_0;
                float4 appendResult8_g12284 = (float4(( (temp_output_1_0_g12284).rgb * (IN.color).rgb ) , temp_output_1_0_g12284.a));
                #ifdef _VERTEXTINTFIRST_ON
                float4 staticSwitch342 = temp_output_344_0;
                #else
                float4 staticSwitch342 = appendResult8_g12284;
                #endif
                float4 lerpResult125 = lerp( ( originalColor191 * IN.color ) , staticSwitch342 , fullFade123);
                #if defined( _SHADERFADING_NONE )
                float4 staticSwitch143 = staticSwitch342;
                #elif defined( _SHADERFADING_FULL )
                float4 staticSwitch143 = lerpResult125;
                #elif defined( _SHADERFADING_MASK )
                float4 staticSwitch143 = lerpResult125;
                #elif defined( _SHADERFADING_DISSOLVE )
                float4 staticSwitch143 = lerpResult125;
                #elif defined( _SHADERFADING_SPREAD )
                float4 staticSwitch143 = lerpResult125;
                #else
                float4 staticSwitch143 = staticSwitch342;
                #endif
                float4 temp_output_7_0_g12291 = staticSwitch143;
                #ifdef _BAKEDMATERIAL_ON
                float4 appendResult2_g12291 = (float4(( (temp_output_7_0_g12291).rgb / max( temp_output_7_0_g12291.a , 1E-05 ) ) , temp_output_7_0_g12291.a));
                float4 staticSwitch6_g12291 = appendResult2_g12291;
                #else
                float4 staticSwitch6_g12291 = temp_output_7_0_g12291;
                #endif
                

                half4 color = staticSwitch6_g12291;

                #ifdef UNITY_UI_CLIP_RECT
                half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw);
                color.a *= m.x * m.y;
                #endif

                #ifdef UNITY_UI_ALPHACLIP
                clip (color.a - 0.001);
                #endif

                color.rgb *= color.a;

                return color;
            }
        ENDCG
        }
    }
    CustomEditor "SpriteShadersUltimate.SSUShaderGUI"
	
	Fallback Off
}
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