About

Author: DeathByNukes

This is a part of my Audiosurf 2 scripting documentation.

Contents

Overview

Property types we can set:

Loading

Older versions of Unity allowed loading compiled ShaderLab directly from text, and later removed that support in a version that Audiosurf 2 upgraded to. To soften the blow to existing skins, a shader name ending in ".shader" will make it try reading the shader name from the file and replacing your name with that. Dylan said (IIRC) he added a bunch of built-in shaders based on what he knew skins were using. If you specify a .txt file instead of a .shader file or the "Shader" line in your file is indented, it will fall back to passing your file contents to the obsolete Material(string contents) constructor which will (always?) fail to load the shader.

After the shader name has been decided, it is loaded from the library of built-in shaders via Shader.Find.

If a shader name, after processing, starts with "standard" (case-insensitive) then it sets the following material settings before reading your settings:

material:SetOverrideTag("RenderType", "")
material:SetInt("_SrcBlend", 1)
material:SetInt("_DstBlend", 0)
material:SetInt("_ZWrite", 1)
material:DisableKeyword("_ALPHATEST_ON")
material:DisableKeyword("_ALPHABLEND_ON")
material:DisableKeyword("_ALPHAPREMULTIPLY_ON")
material.renderQueue = -1

The material{shadersettings{_Mode}} setting is probably relevant.

Skyscreen Shaders

These shader variables are automatically provided to skyscreen shaders:

float4 iPrimaryColor; // highway color
float iIntensity; // normalized intensity
float iFloorHeight; // track_bounds.min[2]);
float iCeilingHeight; // track_bounds.max[2]);
float iIntensityTime; // a counter which gains deltaTime * iIntensity every frame
float4x4 _ViewProjectInverse; // (Camera.main.projectionMatrix * Camera.main.worldToCameraMatrix).inverse
float4x4 _ProjectInverse; // Camera.main.projectionMatrix.inverse
float _Scale; // always 1
float _TrackLocation; // the interpolated current node index (Update tracklocation but starting at 0 instead of 1)
float iNumTrackNodes; // the number of nodes
// iTrackTex is only sent if skyScreen_TrackOffset was set
sampler2D iTrackTex; // 1024 x 4, RGBA32, no mipmaps, point filtering, clamped, 0 aniso
// The following are only sent if skyScreen_FixedTrackOffset was set
sampler2D iTrackColors; // 8192 x (12 * ceil(iNumTrackNodes / 8192.0)), RGBA32, no mipmaps, bilinear filtering, clamped, 0 aniso
sampler2D iTrackIntensities; // 8192 x ceil(iNumTrackNodes / 8192.0), RGBA32, no mipmaps, point filtering, clamped, 0 aniso
sampler2D iTrackNodes; // 8192 x 12*ceil(iNumTrackNodes / 8192.0), RGBA32, no mipmaps, point filtering, clamped, 0 aniso
float4 trackOffset; // the 3 values that were provided to skyScreen_FixedTrackOffset. the 4th value is always 0

FixedTrackOffset

This gives you images containing per-node details about the entire track. The first node is in the bottom left and it moves right until it wraps and starts at the beginning of the next row, moving upward. I am not sure why he chose 2D images with wrapping rather than 1D images, which would be simpler and have better clamping / interpolation.

iTrackColors

The highway colors for every node. The textures are only generated on the skyscreen's first update frame and will not reflect changes to the highway after that.

iTrackIntensities

The normalized intensity for every node. It is encoded with EncodeFloatRGBA(intensityNormalized).

iTrackNodes

This one gets more complicated: each logical row takes up 12 contiguous pixel rows in the image. 4 vectors are encoded in each logical row, from bottom to top: right (1,0,0), up (0,1,0), forward (0,0,1), and position. Right/up/forward have the node's rotation applied to them and they are relative to the node's world-space position. A vector's 3 coordinates each get their own pixel row, with X on the bottom, and are encoded with EncodeFloatRGBA((coordinate + 100000f) / 200000f).

TrackOffset

iTrackTex

Each column in this 1024 pixel wide image represents a track node. For each node, skyScreen_TrackOffset is converted from node space to camera space (not viewport space) and the bottom two pixels are the X and Y coordinates of that, encoded via EncodeFloatRGBA((coordinate + 100000f) / 200000f). The next two pixels are a node color and EncodeFloatRGBA(intensityNormalized).

As for which nodes are selected, it is difficult understand the intention behind the complicated selection process. My guess is that this is something "good enough" found through experimentation and is designed for a specific shader. The set of nodes it selects from starts out as the first 1024 nodes and once iIntensityTime reaches 200 the selection window will start moving forward. When the selection window hits the end of the track it will keep moving forward and the last node will appear in the selection window multiple times.

Selection criteria:

For each column, the first acceptable node will be selected, so the general trend for successful selections is earlier nodes on the left.

The node before the selected node (index clamped to the selection window) and the selected node will be lerped based on this ratio: abs(previous.z - column_index) / (abs(selected.z - column_index) + abs(previous.z - column_index)) If no qualifying node is found, most of the information will be reused from the last column that successfully selected a node (or zero) but the top two pixels will take their color and intensity from the first node in the selection window, and their interpolation is always with the next node (index clamped to the track size) rather than the previous node. (But the interpolation amount is the same as the others and does get reused.)

Shader List

Here's a list of built-in shaders, their properties, and important ShaderLab commands they use. This list is up to date as of 2022-04-09. Let me know if you think a new shader has been added and I will update it.

"AlphaTestDoublePassUnlitVertexColored" (Assets/Resources/shaders/alphatestdoublepassunlitvertexcolored.shader) #
_Color   ("Main Color",           Vector       ) = (1,1,1,1)
_MainTex ("Base (RGB) Alpha (A)", 2D           ) = "white" {}
_Cutoff  ("Base Alpha cutoff",    Range(0, 0.9)) = 0.5
SubShader
	Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "AlphaTest" "RenderType" = "TransparentCutout" }
	Pass
		Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "AlphaTest" "RenderType" = "TransparentCutout" }
		Cull Off
	Pass
		Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "AlphaTest" "RenderType" = "TransparentCutout" "RequireOption" = "SoftVegetation" }
		Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
		ZWrite Off
		Cull Off
"BarycentricWireframe" (Assets/Resources/shaders/barycentricwireframe.shader) #
_Color   ("Main Color", Vector) = (1,1,1,0.5)
_MainTex ("Texture",    2D    ) = "white" {}
SubShader
	Pass
Fallback "Vertex color unlit"
"Bubble" (Assets/Shader/Bubble.shader) #
_Color    ("_Color",    Vector       ) = (0,1,0,1)
_Inside   ("_Inside",   Range(0, 2)  ) = 0
_Rim      ("_Rim",      Range(0, 2)  ) = 1.2
_Texture  ("_Texture",  2D           ) = "white" {}
_Speed    ("_Speed",    Range(0.5, 5)) = 0.5
_Tile     ("_Tile",     Range(1, 10) ) = 5
_Strength ("_Strength", Range(0, 5)  ) = 1.5
_Cube     ("Cubemap",   Cube         ) = "" {}
SubShader
	Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "Transparent" }
	Pass
		Name "FORWARD"
		Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "FORWARDBASE" "QUEUE" = "Transparent" "RenderType" = "Transparent" }
		Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
		ColorMask RGB -1
		ZWrite Off
	Pass
		Name "FORWARD"
		Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "FORWARDADD" "QUEUE" = "Transparent" "RenderType" = "Transparent" }
		Blend SrcAlpha One, SrcAlpha One
		ColorMask RGB -1
		ZWrite Off
	Pass
		Name "META"
		Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "META" "QUEUE" = "Transparent" "RenderType" = "Transparent" }
		ColorMask RGB -1
		ZWrite Off
		Cull Off
"Bubble" (Assets/Shader/Bubble_0.shader) #
_Color    ("_Color",    Vector       ) = (0,1,0,1)
_Inside   ("_Inside",   Range(0, 2)  ) = 0
_Rim      ("_Rim",      Range(0, 2)  ) = 1.2
_Texture  ("_Texture",  2D           ) = "white" {}
_Speed    ("_Speed",    Range(0.5, 5)) = 0.5
_Tile     ("_Tile",     Range(1, 10) ) = 5
_Strength ("_Strength", Range(0, 5)  ) = 1.5
_Cube     ("Cubemap",   Cube         ) = "" {}
SubShader
	Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "Transparent" }
	Pass
		Name "FORWARD"
		Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "FORWARDBASE" "QUEUE" = "Transparent" "RenderType" = "Transparent" }
		Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
		ColorMask RGB -1
		ZWrite Off
	Pass
		Name "FORWARD"
		Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "FORWARDADD" "QUEUE" = "Transparent" "RenderType" = "Transparent" }
		Blend SrcAlpha One, SrcAlpha One
		ColorMask RGB -1
		ZWrite Off
	Pass
		Name "META"
		Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "META" "QUEUE" = "Transparent" "RenderType" = "Transparent" }
		ColorMask RGB -1
		ZWrite Off
		Cull Off
"CameraFilterPack/AAA_Blood" (Assets/Resources/CameraFilterPack_AAA_Blood.shader) #
_MainTex  ("Base (RGB)", 2D) = "white" {}
_MainTex2 ("Base (RGB)", 2D) = "white" {}
SubShader
	Pass
		ZTest Always
"CameraFilterPack/AAA_Super_Computer" (Assets/Resources/CameraFilterPack_AAA_SuperComputer.shader) #
_MainTex          ("Base (RGB)",        2D              ) = "white" {}
_TimeX            ("Time",              Range(0, 1)     ) = 1
_Distortion       ("_Distortion",       Range(0, 1)     ) = 0.3
_ScreenResolution ("_ScreenResolution", Vector          ) = (0,0,0,0)
_Value            ("_Value",            Range(0.2, 10)  ) = 8.1
_BorderSize       ("_BorderSize",       Range(-0.5, 0.5)) = 0
_BorderColor      ("_BorderColor",      Vector          ) = (0,0.5,1,1)
_SpotSize         ("_SpotSize",         Range(0, 1)     ) = 0.5
_AlphaHexa        ("_AlphaHexa",        Range(0.2, 10)  ) = 0.608
_PositionX        ("_PositionX",        Range(-0.5, 0.5)) = 0
_PositionY        ("_PositionY",        Range(-0.5, 0.5)) = 0
_Radius           ("_Radius",           Range(0, 1)     ) = 0.5
SubShader
	Pass
		ZTest Always
"CameraFilterPack/AAA_Super_Hexagon" (Assets/Resources/CameraFilterPack_AAA_SuperHexagon.shader) #
_MainTex          ("Base (RGB)",        2D              ) = "white" {}
_TimeX            ("Time",              Range(0, 1)     ) = 1
_Distortion       ("_Distortion",       Range(0, 1)     ) = 0.3
_ScreenResolution ("_ScreenResolution", Vector          ) = (0,0,0,0)
_Value            ("_Value",            Range(0.2, 10)  ) = 1
_HexaColor        ("_HexaColor",        Vector          ) = (1,1,1,1)
_BorderSize       ("_BorderSize",       Range(-0.5, 0.5)) = 0
_BorderColor      ("_BorderColor",      Vector          ) = (1,1,1,1)
_SpotSize         ("_SpotSize",         Range(0, 1)     ) = 0.5
_AlphaHexa        ("_AlphaHexa",        Range(0.2, 10)  ) = 1
_PositionX        ("_PositionX",        Range(-0.5, 0.5)) = 0
_PositionY        ("_PositionY",        Range(-0.5, 0.5)) = 0
_Radius           ("_Radius",           Range(0, 1)     ) = 0.5
SubShader
	Pass
		ZTest Always
"CameraFilterPack/AAA_WaterDrop" (Assets/Resources/CameraFilterPack_AAA_WaterDrop.shader) #
_MainTex          ("Base (RGB)",        2D          ) = "white" {}
_MainTex2         ("Base (RGB)",        2D          ) = "white" {}
_TimeX            ("Time",              Range(0, 1) ) = 1
_SizeX            ("SizeX",             Range(0, 1) ) = 1
_SizeY            ("SizeY",             Range(0, 1) ) = 1
_Speed            ("Speed",             Range(0, 10)) = 1
_Distortion       ("_Distortion",       Range(0, 1) ) = 0.87
_ScreenResolution ("_ScreenResolution", Vector      ) = (0,0,0,0)
SubShader
	Pass
		ZTest Always
"CameraFilterPack/Alien_Vision" (Assets/Resources/CameraFilterPack_Alien_Vision.shader) #
_MainTex          ("Base (RGB)",        2D         ) = "white" {}
_TimeX            ("Time",              Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector     ) = (0,0,0,0)
SubShader
	Pass
		ZTest Always
"CameraFilterPack/Antialiasing_FXAA" (Assets/Resources/CameraFilterPack_Antialiasing_FXAA.shader) #
_MainTex          ("Base (RGB)",        2D         ) = "white" {}
_TimeX            ("Time",              Range(0, 1)) = 1
_Distortion       ("_Distortion",       Range(0, 1)) = 0.3
_ScreenResolution ("_ScreenResolution", Vector     ) = (0,0,0,0)
SubShader
	Pass
"CameraFilterPack/Atmosphere_Snow_8bits" (Assets/Resources/CameraFilterPack_Atmosphere_Snow_8bits.shader) #
_MainTex          ("Base (RGB)",        2D         ) = "white" {}
_TimeX            ("Time",              Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector     ) = (0,0,0,0)
SubShader
	Pass
		ZTest Always
"CameraFilterPack/Blend2Camera_Blend" (Assets/Resources/CameraFilterPack_Blend2Camera_Blend.shader) #
_MainTex          ("Base (RGB)",        2D         ) = "white" {}
_MainTex2         ("Base (RGB)",        2D         ) = "white" {}
_TimeX            ("Time",              Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector     ) = (0,0,0,0)
SubShader
	Pass
		ZTest Always
"CameraFilterPack/Blend2Camera_BlueScreen" (Assets/Resources/CameraFilterPack_Blend2Camera_BlueScreen.shader) #
_MainTex          ("Base (RGB)",        2D         ) = "white" {}
_MainTex2         ("Base (RGB)",        2D         ) = "white" {}
_TimeX            ("Time",              Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector     ) = (0,0,0,0)
SubShader
	Pass
		ZTest Always
"CameraFilterPack/Blend2Camera_Color" (Assets/Resources/CameraFilterPack_Blend2Camera_Color.shader) #
_MainTex          ("Base (RGB)",        2D         ) = "white" {}
_MainTex2         ("Base (RGB)",        2D         ) = "white" {}
_TimeX            ("Time",              Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector     ) = (0,0,0,0)
SubShader
	Pass
		ZTest Always
"CameraFilterPack/Blend2Camera_ColorBurn" (Assets/Resources/CameraFilterPack_Blend2Camera_ColorBurn.shader) #
_MainTex          ("Base (RGB)",        2D         ) = "white" {}
_MainTex2         ("Base (RGB)",        2D         ) = "white" {}
_TimeX            ("Time",              Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector     ) = (0,0,0,0)
SubShader
	Pass
		ZTest Always
"CameraFilterPack/Blend2Camera_ColorDodge" (Assets/Resources/CameraFilterPack_Blend2Camera_ColorDodge.shader) #
_MainTex          ("Base (RGB)",        2D         ) = "white" {}
_MainTex2         ("Base (RGB)",        2D         ) = "white" {}
_TimeX            ("Time",              Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector     ) = (0,0,0,0)
SubShader
	Pass
		ZTest Always
"CameraFilterPack/Blend2Camera_Darken" (Assets/Resources/CameraFilterPack_Blend2Camera_Darken.shader) #
_MainTex          ("Base (RGB)",        2D         ) = "white" {}
_MainTex2         ("Base (RGB)",        2D         ) = "white" {}
_TimeX            ("Time",              Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector     ) = (0,0,0,0)
SubShader
	Pass
		ZTest Always
"CameraFilterPack/Blend2Camera_DarkerColor" (Assets/Resources/CameraFilterPack_Blend2Camera_DarkerColor.shader) #
_MainTex          ("Base (RGB)",        2D         ) = "white" {}
_MainTex2         ("Base (RGB)",        2D         ) = "white" {}
_TimeX            ("Time",              Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector     ) = (0,0,0,0)
SubShader
	Pass
		ZTest Always
"CameraFilterPack/Blend2Camera_Difference" (Assets/Resources/CameraFilterPack_Blend2Camera_Difference.shader) #
_MainTex          ("Base (RGB)",        2D         ) = "white" {}
_MainTex2         ("Base (RGB)",        2D         ) = "white" {}
_TimeX            ("Time",              Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector     ) = (0,0,0,0)
SubShader
	Pass
		ZTest Always
"CameraFilterPack/Blend2Camera_Divide" (Assets/Resources/CameraFilterPack_Blend2Camera_Divide.shader) #
_MainTex          ("Base (RGB)",        2D         ) = "white" {}
_MainTex2         ("Base (RGB)",        2D         ) = "white" {}
_TimeX            ("Time",              Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector     ) = (0,0,0,0)
SubShader
	Pass
		ZTest Always
"CameraFilterPack/Blend2Camera_Exclusion" (Assets/Resources/CameraFilterPack_Blend2Camera_Exclusion.shader) #
_MainTex          ("Base (RGB)",        2D         ) = "white" {}
_MainTex2         ("Base (RGB)",        2D         ) = "white" {}
_TimeX            ("Time",              Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector     ) = (0,0,0,0)
SubShader
	Pass
		ZTest Always
"CameraFilterPack/Blend2Camera_GreenScreen" (Assets/Resources/CameraFilterPack_Blend2Camera_GreenScreen.shader) #
_MainTex          ("Base (RGB)",        2D         ) = "white" {}
_MainTex2         ("Base (RGB)",        2D         ) = "white" {}
_TimeX            ("Time",              Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector     ) = (0,0,0,0)
SubShader
	Pass
		ZTest Always
"CameraFilterPack/Blend2Camera_HardLight" (Assets/Resources/CameraFilterPack_Blend2Camera_HardLight.shader) #
_MainTex          ("Base (RGB)",        2D         ) = "white" {}
_MainTex2         ("Base (RGB)",        2D         ) = "white" {}
_TimeX            ("Time",              Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector     ) = (0,0,0,0)
SubShader
	Pass
		ZTest Always
"CameraFilterPack/Blend2Camera_HardMix" (Assets/Resources/CameraFilterPack_Blend2Camera_HardMix.shader) #
_MainTex          ("Base (RGB)",        2D         ) = "white" {}
_MainTex2         ("Base (RGB)",        2D         ) = "white" {}
_TimeX            ("Time",              Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector     ) = (0,0,0,0)
SubShader
	Pass
		ZTest Always
"CameraFilterPack/Blend2Camera_Hue" (Assets/Resources/CameraFilterPack_Blend2Camera_Hue.shader) #
_MainTex          ("Base (RGB)",        2D         ) = "white" {}
_MainTex2         ("Base (RGB)",        2D         ) = "white" {}
_TimeX            ("Time",              Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector     ) = (0,0,0,0)
SubShader
	Pass
		ZTest Always
"CameraFilterPack/Blend2Camera_Lighten" (Assets/Resources/CameraFilterPack_Blend2Camera_Lighten.shader) #
_MainTex          ("Base (RGB)",        2D         ) = "white" {}
_MainTex2         ("Base (RGB)",        2D         ) = "white" {}
_TimeX            ("Time",              Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector     ) = (0,0,0,0)
SubShader
	Pass
		ZTest Always
"CameraFilterPack/Blend2Camera_LighterColor" (Assets/Resources/CameraFilterPack_Blend2Camera_LighterColor.shader) #
_MainTex          ("Base (RGB)",        2D         ) = "white" {}
_MainTex2         ("Base (RGB)",        2D         ) = "white" {}
_TimeX            ("Time",              Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector     ) = (0,0,0,0)
SubShader
	Pass
		ZTest Always
"CameraFilterPack/Blend2Camera_LinearBurn" (Assets/Resources/CameraFilterPack_Blend2Camera_LinearBurn.shader) #
_MainTex          ("Base (RGB)",        2D         ) = "white" {}
_MainTex2         ("Base (RGB)",        2D         ) = "white" {}
_TimeX            ("Time",              Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector     ) = (0,0,0,0)
SubShader
	Pass
		ZTest Always
"CameraFilterPack/Blend2Camera_LinearDodge" (Assets/Resources/CameraFilterPack_Blend2Camera_LinearDodge.shader) #
_MainTex          ("Base (RGB)",        2D         ) = "white" {}
_MainTex2         ("Base (RGB)",        2D         ) = "white" {}
_TimeX            ("Time",              Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector     ) = (0,0,0,0)
SubShader
	Pass
		ZTest Always
"CameraFilterPack/Blend2Camera_LinearLight" (Assets/Resources/CameraFilterPack_Blend2Camera_LinearLight.shader) #
_MainTex          ("Base (RGB)",        2D         ) = "white" {}
_MainTex2         ("Base (RGB)",        2D         ) = "white" {}
_TimeX            ("Time",              Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector     ) = (0,0,0,0)
SubShader
	Pass
		ZTest Always
"CameraFilterPack/Blend2Camera_Luminosity" (Assets/Resources/CameraFilterPack_Blend2Camera_Luminosity.shader) #
_MainTex          ("Base (RGB)",        2D         ) = "white" {}
_MainTex2         ("Base (RGB)",        2D         ) = "white" {}
_TimeX            ("Time",              Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector     ) = (0,0,0,0)
SubShader
	Pass
		ZTest Always
"CameraFilterPack/Blend2Camera_Multiply" (Assets/Resources/CameraFilterPack_Blend2Camera_Multiply.shader) #
_MainTex          ("Base (RGB)",        2D         ) = "white" {}
_MainTex2         ("Base (RGB)",        2D         ) = "white" {}
_TimeX            ("Time",              Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector     ) = (0,0,0,0)
SubShader
	Pass
		ZTest Always
"CameraFilterPack/Blend2Camera_Overlay" (Assets/Resources/CameraFilterPack_Blend2Camera_Overlay.shader) #
_MainTex          ("Base (RGB)",        2D         ) = "white" {}
_MainTex2         ("Base (RGB)",        2D         ) = "white" {}
_TimeX            ("Time",              Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector     ) = (0,0,0,0)
SubShader
	Pass
		ZTest Always
"CameraFilterPack/Blend2Camera_PinLight" (Assets/Resources/CameraFilterPack_Blend2Camera_PinLight.shader) #
_MainTex          ("Base (RGB)",        2D         ) = "white" {}
_MainTex2         ("Base (RGB)",        2D         ) = "white" {}
_TimeX            ("Time",              Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector     ) = (0,0,0,0)
SubShader
	Pass
		ZTest Always
"CameraFilterPack/Blend2Camera_Saturation" (Assets/Resources/CameraFilterPack_Blend2Camera_Saturation.shader) #
_MainTex          ("Base (RGB)",        2D         ) = "white" {}
_MainTex2         ("Base (RGB)",        2D         ) = "white" {}
_TimeX            ("Time",              Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector     ) = (0,0,0,0)
SubShader
	Pass
		ZTest Always
"CameraFilterPack/Blend2Camera_Screen" (Assets/Resources/CameraFilterPack_Blend2Camera_Screen.shader) #
_MainTex          ("Base (RGB)",        2D         ) = "white" {}
_MainTex2         ("Base (RGB)",        2D         ) = "white" {}
_TimeX            ("Time",              Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector     ) = (0,0,0,0)
SubShader
	Pass
		ZTest Always
"CameraFilterPack/Blend2Camera_SoftLight" (Assets/Resources/CameraFilterPack_Blend2Camera_SoftLight.shader) #
_MainTex          ("Base (RGB)",        2D         ) = "white" {}
_MainTex2         ("Base (RGB)",        2D         ) = "white" {}
_TimeX            ("Time",              Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector     ) = (0,0,0,0)
SubShader
	Pass
		ZTest Always
"CameraFilterPack/Blend2Camera_SplitScreen" (Assets/Resources/CameraFilterPack_Blend2Camera_SplitScreen.shader) #
_MainTex  ("Base (RGB)", 2D         ) = "white" {}
_MainTex2 ("Base (RGB)", 2D         ) = "white" {}
_TimeX    ("Time",       Range(0, 1)) = 1
SubShader
	Pass
		ZTest Always
"CameraFilterPack/Blend2Camera_Subtract" (Assets/Resources/CameraFilterPack_Blend2Camera_Subtract.shader) #
_MainTex          ("Base (RGB)",        2D         ) = "white" {}
_MainTex2         ("Base (RGB)",        2D         ) = "white" {}
_TimeX            ("Time",              Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector     ) = (0,0,0,0)
SubShader
	Pass
		ZTest Always
"CameraFilterPack/Blend2Camera_VividLight" (Assets/Resources/CameraFilterPack_Blend2Camera_VividLight.shader) #
_MainTex          ("Base (RGB)",        2D         ) = "white" {}
_MainTex2         ("Base (RGB)",        2D         ) = "white" {}
_TimeX            ("Time",              Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector     ) = (0,0,0,0)
SubShader
	Pass
		ZTest Always
"CameraFilterPack/Blizzard" (Assets/Resources/CameraFilterPack_Blizzard.shader) #
_MainTex  ("Base (RGB)", 2D) = "white" {}
_MainTex2 ("Base (RGB)", 2D) = "white" {}
SubShader
	Pass
		ZTest Always
"CameraFilterPack/Blur_Bloom" (Assets/Resources/CameraFilterPack_Blur_Bloom.shader) #
_MainTex          ("Base (RGB)",        2D          ) = "white" {}
_TimeX            ("Time",              Range(0, 1) ) = 1
_ScreenResolution ("_ScreenResolution", Vector      ) = (0,0,0,0)
_Amount           ("_Amount",           Range(0, 20)) = 5
_Glow             ("_Glow",             Range(0, 20)) = 5
SubShader
	Pass
		ZTest Always
"CameraFilterPack/Blur_Blurry" (Assets/Resources/CameraFilterPack_Blur_Blurry.shader) #
_MainTex          ("Base (RGB)",        2D          ) = "white" {}
_TimeX            ("Time",              Range(0, 1) ) = 1
_ScreenResolution ("_ScreenResolution", Vector      ) = (0,0,0,0)
_Amount           ("_Amount",           Range(0, 20)) = 5
SubShader
	Pass
		ZTest Always
"CameraFilterPack/Blur_Dithering2x2" (Assets/Resources/CameraFilterPack_Blur_Dithering2x2.shader) #
_MainTex          ("Base (RGB)",        2D          ) = "white" {}
_TimeX            ("Time",              Range(0, 1) ) = 1
_Distortion       ("_Distortion",       Range(0, 1) ) = 0.3
_ScreenResolution ("_ScreenResolution", Vector      ) = (0,0,0,0)
_Level            ("_Level",            Range(1, 16)) = 4
_Distance         ("_Distance",         Vector      ) = (30,0,0,0)
SubShader
	Pass
		ZTest Always
"CameraFilterPack/Blur_DitherOffset" (Assets/Resources/CameraFilterPack_Blur_DitherOffset.shader) #
_MainTex          ("Base (RGB)",        2D          ) = "white" {}
_TimeX            ("Time",              Range(0, 1) ) = 1
_Distortion       ("_Distortion",       Range(0, 1) ) = 0.3
_ScreenResolution ("_ScreenResolution", Vector      ) = (0,0,0,0)
_Level            ("_Level",            Range(1, 16)) = 4
_Distance         ("_Distance",         Vector      ) = (30,0,0,0)
SubShader
	Pass
		ZTest Always
"CameraFilterPack/Blur_Focus" (Assets/Resources/CameraFilterPack_Blur_Focus.shader) #
_MainTex          ("Base (RGB)",        2D          ) = "white" {}
_TimeX            ("Time",              Range(0, 1) ) = 1
_Size             ("Size",              Range(0, 1) ) = 1
_Circle           ("Circle",            Range(0, 1) ) = 1
_Distortion       ("_Distortion",       Range(0, 1) ) = 0.3
_ScreenResolution ("_ScreenResolution", Vector      ) = (0,0,0,0)
_CenterX          ("_CenterX",          Range(-1, 1)) = 0
_CenterY          ("_CenterY",          Range(-1, 1)) = 0
SubShader
	Pass
		ZTest Always
"CameraFilterPack/Blur_GaussianBlur" (Assets/Resources/CameraFilterPack_Blur_GaussianBlur.shader) #
_MainTex          ("Base (RGB)",        2D         ) = "white" {}
_TimeX            ("Time",              Range(0, 1)) = 1
_Distortion       ("_Distortion",       Range(0, 1)) = 0.3
_ScreenResolution ("_ScreenResolution", Vector     ) = (0,0,0,0)
SubShader
	Pass
		ZTest Always
"CameraFilterPack/Blur_Movie" (Assets/Resources/CameraFilterPack_Blur_Movie.shader) #
_MainTex          ("Base (RGB)",        2D            ) = "white" {}
_TimeX            ("Time",              Range(0, 1)   ) = 1
_Distortion       ("_Distortion",       Range(0, 1)   ) = 0.3
_ScreenResolution ("_ScreenResolution", Vector        ) = (0,0,0,0)
_Radius           ("_Radius",           Range(0, 1000)) = 700
_Factor           ("_Factor",           Range(0, 1000)) = 200
SubShader
	Pass
		ZTest Always
"CameraFilterPack/Blur_Noise" (Assets/Resources/CameraFilterPack_Blur_Noise.shader) #
_MainTex          ("Base (RGB)",        2D          ) = "white" {}
_TimeX            ("Time",              Range(0, 1) ) = 1
_Distortion       ("_Distortion",       Range(0, 1) ) = 0.3
_ScreenResolution ("_ScreenResolution", Vector      ) = (0,0,0,0)
_Level            ("_Level",            Range(1, 16)) = 4
_Distance         ("_Distance",         Vector      ) = (30,0,0,0)
SubShader
	Pass
		ZTest Always
"CameraFilterPack/Blur_Radial" (Assets/Resources/CameraFilterPack_Blur_Radial.shader) #
_MainTex          ("Base (RGB)",        2D         ) = "white" {}
_TimeX            ("Time",              Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector     ) = (0,0,0,0)
SubShader
	Pass
		ZTest Always
"CameraFilterPack/Blur_Radial_Fast" (Assets/Resources/CameraFilterPack_Blur_Radial_Fast.shader) #
_MainTex          ("Base (RGB)",        2D         ) = "white" {}
_TimeX            ("Time",              Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector     ) = (0,0,0,0)
SubShader
	Pass
		ZTest Always
"CameraFilterPack/Blur_Regular" (Assets/Resources/CameraFilterPack_Blur_Regular.shader) #
_MainTex          ("Base (RGB)",        2D          ) = "white" {}
_TimeX            ("Time",              Range(0, 1) ) = 1
_Distortion       ("_Distortion",       Range(0, 1) ) = 0.3
_ScreenResolution ("_ScreenResolution", Vector      ) = (0,0,0,0)
_Level            ("_Level",            Range(1, 16)) = 4
_Distance         ("_Distance",         Vector      ) = (30,0,0,0)
SubShader
	Pass
		ZTest Always
"CameraFilterPack/Blur_Steam" (Assets/Resources/CameraFilterPack_Blur_Steam.shader) #
_MainTex          ("Base (RGB)",        2D         ) = "white" {}
_TimeX            ("Time",              Range(0, 1)) = 1
_Distortion       ("_Distortion",       Range(0, 1)) = 0.3
_ScreenResolution ("_ScreenResolution", Vector     ) = (0,0,0,0)
_Radius           ("_Radius",           Range(0, 1)) = 0.1
_Quality          ("_Quality",          Range(0, 1)) = 0.75
SubShader
	Pass
		ZTest Always
"CameraFilterPack/BlurHole" (Assets/Resources/CameraFilterPack_Blur_BlurHole.shader) #
_MainTex          ("Base (RGB)",        2D         ) = "white" {}
_TimeX            ("Time",              Range(0, 1)) = 1
_Distortion       ("_Distortion",       Range(0, 1)) = 0.3
_ScreenResolution ("_ScreenResolution", Vector     ) = (0,0,0,0)
SubShader
	Pass
		ZTest Always
"CameraFilterPack/BlurTiltShift" (Assets/Resources/CameraFilterPack_Blur_Tilt_Shift.shader) #
_MainTex          ("Base (RGB)",        2D          ) = "white" {}
_MainTex2         ("Blurred (RGB)",     2D          ) = "white" {}
_TimeX            ("Time",              Range(0, 1) ) = 1
_ScreenResolution ("_ScreenResolution", Vector      ) = (0,0,0,0)
_Amount           ("_Amount",           Range(0, 20)) = 5
SubShader
	Pass
		ZTest Always
	Pass
		ZTest Always
	Pass
		ZTest Always
"CameraFilterPack/BlurTiltShift_Hole" (Assets/Resources/CameraFilterPack_Blur_Tilt_Shift_Hole.shader) #
_MainTex          ("Base (RGB)",        2D          ) = "white" {}
_MainTex2         ("Blurred (RGB)",     2D          ) = "white" {}
_TimeX            ("Time",              Range(0, 1) ) = 1
_ScreenResolution ("_ScreenResolution", Vector      ) = (0,0,0,0)
_Amount           ("_Amount",           Range(0, 20)) = 5
SubShader
	Pass
		ZTest Always
	Pass
		ZTest Always
	Pass
		ZTest Always
"CameraFilterPack/BlurTiltShift_V" (Assets/Resources/CameraFilterPack_Blur_Tilt_Shift_V.shader) #
_MainTex          ("Base (RGB)",        2D          ) = "white" {}
_MainTex2         ("Blurred (RGB)",     2D          ) = "white" {}
_TimeX            ("Time",              Range(0, 1) ) = 1
_ScreenResolution ("_ScreenResolution", Vector      ) = (0,0,0,0)
_Amount           ("_Amount",           Range(0, 20)) = 5
SubShader
	Pass
		ZTest Always
	Pass
		ZTest Always
	Pass
		ZTest Always
"CameraFilterPack/Color_BrightContrastSaturation" (Assets/Resources/CameraFilterPack_Color_BrightContrastSaturation.shader) #
_MainTex          ("Base (RGB)",        2D         ) = "white" {}
_TimeX            ("Time",              Range(0, 1)) = 1
_Distortion       ("_Distortion",       Range(0, 1)) = 1
_Brightness       ("_Brightness",       Range(0, 1)) = 1.5
_Saturation       ("_Saturation",       Range(0, 1)) = 3
_Contrast         ("_Contrast",         Range(0, 1)) = 3
_ScreenResolution ("_ScreenResolution", Vector     ) = (0,0,0,0)
SubShader
	Pass
		ZTest Always
"CameraFilterPack/Color_Chromatic_Aberration" (Assets/Resources/CameraFilterPack_Color_Chromatic_Aberration.shader) #
_MainTex          ("Base (RGB)",        2D                ) = "white" {}
_TimeX            ("Time",              Range(0, 1)       ) = 1
_Distortion       ("_Distortion",       Range(-0.02, 0.02)) = 0.02
_ScreenResolution ("_ScreenResolution", Vector            ) = (0,0,0,0)
SubShader
	Pass
		ZTest Always
"CameraFilterPack/Color_Contrast" (Assets/Resources/CameraFilterPack_Color_Contrast.shader) #
_MainTex          ("Base (RGB)",        2D          ) = "white" {}
_TimeX            ("Time",              Range(0, 1) ) = 1
_Contrast         ("_Contrast",         Range(0, 10)) = 1
_ScreenResolution ("_ScreenResolution", Vector      ) = (0,0,0,0)
SubShader
	Pass
		ZTest Always
"CameraFilterPack/Color_GrayScale" (Assets/Resources/CameraFilterPack_Color_GrayScale.shader) #
_MainTex          ("Base (RGB)",        2D         ) = "white" {}
_TimeX            ("Time",              Range(0, 1)) = 1
_Distortion       ("_Distortion",       Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector     ) = (0,0,0,0)
SubShader
	Pass
		ZTest Always
"CameraFilterPack/Color_Invert" (Assets/Resources/CameraFilterPack_Color_Invert.shader) #
_MainTex          ("Base (RGB)",        2D         ) = "white" {}
_TimeX            ("Time",              Range(0, 1)) = 1
_Distortion       ("_Distortion",       Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector     ) = (0,0,0,0)
SubShader
	Pass
		ZTest Always
"CameraFilterPack/Color_Noise" (Assets/Resources/CameraFilterPack_Color_Noise.shader) #
_MainTex          ("Base (RGB)",        2D         ) = "white" {}
_TimeX            ("Time",              Range(0, 1)) = 1
_Noise            ("_Noise",            Range(0, 1)) = 0.5
_ScreenResolution ("_ScreenResolution", Vector     ) = (0,0,0,0)
SubShader
	Pass
		ZTest Always
"CameraFilterPack/Color_RGB" (Assets/Resources/CameraFilterPack_Color_RGB.shader) #
_MainTex          ("Base (RGB)",        2D         ) = "white" {}
_TimeX            ("Time",              Range(0, 1)) = 1
_Distortion       ("_Distortion",       Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector     ) = (0,0,0,0)
_ColorRGB         ("_ColorRGB",         Vector     ) = (1,1,1,1)
SubShader
	Pass
		ZTest Always
"CameraFilterPack/Color_Sepia" (Assets/Resources/CameraFilterPack_Color_Sepia.shader) #
_MainTex          ("Base (RGB)",        2D         ) = "white" {}
_TimeX            ("Time",              Range(0, 1)) = 1
_Distortion       ("_Distortion",       Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector     ) = (0,0,0,0)
SubShader
	Pass
		ZTest Always
"CameraFilterPack/Color_Switching" (Assets/Resources/CameraFilterPack_Color_Switching.shader) #
_MainTex          ("Base (RGB)",        2D         ) = "white" {}
_TimeX            ("Time",              Range(0, 1)) = 1
_Distortion       ("_Distortion",       Range(0, 8)) = 8
_ScreenResolution ("_ScreenResolution", Vector     ) = (0,0,0,0)
SubShader
	Pass
		ZTest Always
"CameraFilterPack/Color_YUV" (Assets/Resources/CameraFilterPack_Color_YUV.shader) #
_MainTex ("Base (RGB)", 2D) = "white" {}
SubShader
	Pass
		ZTest Always
"CameraFilterPack/Colors_Adjust_ColorRGB" (Assets/Resources/CameraFilterPack_Colors_Adjust_ColorRGB.shader) #
_MainTex          ("Base (RGB)",        2D         ) = "white" {}
_TimeX            ("Time",              Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector     ) = (0,0,0,0)
SubShader
	Pass
		ZTest Always
"CameraFilterPack/Colors_Adjust_FullColors" (Assets/Resources/CameraFilterPack_Colors_Adjust_FullColors.shader) #
_MainTex          ("Base (RGB)",        2D         ) = "white" {}
_TimeX            ("Time",              Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector     ) = (0,0,0,0)
SubShader
	Pass
		ZTest Always
"CameraFilterPack/Colors_Adjust_PreFilters" (Assets/Resources/CameraFilterPack_Colors_Adjust_PreFilters.shader) #
_MainTex          ("Base (RGB)",        2D         ) = "white" {}
_TimeX            ("Time",              Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector     ) = (0,0,0,0)
SubShader
	Pass
		ZTest Always
"CameraFilterPack/Colors_Brightness" (Assets/Resources/CameraFilterPack_Colors_Brightness.shader) #
_MainTex ("Base (RGB)", 2D   ) = "white" {}
_Val     ("Value",      Float) = 1
SubShader
	Pass
		ZTest Always
"CameraFilterPack/Colors_DarkColor" (Assets/Resources/CameraFilterPack_Colors_DarkColor.shader) #
_MainTex          ("Base (RGB)",        2D         ) = "white" {}
_TimeX            ("Time",              Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector     ) = (0,0,0,0)
SubShader
	Pass
		ZTest Always
"CameraFilterPack/Colors_HSV" (Assets/Resources/CameraFilterPack_Colors_HSV.shader) #
_MainTex  ("Base (RGB)", 2D           ) = "white" {}
_HueShift ("HueShift",   Range(0, 360)) = 0
_Sat      ("Saturation", Float        ) = 1
_Val      ("Value",      Float        ) = 1
SubShader
	Pass
		ZTest Always
"CameraFilterPack/Colors_HUE_Rotate" (Assets/Resources/CameraFilterPack_Colors_HUE_Rotate.shader) #
_MainTex          ("Base (RGB)",        2D          ) = "white" {}
_TimeX            ("Time",              Range(0, 1) ) = 1
_Distortion       ("_Distortion",       Range(0, 1) ) = 0.3
_ScreenResolution ("_ScreenResolution", Vector      ) = (0,0,0,0)
_Speed            ("_Speed",            Range(0, 20)) = 10
SubShader
	Pass
		ZTest Always
"CameraFilterPack/Colors_NewPosterize" (Assets/Resources/CameraFilterPack_Colors_NewPosterize.shader) #
_MainTex          ("Base (RGB)",        2D         ) = "white" {}
_TimeX            ("Time",              Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector     ) = (0,0,0,0)
SubShader
	Pass
		ZTest Always
"CameraFilterPack/Colors_Threshold" (Assets/Resources/CameraFilterPack_Colors_Threshold.shader) #
_MainTex    ("Base (RGB)",  2D         ) = "white" {}
_TimeX      ("Time",        Range(0, 1)) = 1
_Distortion ("_Distortion", Range(0, 1)) = 0.3
SubShader
	Pass
		ZTest Always
"CameraFilterPack/Distortion_Aspiration" (Assets/Resources/CameraFilterPack_Distortion_Aspiration.shader) #
_MainTex          ("Base (RGB)",        2D         ) = "white" {}
_TimeX            ("Time",              Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector     ) = (0,0,0,0)
SubShader
	Pass
		ZTest Always
"CameraFilterPack/Distortion_BigFace" (Assets/Resources/CameraFilterPack_Distortion_BigFace.shader) #
_MainTex          ("Base (RGB)",        2D          ) = "white" {}
_TimeX            ("Time",              Range(0, 1) ) = 1
_Distortion       ("_Distortion",       Range(0, 10)) = 1
_Size             ("_Size",             Range(0, 10)) = 1
_ScreenResolution ("_ScreenResolution", Vector      ) = (0,0,0,0)
SubShader
	Pass
		ZTest Always
"CameraFilterPack/Distortion_BlackHole" (Assets/Resources/CameraFilterPack_Distortion_BlackHole.shader) #
_MainTex          ("Base (RGB)",        2D          ) = "white" {}
_TimeX            ("Time",              Range(0, 1) ) = 1
_Distortion       ("_Distortion",       Range(0, 1) ) = 0.3
_Distortion2      ("_Distortion",       Range(0, 1) ) = 0.3
_ScreenResolution ("_ScreenResolution", Vector      ) = (0,0,0,0)
_PositionX        ("_PositionX",        Range(-1, 1)) = 1.5
_PositionY        ("_PositionY",        Range(-1, 1)) = 30
SubShader
	Pass
		ZTest Always
"CameraFilterPack/Distortion_Dissipation" (Assets/Resources/CameraFilterPack_Distortion_Dissipation.shader) #
_MainTex          ("Base (RGB)",        2D         ) = "white" {}
_TimeX            ("Time",              Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector     ) = (0,0,0,0)
SubShader
	Pass
		ZTest Always
"CameraFilterPack/Distortion_Dream" (Assets/Resources/CameraFilterPack_Distortion_Dream.shader) #
_MainTex    ("Base (RGB)",  2D          ) = "white" {}
_TimeX      ("Time",        Range(0, 1) ) = 1
_Distortion ("_Distortion", Range(1, 10)) = 1
SubShader
	Pass
		ZTest Always
"CameraFilterPack/Distortion_Dream2" (Assets/Resources/CameraFilterPack_Distortion_Dream2.shader) #
_MainTex          ("Base (RGB)",        2D           ) = "white" {}
_TimeX            ("Time",              Range(0, 1)  ) = 1
_Distortion       ("_Distortion",       Range(0, 100)) = 10
_Distortion       ("_Speed",            Range(0, 30) ) = 5
_ScreenResolution ("_ScreenResolution", Vector       ) = (0,0,0,0)
SubShader
	Pass
		ZTest Always
"CameraFilterPack/Distortion_FishEye" (Assets/Resources/CameraFilterPack_Distortion_FishEye.shader) #
_MainTex          ("Base (RGB)",        2D         ) = "white" {}
_TimeX            ("Time",              Range(0, 1)) = 1
_Distortion       ("_Distortion",       Range(0, 1)) = 0.87
_ScreenResolution ("_ScreenResolution", Vector     ) = (0,0,0,0)
SubShader
	Pass
		ZTest Always
"CameraFilterPack/Distortion_Flag" (Assets/Resources/CameraFilterPack_Distortion_Flag.shader) #
_MainTex          ("Base (RGB)",        2D         ) = "white" {}
_TimeX            ("Time",              Range(0, 1)) = 1
_Distortion       ("_Distortion",       Range(0, 1)) = 0.3
_ScreenResolution ("_ScreenResolution", Vector     ) = (0,0,0,0)
SubShader
	Pass
		ZTest Always
"CameraFilterPack/Distortion_Flush" (Assets/Resources/CameraFilterPack_Distortion_Flush.shader) #
_MainTex          ("Base (RGB)",        2D         ) = "white" {}
_TimeX            ("Time",              Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector     ) = (0,0,0,0)
SubShader
	Pass
		ZTest Always
"CameraFilterPack/Distortion_Half_Sphere" (Assets/Resources/CameraFilterPack_Distortion_Half_Sphere.shader) #
_MainTex          ("Base (RGB)",        2D          ) = "white" {}
_TimeX            ("Time",              Range(0, 1) ) = 1
_Distortion       ("_Distortion",       Range(0, 1) ) = 0.3
_ScreenResolution ("_ScreenResolution", Vector      ) = (0,0,0,0)
_SphereSize       ("_SphereSize",       Range(1, 10)) = 1
_SpherePositionX  ("_SpherePositionX",  Range(-1, 1)) = 0
_SpherePositionY  ("_SpherePositionY",  Range(-1, 1)) = 0
_Strength         ("_Strength",         Range(1, 10)) = 5
SubShader
	Pass
		ZTest Always
"CameraFilterPack/Distortion_Heat" (Assets/Resources/CameraFilterPack_Distortion_Heat.shader) #
_MainTex          ("Base (RGB)",        2D           ) = "white" {}
_TimeX            ("Time",              Range(0, 1)  ) = 1
_Distortion       ("_Distortion",       Range(1, 100)) = 20
_ScreenResolution ("_ScreenResolution", Vector       ) = (0,0,0,0)
SubShader
	Pass
		ZTest Always
"CameraFilterPack/Distortion_Lens" (Assets/Resources/CameraFilterPack_Distortion_Lens.shader) #
_MainTex          ("Base (RGB)",        2D          ) = "white" {}
_TimeX            ("Time",              Range(0, 1) ) = 1
_Distortion       ("_Distortion",       Range(0, 1) ) = 0.3
_ScreenResolution ("_ScreenResolution", Vector      ) = (0,0,0,0)
_CenterX          ("_CenterX",          Range(-1, 1)) = 0
_CenterY          ("_CenterY",          Range(-1, 1)) = 0
SubShader
	Pass
		ZTest Always
"CameraFilterPack/Distortion_Noise" (Assets/Resources/CameraFilterPack_Distortion_Noise.shader) #
_MainTex          ("Base (RGB)",        2D         ) = "white" {}
_TimeX            ("Time",              Range(0, 1)) = 1
_Distortion       ("_Distortion",       Range(0, 1)) = 0.3
_ScreenResolution ("_ScreenResolution", Vector     ) = (0,0,0,0)
SubShader
	Pass
		ZTest Always
"CameraFilterPack/Distortion_ShockWave" (Assets/Resources/CameraFilterPack_Distortion_ShockWave.shader) #
_MainTex          ("Base (RGB)",        2D         ) = "white" {}
_TimeX            ("Time",              Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector     ) = (0,0,0,0)
SubShader
	Pass
		ZTest Always
"CameraFilterPack/Distortion_Water_Drop" (Assets/Resources/CameraFilterPack_Distortion_Water_Drop.shader) #
_MainTex          ("Base (RGB)",        2D          ) = "white" {}
_TimeX            ("Time",              Range(0, 1) ) = 1
_Distortion       ("_Distortion",       Range(0, 1) ) = 0.3
_ScreenResolution ("_ScreenResolution", Vector      ) = (0,0,0,0)
_CenterX          ("_CenterX",          Range(-1, 1)) = 0
_CenterY          ("_CenterY",          Range(-1, 1)) = 0
_WaveIntensity    ("_WaveIntensity",    Range(0, 10)) = 0
_NumberOfWaves    ("_NumberOfWaves",    Range(0, 10)) = 0
SubShader
	Pass
		ZTest Always
"CameraFilterPack/Distortion_Wave_Horizontal" (Assets/Resources/CameraFilterPack_Distortion_Wave_Horizontal.shader) #
_MainTex          ("Base (RGB)",        2D           ) = "white" {}
_TimeX            ("Time",              Range(0, 1)  ) = 1
_Distortion       ("_Distortion",       Range(0, 1)  ) = 0.3
_ScreenResolution ("_ScreenResolution", Vector       ) = (0,0,0,0)
_WaveIntensity    ("_WaveIntensity",    Range(1, 100)) = 1
SubShader
	Pass
		ZTest Always
"CameraFilterPack/Drawing_BluePrint" (Assets/Resources/CameraFilterPack_Drawing_BluePrint.shader) #
_MainTex          ("Base (RGB)",        2D         ) = "white" {}
_MainTex2         ("Base (RGB)",        2D         ) = "white" {}
_TimeX            ("Time",              Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector     ) = (0,0,0,0)
SubShader
	Pass
		ZTest Always
"CameraFilterPack/Drawing_CellShading" (Assets/Resources/CameraFilterPack_Drawing_CellShading.shader) #
_MainTex          ("Base (RGB)",        2D          ) = "white" {}
_TimeX            ("Time",              Range(0, 1) ) = 1
_Distortion       ("_Distortion",       Range(0, 1) ) = 0.3
_ScreenResolution ("_ScreenResolution", Vector      ) = (0,0,0,0)
_EdgeSize         ("_EdgeSize",         Range(0, 1) ) = 0
_ColorLevel       ("_ColorLevel",       Range(0, 10)) = 7
SubShader
	Pass
		ZTest Always
"CameraFilterPack/Drawing_CellShading2" (Assets/Resources/CameraFilterPack_Drawing_CellShading2.shader) #
_MainTex          ("Base (RGB)",        2D          ) = "white" {}
_TimeX            ("Time",              Range(0, 1) ) = 1
_Distortion       ("_Distortion",       Range(0, 1) ) = 0.3
_ScreenResolution ("_ScreenResolution", Vector      ) = (0,0,0,0)
_EdgeSize         ("_EdgeSize",         Range(0, 1) ) = 0
_ColorLevel       ("_ColorLevel",       Range(0, 10)) = 7
SubShader
	Pass
		ZTest Always
"CameraFilterPack/Drawing_Comics" (Assets/Resources/CameraFilterPack_Drawing_Comics.shader) #
_MainTex          ("Base (RGB)",        2D          ) = "white" {}
_TimeX            ("Time",              Range(0, 1) ) = 1
_Distortion       ("_Distortion",       Range(0, 1) ) = 0.3
_ScreenResolution ("_ScreenResolution", Vector      ) = (0,0,0,0)
_DotSize          ("_DotSize",          Range(0, 1) ) = 0
_ColorLevel       ("_ColorLevel",       Range(0, 10)) = 7
SubShader
	Pass
		ZTest Always
"CameraFilterPack/Drawing_Crosshatch" (Assets/Resources/CameraFilterPack_Drawing_Crosshatch.shader) #
_MainTex          ("Base (RGB)",        2D          ) = "white" {}
_TimeX            ("Time",              Range(0, 1) ) = 1
_Distortion       ("_Distortion",       Range(0, 10)) = 1
_ScreenResolution ("_ScreenResolution", Vector      ) = (0,0,0,0)
SubShader
	Pass
		ZTest Always
"CameraFilterPack/Drawing_Curve" (Assets/Resources/CameraFilterPack_Drawing_Curve.shader) #
_MainTex          ("Base (RGB)",        2D         ) = "white" {}
_TimeX            ("Time",              Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector     ) = (0,0,0,0)
SubShader
	Pass
		ZTest Always
"CameraFilterPack/Drawing_EnhancedComics" (Assets/Resources/CameraFilterPack_Drawing_EnhancedComics.shader) #
_MainTex          ("Base (RGB)",        2D         ) = "white" {}
_TimeX            ("Time",              Range(0, 1)) = 1
_Distortion       ("_Distortion",       Range(0, 1)) = 0.3
_ScreenResolution ("_ScreenResolution", Vector     ) = (0,0,0,0)
_DotSize          ("_DotSize",          Range(0, 1)) = 0
_ColorRGB         ("_ColorRGB",         Vector     ) = (1,0,0,1)
SubShader
	Pass
		ZTest Always
"CameraFilterPack/Drawing_Halftone" (Assets/Resources/CameraFilterPack_Drawing_Halftone.shader) #
_MainTex    ("Base (RGB)",  2D          ) = "white" {}
_TimeX      ("Time",        Range(0, 1) ) = 1
_Distortion ("_Distortion", Range(0, 1) ) = 0.3
_DotSize    ("_DotSize",    Range(1, 16)) = 10
SubShader
	Pass
		ZTest Always
"CameraFilterPack/Drawing_Laplacian" (Assets/Resources/CameraFilterPack_Drawing_Laplacian.shader) #
_MainTex          ("Base (RGB)",        2D         ) = "white" {}
_TimeX            ("Time",              Range(0, 1)) = 1
_Distortion       ("_Distortion",       Range(0, 1)) = 0.3
_ScreenResolution ("_ScreenResolution", Vector     ) = (0,0,0,0)
SubShader
	Pass
		ZTest Always
"CameraFilterPack/Drawing_Lines" (Assets/Resources/CameraFilterPack_Drawing_Lines.shader) #
_MainTex          ("Base (RGB)",        2D         ) = "white" {}
_TimeX            ("Time",              Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector     ) = (0,0,0,0)
SubShader
	Pass
		ZTest Always
"CameraFilterPack/Drawing_Manga" (Assets/Resources/CameraFilterPack_Drawing_Manga.shader) #
_MainTex          ("Base (RGB)",        2D          ) = "white" {}
_TimeX            ("Time",              Range(0, 1) ) = 1
_Distortion       ("_Distortion",       Range(0, 1) ) = 0.3
_ScreenResolution ("_ScreenResolution", Vector      ) = (0,0,0,0)
_DotSize          ("_DotSize",          Range(0, 1) ) = 0
_ColorLevel       ("_ColorLevel",       Range(0, 10)) = 7
SubShader
	Pass
		ZTest Always
"CameraFilterPack/Drawing_Manga2" (Assets/Resources/CameraFilterPack_Drawing_Manga2.shader) #
_MainTex          ("Base (RGB)",        2D          ) = "white" {}
_TimeX            ("Time",              Range(0, 1) ) = 1
_Distortion       ("_Distortion",       Range(0, 1) ) = 0.3
_ScreenResolution ("_ScreenResolution", Vector      ) = (0,0,0,0)
_DotSize          ("_DotSize",          Range(0, 1) ) = 0
_ColorLevel       ("_ColorLevel",       Range(0, 10)) = 7
SubShader
	Pass
		ZTest Always
"CameraFilterPack/Drawing_Manga3" (Assets/Resources/CameraFilterPack_Drawing_Manga3.shader) #
_MainTex          ("Base (RGB)",        2D          ) = "white" {}
_TimeX            ("Time",              Range(0, 1) ) = 1
_Distortion       ("_Distortion",       Range(0, 1) ) = 0.3
_ScreenResolution ("_ScreenResolution", Vector      ) = (0,0,0,0)
_DotSize          ("_DotSize",          Range(0, 1) ) = 0
_ColorLevel       ("_ColorLevel",       Range(0, 10)) = 7
SubShader
	Pass
		ZTest Always
"CameraFilterPack/Drawing_Manga4" (Assets/Resources/CameraFilterPack_Drawing_Manga4.shader) #
_MainTex          ("Base (RGB)",        2D          ) = "white" {}
_TimeX            ("Time",              Range(0, 1) ) = 1
_Distortion       ("_Distortion",       Range(0, 1) ) = 0.3
_ScreenResolution ("_ScreenResolution", Vector      ) = (0,0,0,0)
_DotSize          ("_DotSize",          Range(0, 1) ) = 0
_ColorLevel       ("_ColorLevel",       Range(0, 10)) = 7
SubShader
	Pass
		ZTest Always
"CameraFilterPack/Drawing_Manga5" (Assets/Resources/CameraFilterPack_Drawing_Manga5.shader) #
_MainTex          ("Base (RGB)",        2D          ) = "white" {}
_TimeX            ("Time",              Range(0, 1) ) = 1
_Distortion       ("_Distortion",       Range(0, 1) ) = 0.3
_ScreenResolution ("_ScreenResolution", Vector      ) = (0,0,0,0)
_DotSize          ("_DotSize",          Range(0, 1) ) = 0
_ColorLevel       ("_ColorLevel",       Range(0, 10)) = 7
SubShader
	Pass
		ZTest Always
"CameraFilterPack/Drawing_Manga_Color" (Assets/Resources/CameraFilterPack_Drawing_Manga_Color.shader) #
_MainTex          ("Base (RGB)",        2D          ) = "white" {}
_TimeX            ("Time",              Range(0, 1) ) = 1
_Distortion       ("_Distortion",       Range(0, 1) ) = 0.3
_ScreenResolution ("_ScreenResolution", Vector      ) = (0,0,0,0)
_DotSize          ("_DotSize",          Range(0, 1) ) = 0
_ColorLevel       ("_ColorLevel",       Range(0, 10)) = 7
SubShader
	Pass
		ZTest Always
"CameraFilterPack/Drawing_Manga_Flash" (Assets/Resources/CameraFilterPack_Drawing_Manga_Flash.shader) #
_MainTex          ("Base (RGB)",        2D         ) = "white" {}
_TimeX            ("Time",              Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector     ) = (0,0,0,0)
SubShader
	Pass
		ZTest Always
"CameraFilterPack/Drawing_Manga_FlashWhite" (Assets/Resources/CameraFilterPack_Drawing_Manga_FlashWhite.shader) #
_MainTex          ("Base (RGB)",        2D         ) = "white" {}
_TimeX            ("Time",              Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector     ) = (0,0,0,0)
SubShader
	Pass
		ZTest Always
"CameraFilterPack/Drawing_NewCellShading" (Assets/Resources/CameraFilterPack_Drawing_NewCellShading.shader) #
_MainTex          ("Base (RGB)",        2D         ) = "white" {}
_TimeX            ("Time",              Range(0, 1)) = 1
_Distortion       ("_Distortion",       Range(0, 1)) = 0.3
_ScreenResolution ("_ScreenResolution", Vector     ) = (0,0,0,0)
_Threshold        ("_Threshold",        Range(0, 1)) = 0
SubShader
	Pass
		ZTest Always
"CameraFilterPack/Drawing_Paper" (Assets/Resources/CameraFilterPack_Drawing_Paper.shader) #
_MainTex          ("Base (RGB)",        2D         ) = "white" {}
_MainTex2         ("Base (RGB)",        2D         ) = "white" {}
_TimeX            ("Time",              Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector     ) = (0,0,0,0)
SubShader
	Pass
		ZTest Always
"CameraFilterPack/Drawing_Paper2" (Assets/Resources/CameraFilterPack_Drawing_Paper2.shader) #
_MainTex          ("Base (RGB)",        2D         ) = "white" {}
_MainTex2         ("Base (RGB)",        2D         ) = "white" {}
_TimeX            ("Time",              Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector     ) = (0,0,0,0)
SubShader
	Pass
		ZTest Always
"CameraFilterPack/Drawing_Paper3" (Assets/Resources/CameraFilterPack_Drawing_Paper3.shader) #
_MainTex          ("Base (RGB)",        2D         ) = "white" {}
_MainTex2         ("Base (RGB)",        2D         ) = "white" {}
_TimeX            ("Time",              Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector     ) = (0,0,0,0)
SubShader
	Pass
		ZTest Always
"CameraFilterPack/Drawing_Toon" (Assets/Resources/CameraFilterPack_Drawing_Toon.shader) #
_MainTex          ("Base (RGB)",        2D          ) = "white" {}
_TimeX            ("Time",              Range(0, 1) ) = 1
_Distortion       ("_Distortion",       Range(0, 1) ) = 0.3
_ScreenResolution ("_ScreenResolution", Vector      ) = (0,0,0,0)
_DotSize          ("_DotSize",          Range(0, 1) ) = 0
_ColorLevel       ("_ColorLevel",       Range(0, 10)) = 7
SubShader
	Pass
		ZTest Always
"CameraFilterPack/Edge_BlackLine" (Assets/Resources/CameraFilterPack_Edge_BlackLine.shader) #
_MainTex          ("Base (RGB)",        2D         ) = "white" {}
_TimeX            ("Time",              Range(0, 1)) = 1
_Distortion       ("_Distortion",       Range(0, 1)) = 0.3
_ScreenResolution ("_ScreenResolution", Vector     ) = (0,0,0,0)
SubShader
	Pass
		ZTest Always
"CameraFilterPack/Edge_Edge_filter" (Assets/Resources/CameraFilterPack_Edge_Edge_filter.shader) #
_MainTex          ("Base (RGB)",        2D          ) = "white" {}
_TimeX            ("Time",              Range(0, 1) ) = 1
_Distortion       ("_Distortion",       Range(0, 1) ) = 0.3
_ScreenResolution ("_ScreenResolution", Vector      ) = (0,0,0,0)
_RedAmplifier     ("_RedAmplifier",     Range(0, 10)) = 0
_GreenAmplifier   ("_GreenAmplifier",   Range(0, 10)) = 2
_BlueAmplifier    ("_BlueAmplifier",    Range(0, 10)) = 0
SubShader
	Pass
		ZTest Always
"CameraFilterPack/Edge_Golden" (Assets/Resources/CameraFilterPack_Edge_Golden.shader) #
_MainTex          ("Base (RGB)",        2D         ) = "white" {}
_TimeX            ("Time",              Range(0, 1)) = 1
_Distortion       ("_Distortion",       Range(0, 1)) = 0.3
_ScreenResolution ("_ScreenResolution", Vector     ) = (0,0,0,0)
SubShader
	Pass
		ZTest Always
"CameraFilterPack/Edge_Neon" (Assets/Resources/CameraFilterPack_Edge_Neon.shader) #
_MainTex          ("Base (RGB)",        2D          ) = "white" {}
_TimeX            ("Time",              Range(0, 1) ) = 1
_Distortion       ("_Distortion",       Range(0, 1) ) = 0.3
_ScreenResolution ("_ScreenResolution", Vector      ) = (0,0,0,0)
_EdgeWeight       ("_EdgeWeight",       Range(1, 10)) = 1
SubShader
	Pass
		ZTest Always
"CameraFilterPack/Edge_Sigmoid" (Assets/Resources/CameraFilterPack_Edge_Sigmoid.shader) #
_MainTex          ("Base (RGB)",        2D          ) = "white" {}
_TimeX            ("Time",              Range(0, 1) ) = 1
_Distortion       ("_Distortion",       Range(0, 1) ) = 0.3
_ScreenResolution ("_ScreenResolution", Vector      ) = (0,0,0,0)
_Gain             ("_Gain",             Range(1, 10)) = 3
SubShader
	Pass
		ZTest Always
"CameraFilterPack/Edge_Sobel" (Assets/Resources/CameraFilterPack_Edge_Sobel.shader) #
_MainTex          ("Base (RGB)",        2D         ) = "white" {}
_TimeX            ("Time",              Range(0, 1)) = 1
_Distortion       ("_Distortion",       Range(0, 1)) = 0.3
_ScreenResolution ("_ScreenResolution", Vector     ) = (0,0,0,0)
SubShader
	Pass
		ZTest Always
"CameraFilterPack/EXTRA_Rotation" (Assets/Resources/CameraFilterPack_EXTRA_Rotation.shader) #
_MainTex          ("Base (RGB)",        2D         ) = "white" {}
_TimeX            ("Time",              Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector     ) = (0,0,0,0)
SubShader
	Pass
		ZTest Always
"CameraFilterPack/EXTRA_SHOWFPS" (Assets/Resources/CameraFilterPack_EXTRA_SHOWFPS.shader) #
_MainTex          ("Base (RGB)",        2D         ) = "white" {}
_TimeX            ("Time",              Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector     ) = (0,0,0,0)
SubShader
	Pass
		ZTest Always
"CameraFilterPack/EyesVision_1" (Assets/Resources/CameraFilterPack_EyesVision_1.shader) #
_MainTex  ("Base (RGB)", 2D) = "white" {}
_MainTex2 ("Base (RGB)", 2D) = "white" {}
SubShader
	Pass
		ZTest Always
"CameraFilterPack/EyesVision_2" (Assets/Resources/CameraFilterPack_EyesVision_2.shader) #
_MainTex  ("Base (RGB)", 2D) = "white" {}
_MainTex2 ("Base (RGB)", 2D) = "white" {}
SubShader
	Pass
		ZTest Always
"CameraFilterPack/Film_ColorPerfection" (Assets/Resources/CameraFilterPack_Film_ColorPerfection.shader) #
_MainTex          ("Base (RGB)",        2D         ) = "white" {}
_TimeX            ("Time",              Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector     ) = (0,0,0,0)
SubShader
	Pass
		ZTest Always
"CameraFilterPack/Film_Grain" (Assets/Resources/CameraFilterPack_Film_Grain.shader) #
_MainTex          ("Base (RGB)",        2D         ) = "white" {}
_TimeX            ("Time",              Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector     ) = (0,0,0,0)
SubShader
	Pass
		ZTest Always
"CameraFilterPack/FX_8bits" (Assets/Resources/CameraFilterPack_FX_8bits.shader) #
_MainTex    ("Base (RGB)",  2D          ) = "white" {}
_TimeX      ("Time",        Range(0, 1) ) = 1
_Distortion ("_Distortion", Range(1, 10)) = 1
SubShader
	Pass
		ZTest Always
"CameraFilterPack/FX_8bits_gb" (Assets/Resources/CameraFilterPack_FX_8bits_gb.shader) #
_MainTex    ("Base (RGB)",  2D            ) = "white" {}
_TimeX      ("Time",        Range(0, 1)   ) = 1
_ScreenX    ("Time",        Range(0, 2000)) = 1
_ScreenY    ("Time",        Range(0, 2000)) = 1
_Distortion ("_Distortion", Range(1, 10)  ) = 1
SubShader
	Pass
		ZTest Always
"CameraFilterPack/FX_Ascii" (Assets/Resources/CameraFilterPack_FX_Ascii.shader) #
_MainTex          ("Base (RGB)",        2D         ) = "white" {}
_TimeX            ("Time",              Range(0, 1)) = 1
_Distortion       ("_Distortion",       Range(0, 1)) = 0.3
_ScreenResolution ("_ScreenResolution", Vector     ) = (0,0,0,0)
SubShader
	Pass
		ZTest Always
"CameraFilterPack/FX_DigitalMatrix" (Assets/Resources/CameraFilterPack_FX_DigitalMatrix.shader) #
_MainTex          ("Base (RGB)",        2D         ) = "white" {}
_TimeX            ("Time",              Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector     ) = (0,0,0,0)
SubShader
	Pass
		ZTest Always
"CameraFilterPack/FX_DigitalMatrixDistortion" (Assets/Resources/CameraFilterPack_FX_DigitalMatrixDistortion.shader) #
_MainTex          ("Base (RGB)",        2D         ) = "white" {}
_TimeX            ("Time",              Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector     ) = (0,0,0,0)
SubShader
	Pass
		ZTest Always
"CameraFilterPack/FX_Dot_Circle" (Assets/Resources/CameraFilterPack_FX_Dot_Circle.shader) #
_MainTex          ("Base (RGB)",        2D          ) = "white" {}
_TimeX            ("Time",              Range(0, 1) ) = 1
_Distortion       ("_Distortion",       Range(0, 1) ) = 0.3
_ScreenResolution ("_ScreenResolution", Vector      ) = (0,0,0,0)
_Value            ("_Value",            Range(4, 32)) = 7
SubShader
	Pass
		ZTest Always
"CameraFilterPack/FX_Drunk" (Assets/Resources/CameraFilterPack_FX_Drunk.shader) #
_MainTex          ("Base (RGB)",        2D          ) = "white" {}
_TimeX            ("Time",              Range(0, 1) ) = 1
_Distortion       ("_Distortion",       Range(0, 1) ) = 0.3
_ScreenResolution ("_ScreenResolution", Vector      ) = (0,0,0,0)
_Value            ("_Value",            Range(0, 20)) = 6
SubShader
	Pass
		ZTest Always
"CameraFilterPack/FX_Drunk2" (Assets/Resources/CameraFilterPack_FX_Drunk2.shader) #
_MainTex          ("Base (RGB)",        2D         ) = "white" {}
_TimeX            ("Time",              Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector     ) = (0,0,0,0)
SubShader
	Pass
		ZTest Always
"CameraFilterPack/FX_EarthQuake" (Assets/Resources/CameraFilterPack_FX_EarthQuake.shader) #
_MainTex          ("Base (RGB)",        2D         ) = "white" {}
_TimeX            ("Time",              Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector     ) = (0,0,0,0)
SubShader
	Pass
		ZTest Always
"CameraFilterPack/FX_Funk" (Assets/Resources/CameraFilterPack_FX_Funk.shader) #
_MainTex          ("Base (RGB)",        2D         ) = "white" {}
_TimeX            ("Time",              Range(0, 1)) = 1
_Distortion       ("_Distortion",       Range(0, 1)) = 0.3
_ScreenResolution ("_ScreenResolution", Vector     ) = (0,0,0,0)
SubShader
	Pass
		ZTest Always
"CameraFilterPack/FX_Glitch1" (Assets/Resources/CameraFilterPack_FX_Glitch1.shader) #
_MainTex          ("Base (RGB)",        2D         ) = "white" {}
_TimeX            ("Time",              Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector     ) = (0,0,0,0)
SubShader
	Pass
		ZTest Always
"CameraFilterPack/FX_Glitch2" (Assets/Resources/CameraFilterPack_FX_Glitch2.shader) #
_MainTex          ("Base (RGB)",        2D         ) = "white" {}
_TimeX            ("Time",              Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector     ) = (0,0,0,0)
SubShader
	Pass
		ZTest Always
"CameraFilterPack/FX_Glitch3" (Assets/Resources/CameraFilterPack_FX_Glitch3.shader) #
_MainTex          ("Base (RGB)",        2D         ) = "white" {}
_TimeX            ("Time",              Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector     ) = (0,0,0,0)
SubShader
	Pass
		ZTest Always
"CameraFilterPack/FX_Grid" (Assets/Resources/CameraFilterPack_FX_Grid.shader) #
_MainTex    ("Base (RGB)",  2D         ) = "white" {}
_TimeX      ("Time",        Range(0, 1)) = 1
_Distortion ("_Distortion", Range(0, 5)) = 1
SubShader
	Pass
		ZTest Always
"CameraFilterPack/FX_Hexagon" (Assets/Resources/CameraFilterPack_FX_Hexagon.shader) #
_MainTex          ("Base (RGB)",        2D         ) = "white" {}
_TimeX            ("Time",              Range(0, 1)) = 1
_Distortion       ("_Distortion",       Range(0, 1)) = 0.3
_ScreenResolution ("_ScreenResolution", Vector     ) = (0,0,0,0)
SubShader
	Pass
		ZTest Always
"CameraFilterPack/FX_Hexagon_Black" (Assets/Resources/CameraFilterPack_FX_Hexagon_Black.shader) #
_MainTex          ("Base (RGB)",        2D            ) = "white" {}
_TimeX            ("Time",              Range(0, 1)   ) = 1
_Distortion       ("_Distortion",       Range(0, 1)   ) = 0.3
_ScreenResolution ("_ScreenResolution", Vector        ) = (0,0,0,0)
_Value            ("_Value",            Range(0.2, 10)) = 1
SubShader
	Pass
		ZTest Always
"CameraFilterPack/FX_Hypno" (Assets/Resources/CameraFilterPack_FX_Hypno.shader) #
_MainTex          ("Base (RGB)",        2D         ) = "white" {}
_TimeX            ("Time",              Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector     ) = (0,0,0,0)
SubShader
	Pass
		ZTest Always
"CameraFilterPack/FX_InverChromiLum" (Assets/Resources/CameraFilterPack_FX_InverChromiLum.shader) #
_MainTex          ("Base (RGB)",        2D         ) = "white" {}
_TimeX            ("Time",              Range(0, 1)) = 1
_Distortion       ("_Distortion",       Range(0, 1)) = 0.3
_ScreenResolution ("_ScreenResolution", Vector     ) = (0,0,0,0)
SubShader
	Pass
		ZTest Always
"CameraFilterPack/FX_Mirror" (Assets/Resources/CameraFilterPack_FX_Mirror.shader) #
_MainTex          ("Base (RGB)",        2D         ) = "white" {}
_TimeX            ("Time",              Range(0, 1)) = 1
_Distortion       ("_Distortion",       Range(0, 1)) = 0.3
_ScreenResolution ("_ScreenResolution", Vector     ) = (0,0,0,0)
SubShader
	Pass
		ZTest Always
"CameraFilterPack/FX_Plasma" (Assets/Resources/CameraFilterPack_FX_Plasma.shader) #
_MainTex          ("Base (RGB)",        2D         ) = "white" {}
_TimeX            ("Time",              Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector     ) = (0,0,0,0)
SubShader
	Pass
		ZTest Always
"CameraFilterPack/FX_Psycho" (Assets/Resources/CameraFilterPack_FX_Psycho.shader) #
_MainTex    ("Base (RGB)",  2D         ) = "white" {}
_TimeX      ("Time",        Range(0, 1)) = 1
_Distortion ("_Distortion", Range(0, 1)) = 1
SubShader
	Pass
		ZTest Always
"CameraFilterPack/FX_Scan" (Assets/Resources/CameraFilterPack_FX_Scan.shader) #
_MainTex          ("Base (RGB)",        2D         ) = "white" {}
_TimeX            ("Time",              Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector     ) = (0,0,0,0)
SubShader
	Pass
		ZTest Always
"CameraFilterPack/FX_Screens" (Assets/Resources/CameraFilterPack_FX_Screens.shader) #
_MainTex          ("Base (RGB)",        2D         ) = "white" {}
_TimeX            ("Time",              Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector     ) = (0,0,0,0)
SubShader
	Pass
		ZTest Always
"CameraFilterPack/FX_Spot" (Assets/Resources/CameraFilterPack_FX_Spot.shader) #
_MainTex          ("Base (RGB)",        2D              ) = "white" {}
_TimeX            ("Time",              Range(0, 1)     ) = 1
_Distortion       ("_Distortion",       Range(0, 1)     ) = 0.3
_ScreenResolution ("_ScreenResolution", Vector          ) = (0,0,0,0)
_PositionX        ("_PositionX",        Range(-0.5, 0.5)) = 0
_PositionY        ("_PositionY",        Range(-0.5, 0.5)) = 0
_Radius           ("_Radius",           Range(0, 1)     ) = 0.5
SubShader
	Pass
		ZTest Always
"CameraFilterPack/FX_superDot" (Assets/Resources/CameraFilterPack_FX_superDot.shader) #
_MainTex          ("Base (RGB)",        2D         ) = "white" {}
_TimeX            ("Time",              Range(0, 1)) = 1
_Distortion       ("_Distortion",       Range(0, 1)) = 0.3
_ScreenResolution ("_ScreenResolution", Vector     ) = (0,0,0,0)
SubShader
	Pass
		ZTest Always
"CameraFilterPack/FX_ZebraColor" (Assets/Resources/CameraFilterPack_FX_ZebraColor.shader) #
_MainTex          ("Base (RGB)",        2D          ) = "white" {}
_TimeX            ("Time",              Range(0, 1) ) = 1
_Distortion       ("_Distortion",       Range(0, 1) ) = 0.3
_ScreenResolution ("_ScreenResolution", Vector      ) = (0,0,0,0)
_Value            ("_Value",            Range(1, 10)) = 10
SubShader
	Pass
		ZTest Always
"CameraFilterPack/Glitch_Mozaic" (Assets/Resources/CameraFilterPack_Glitch_Mozaic.shader) #
_MainTex          ("Base (RGB)",        2D         ) = "white" {}
_TimeX            ("Time",              Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector     ) = (0,0,0,0)
SubShader
	Pass
		ZTest Always
"CameraFilterPack/Glow_Glow" (Assets/Resources/CameraFilterPack_Glow_Glow.shader) #
_MainTex          ("Base (RGB)",        2D          ) = "white" {}
_MainTex2         ("Blurred (RGB)",     2D          ) = "white" {}
_TimeX            ("Time",              Range(0, 1) ) = 1
_ScreenResolution ("_ScreenResolution", Vector      ) = (0,0,0,0)
_Amount           ("_Amount",           Range(0, 20)) = 5
SubShader
	Pass
		ZTest Always
	Pass
		ZTest Always
	Pass
		ZTest Always
	Pass
		ZTest Always
"CameraFilterPack/Glow_Glow_Color" (Assets/Resources/CameraFilterPack_Glow_Glow_Color.shader) #
_MainTex          ("Base (RGB)",        2D          ) = "white" {}
_MainTex2         ("Blurred (RGB)",     2D          ) = "white" {}
_TimeX            ("Time",              Range(0, 1) ) = 1
_ScreenResolution ("_ScreenResolution", Vector      ) = (0,0,0,0)
_Amount           ("_Amount",           Range(0, 20)) = 5
SubShader
	Pass
		ZTest Always
	Pass
		ZTest Always
	Pass
		ZTest Always
	Pass
		ZTest Always
"CameraFilterPack/Gradients_Ansi" (Assets/Resources/CameraFilterPack_Gradients_Ansi.shader) #
_MainTex          ("Base (RGB)",        2D         ) = "white" {}
_TimeX            ("Time",              Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector     ) = (0,0,0,0)
SubShader
	Pass
		ZTest Always
"CameraFilterPack/Gradients_Desert" (Assets/Resources/CameraFilterPack_Gradients_Desert.shader) #
_MainTex          ("Base (RGB)",        2D         ) = "white" {}
_TimeX            ("Time",              Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector     ) = (0,0,0,0)
SubShader
	Pass
		ZTest Always
"CameraFilterPack/Gradients_ElectricGradient" (Assets/Resources/CameraFilterPack_Gradients_ElectricGradient.shader) #
_MainTex          ("Base (RGB)",        2D         ) = "white" {}
_TimeX            ("Time",              Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector     ) = (0,0,0,0)
SubShader
	Pass
		ZTest Always
"CameraFilterPack/Gradients_FireGradient" (Assets/Resources/CameraFilterPack_Gradients_FireGradient.shader) #
_MainTex          ("Base (RGB)",        2D         ) = "white" {}
_TimeX            ("Time",              Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector     ) = (0,0,0,0)
SubShader
	Pass
		ZTest Always
"CameraFilterPack/Gradients_Hue" (Assets/Resources/CameraFilterPack_Gradients_Hue.shader) #
_MainTex          ("Base (RGB)",        2D         ) = "white" {}
_TimeX            ("Time",              Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector     ) = (0,0,0,0)
SubShader
	Pass
		ZTest Always
"CameraFilterPack/Gradients_NeonGradient" (Assets/Resources/CameraFilterPack_Gradients_NeonGradient.shader) #
_MainTex          ("Base (RGB)",        2D         ) = "white" {}
_TimeX            ("Time",              Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector     ) = (0,0,0,0)
SubShader
	Pass
		ZTest Always
"CameraFilterPack/Gradients_Rainbow" (Assets/Resources/CameraFilterPack_Gradients_Rainbow.shader) #
_MainTex          ("Base (RGB)",        2D         ) = "white" {}
_TimeX            ("Time",              Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector     ) = (0,0,0,0)
SubShader
	Pass
		ZTest Always
"CameraFilterPack/Gradients_Stripe" (Assets/Resources/CameraFilterPack_Gradients_Stripe.shader) #
_MainTex          ("Base (RGB)",        2D         ) = "white" {}
_TimeX            ("Time",              Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector     ) = (0,0,0,0)
SubShader
	Pass
		ZTest Always
"CameraFilterPack/Gradients_Tech" (Assets/Resources/CameraFilterPack_Gradients_Tech.shader) #
_MainTex          ("Base (RGB)",        2D         ) = "white" {}
_TimeX            ("Time",              Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector     ) = (0,0,0,0)
SubShader
	Pass
		ZTest Always
"CameraFilterPack/Gradients_Therma" (Assets/Resources/CameraFilterPack_Gradients_Therma.shader) #
_MainTex          ("Base (RGB)",        2D         ) = "white" {}
_TimeX            ("Time",              Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector     ) = (0,0,0,0)
SubShader
	Pass
		ZTest Always
"CameraFilterPack/Light_Rainbow" (Assets/Resources/CameraFilterPack_Light_Rainbow.shader) #
_MainTex          ("Base (RGB)",        2D         ) = "white" {}
_TimeX            ("Time",              Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector     ) = (0,0,0,0)
SubShader
	Pass
		ZTest Always
"CameraFilterPack/Light_Rainbow2" (Assets/Resources/CameraFilterPack_Light_Rainbow2.shader) #
_MainTex          ("Base (RGB)",        2D         ) = "white" {}
_TimeX            ("Time",              Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector     ) = (0,0,0,0)
SubShader
	Pass
		ZTest Always
"CameraFilterPack/Light_Water" (Assets/Resources/CameraFilterPack_Light_Water.shader) #
_MainTex          ("Base (RGB)",        2D         ) = "white" {}
_TimeX            ("Time",              Range(0, 1)) = 1
_Distortion       ("_Distortion",       Range(0, 1)) = 0.3
_ScreenResolution ("_ScreenResolution", Vector     ) = (0,0,0,0)
SubShader
	Pass
		ZTest Always
"CameraFilterPack/Light_Water2" (Assets/Resources/CameraFilterPack_Light_Water2.shader) #
_MainTex          ("Base (RGB)",        2D         ) = "white" {}
_TimeX            ("Time",              Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector     ) = (0,0,0,0)
SubShader
	Pass
		ZTest Always
"CameraFilterPack/NightVision_4" (Assets/Resources/CameraFilterPack_NightVision_4.shader) #
_MainTex          ("Base (RGB)",        2D         ) = "white" {}
_TimeX            ("Time",              Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector     ) = (0,0,0,0)
SubShader
	Pass
		ZTest Always
"CameraFilterPack/NightVisionFX" (Assets/Resources/CameraFilterPack_NightVisionFX.shader) #
_MainTex ("Base (RGB)", 2D) = "white" {}
SubShader
	Pass
		ZTest Always
"CameraFilterPack/Oculus_NightVision1" (Assets/Resources/CameraFilterPack_Oculus_NightVision1.shader) #
_MainTex          ("Base (RGB)",        2D           ) = "white" {}
_TimeX            ("Time",              Range(0, 1)  ) = 1
_Distortion       ("_Distortion",       Range(1, 10) ) = 1
_ScreenResolution ("_ScreenResolution", Vector       ) = (0,0,0,0)
_Vignette         ("_Vignette",         Range(0, 100)) = 1.5
_Linecount        ("_Linecount",        Range(1, 150)) = 90
SubShader
	Pass
		ZTest Always
"CameraFilterPack/Oculus_NightVision2" (Assets/Resources/CameraFilterPack_Oculus_NightVision2.shader) #
_MainTex          ("Base (RGB)",        2D         ) = "white" {}
_TimeX            ("Time",              Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector     ) = (0,0,0,0)
SubShader
	Pass
		ZTest Always
"CameraFilterPack/Oculus_NightVision3" (Assets/Resources/CameraFilterPack_Oculus_NightVision3.shader) #
_MainTex           ("Base (RGB)",         2D         ) = "white" {}
_TimeX             ("Time",               Range(0, 1)) = 1
_Distortion        ("_Distortion",        Range(0, 1)) = 0.3
_ScreenResolution  ("_ScreenResolution",  Vector     ) = (0,0,0,0)
_BinocularSize     ("_BinocularSize",     Range(0, 1)) = 0.5
_BinocularDistance ("_BinocularDistance", Range(0, 1)) = 0.5
_Greenness         ("_Greenness",         Range(0, 1)) = 0.4
SubShader
	Pass
		ZTest Always
"CameraFilterPack/Oculus_NightVision5" (Assets/Resources/CameraFilterPack_Oculus_NightVision5.shader) #
_MainTex          ("Base (RGB)",        2D         ) = "white" {}
_TimeX            ("Time",              Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector     ) = (0,0,0,0)
SubShader
	Pass
		ZTest Always
"CameraFilterPack/Oculus_ThermaVision" (Assets/Resources/CameraFilterPack_Oculus_ThermaVision.shader) #
_MainTex          ("Base (RGB)",        2D         ) = "white" {}
_TimeX            ("Time",              Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector     ) = (0,0,0,0)
SubShader
	Pass
		ZTest Always
"CameraFilterPack/OldFilm_Cutting1" (Assets/Resources/CameraFilterPack_OldFilm_Cutting1.shader) #
_MainTex  ("Base (RGB)", 2D) = "white" {}
_MainTex2 ("Base (RGB)", 2D) = "white" {}
SubShader
	Pass
		ZTest Always
"CameraFilterPack/OldFilm_Cutting2" (Assets/Resources/CameraFilterPack_OldFilm_Cutting2.shader) #
_MainTex  ("Base (RGB)", 2D) = "white" {}
_MainTex2 ("Base (RGB)", 2D) = "white" {}
SubShader
	Pass
		ZTest Always
"CameraFilterPack/Pixel_Pixelisation" (Assets/Resources/CameraFilterPack_Pixel_Pixelisation.shader) #
_MainTex ("Base (RGB)", 2D) = "white" {}
SubShader
	Pass
		ZTest Always
"CameraFilterPack/Pixelisation_Dot" (Assets/Resources/CameraFilterPack_Pixelisation_Dot.shader) #
_MainTex          ("Base (RGB)",        2D         ) = "white" {}
_TimeX            ("Time",              Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector     ) = (0,0,0,0)
SubShader
	Pass
		ZTest Always
"CameraFilterPack/Pixelisation_OilPaint" (Assets/Resources/CameraFilterPack_Pixelisation_OilPaint.shader) #
_MainTex          ("Base (RGB)",        2D         ) = "white" {}
_TimeX            ("Time",              Range(0, 1)) = 1
_Distortion       ("_Distortion",       Range(0, 1)) = 0.3
_ScreenResolution ("_ScreenResolution", Vector     ) = (0,0,0,0)
_Value            ("_Value",            Range(0, 5)) = 1
SubShader
	Pass
		ZTest Always
"CameraFilterPack/Pixelisation_OilPaintHQ" (Assets/Resources/CameraFilterPack_Pixelisation_OilPaintHQ.shader) #
_MainTex          ("Base (RGB)",        2D         ) = "white" {}
_TimeX            ("Time",              Range(0, 1)) = 1
_Distortion       ("_Distortion",       Range(0, 1)) = 0.3
_ScreenResolution ("_ScreenResolution", Vector     ) = (0,0,0,0)
_Value            ("_Value",            Range(0, 5)) = 1
SubShader
	Pass
		ZTest Always
"CameraFilterPack/Real_VHS" (Assets/Resources/CameraFilterPack_Real_VHS.shader) #
_MainTex ("Base (RGB)", 2D) = "white" {}
VHS      ("Base (RGB)", 2D) = "white" {}
VHS2     ("Base (RGB)", 2D) = "white" {}
SubShader
	Pass
		ZTest Always
"CameraFilterPack/Retro_Loading" (Assets/Resources/CameraFilterPack_Retro_Loading.shader) #
_MainTex          ("Base (RGB)",        2D         ) = "white" {}
_TimeX            ("Time",              Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector     ) = (0,0,0,0)
SubShader
	Pass
		ZTest Always
"CameraFilterPack/Sharpen_Sharpen" (Assets/Resources/CameraFilterPack_Sharpen_Sharpen.shader) #
_MainTex          ("Base (RGB)",        2D         ) = "white" {}
_TimeX            ("Time",              Range(0, 1)) = 1
_Value            ("Value",             Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector     ) = (0,0,0,0)
SubShader
	Pass
		ZTest Always
"CameraFilterPack/Special_Bubble" (Assets/Resources/CameraFilterPack_Special_Bubble.shader) #
_MainTex          ("Base (RGB)",        2D         ) = "white" {}
_TimeX            ("Time",              Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector     ) = (0,0,0,0)
SubShader
	Pass
		ZTest Always
"CameraFilterPack/TV_50" (Assets/Resources/CameraFilterPack_TV_50.shader) #
_MainTex          ("Base (RGB)",        2D         ) = "white" {}
_TimeX            ("Time",              Range(0, 1)) = 1
_Distortion       ("_Distortion",       Range(0, 1)) = 0.3
_ScreenResolution ("_ScreenResolution", Vector     ) = (0,0,0,0)
SubShader
	Pass
		ZTest Always
"CameraFilterPack/TV_80" (Assets/Resources/CameraFilterPack_TV_80.shader) #
_MainTex          ("Base (RGB)",        2D         ) = "white" {}
_TimeX            ("Time",              Range(0, 1)) = 1
_Distortion       ("_Distortion",       Range(0, 1)) = 0.3
_ScreenResolution ("_ScreenResolution", Vector     ) = (0,0,0,0)
SubShader
	Pass
		ZTest Always
"CameraFilterPack/TV_ARCADE" (Assets/Resources/CameraFilterPack_TV_ARCADE.shader) #
_MainTex          ("Base (RGB)",        2D         ) = "white" {}
_TimeX            ("Time",              Range(0, 1)) = 1
_Distortion       ("_Distortion",       Range(0, 1)) = 0.3
_ScreenResolution ("_ScreenResolution", Vector     ) = (0,0,0,0)
SubShader
	Pass
		ZTest Always
"CameraFilterPack/TV_ARCADE_2" (Assets/Resources/CameraFilterPack_TV_ARCADE_2.shader) #
_MainTex          ("Base (RGB)",        2D         ) = "white" {}
_TimeX            ("Time",              Range(0, 1)) = 1
_Distortion       ("_Distortion",       Range(0, 1)) = 0.3
_ScreenResolution ("_ScreenResolution", Vector     ) = (0,0,0,0)
SubShader
	Pass
		ZTest Always
"CameraFilterPack/TV_Artefact" (Assets/Resources/CameraFilterPack_TV_Artefact.shader) #
_MainTex          ("Base (RGB)",        2D          ) = "white" {}
_TimeX            ("Time",              Range(0, 1) ) = 1
_Colorisation     ("_Colorisation",     Range(1, 10)) = 1
_Parasite         ("_Parasite",         Range(1, 10)) = 1
_Noise            ("_Noise",            Range(1, 10)) = 1
_ScreenResolution ("_ScreenResolution", Vector      ) = (0,0,0,0)
SubShader
	Pass
		ZTest Always
"CameraFilterPack/TV_BrokenGlass" (Assets/Resources/CameraFilterPack_TV_BrokenGlass.shader) #
_MainTex  ("Base (RGB)", 2D) = "white" {}
_MainTex2 ("Base (RGB)", 2D) = "white" {}
SubShader
	Pass
		ZTest Always
"CameraFilterPack/TV_BrokenGlass2" (Assets/Resources/CameraFilterPack_TV_BrokenGlass2.shader) #
_MainTex  ("Base (RGB)", 2D) = "white" {}
_MainTex2 ("Base (RGB)", 2D) = "white" {}
SubShader
	Pass
		ZTest Always
"CameraFilterPack/TV_Chromatical" (Assets/Resources/CameraFilterPack_TV_Chromatical.shader) #
_MainTex          ("Base (RGB)",        2D         ) = "white" {}
_TimeX            ("Time",              Range(0, 1)) = 1
_Distortion       ("_Distortion",       Range(0, 1)) = 0.3
_ScreenResolution ("_ScreenResolution", Vector     ) = (0,0,0,0)
SubShader
	Pass
		ZTest Always
"CameraFilterPack/TV_Chromatical2" (Assets/Resources/CameraFilterPack_TV_Chromatical2.shader) #
_MainTex          ("Base (RGB)",        2D         ) = "white" {}
_TimeX            ("Time",              Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector     ) = (0,0,0,0)
SubShader
	Pass
		ZTest Always
"CameraFilterPack/TV_CompressionFX" (Assets/Resources/CameraFilterPack_TV_CompressionFX.shader) #
_MainTex          ("Base (RGB)",        2D          ) = "white" {}
_TimeX            ("Time",              Range(0, 1) ) = 1
_Parasite         ("_Parasite",         Range(1, 10)) = 1
_ScreenResolution ("_ScreenResolution", Vector      ) = (0,0,0,0)
SubShader
	Pass
		ZTest Always
"CameraFilterPack/TV_Distorted" (Assets/Resources/CameraFilterPack_TV_Distorted.shader) #
_MainTex    ("Base (RGB)",  2D          ) = "white" {}
_TimeX      ("Time",        Range(0, 1) ) = 1
_Distortion ("_Distortion", Range(1, 10)) = 1
_RGB        ("_RGB",        Range(1, 10)) = 1
SubShader
	Pass
		ZTest Always
"CameraFilterPack/TV_LED" (Assets/Resources/CameraFilterPack_TV_LED.shader) #
_MainTex          ("Base (RGB)",        2D          ) = "white" {}
_TimeX            ("Time",              Range(0, 1) ) = 1
_Distortion       ("_Distortion",       Range(1, 10)) = 1
_ScreenResolution ("_ScreenResolution", Vector      ) = (0,0,0,0)
SubShader
	Pass
		ZTest Always
"CameraFilterPack/TV_Noise" (Assets/Resources/CameraFilterPack_TV_Noise.shader) #
_MainTex          ("Base (RGB)",        2D         ) = "white" {}
_TimeX            ("Time",              Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector     ) = (0,0,0,0)
SubShader
	Pass
		ZTest Always
"CameraFilterPack/TV_Old" (Assets/Resources/CameraFilterPack_TV_Old.shader) #
_MainTex    ("Base (RGB)",  2D          ) = "white" {}
_TimeX      ("Time",        Range(0, 1) ) = 1
_Distortion ("_Distortion", Range(1, 10)) = 1
SubShader
	Pass
		ZTest Always
"CameraFilterPack/TV_Old_Movie" (Assets/Resources/CameraFilterPack_TV_Old_Movie.shader) #
_MainTex    ("Base (RGB)",  2D          ) = "white" {}
_TimeX      ("Time",        Range(0, 1) ) = 1
_Distortion ("_Distortion", Range(1, 10)) = 1
SubShader
	Pass
		ZTest Always
"CameraFilterPack/TV_Old_Movie_2" (Assets/Resources/CameraFilterPack_TV_Old_Movie_2.shader) #
_MainTex    ("Base (RGB)",  2D          ) = "white" {}
_TimeX      ("Time",        Range(0, 1) ) = 1
_Distortion ("_Distortion", Range(1, 10)) = 1
SubShader
	Pass
		ZTest Always
"CameraFilterPack/TV_PlanetMars" (Assets/Resources/CameraFilterPack_TV_PlanetMars.shader) #
_MainTex          ("Base (RGB)",        2D          ) = "white" {}
_TimeX            ("Time",              Range(0, 1) ) = 1
_Distortion       ("_Distortion",       Range(1, 10)) = 1
_ScreenResolution ("_ScreenResolution", Vector      ) = (0,0,0,0)
SubShader
	Pass
		ZTest Always
"CameraFilterPack/TV_Posterize" (Assets/Resources/CameraFilterPack_TV_Posterize.shader) #
_MainTex    ("Base (RGB)",  2D           ) = "white" {}
_TimeX      ("Time",        Range(0, 1)  ) = 1
_Distortion ("_Distortion", Range(1, 256)) = 64
SubShader
	Pass
		ZTest Always
"CameraFilterPack/TV_Rgb" (Assets/Resources/CameraFilterPack_TV_Rgb.shader) #
_MainTex          ("Base (RGB)",        2D          ) = "white" {}
_TimeX            ("Time",              Range(0, 1) ) = 1
_Distortion       ("_Distortion",       Range(1, 10)) = 1
_ScreenResolution ("_ScreenResolution", Vector      ) = (0,0,0,0)
SubShader
	Pass
		ZTest Always
"CameraFilterPack/TV_Tiles" (Assets/Resources/CameraFilterPack_TV_Tiles.shader) #
_MainTex          ("Base (RGB)",        2D         ) = "white" {}
_TimeX            ("Time",              Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector     ) = (0,0,0,0)
SubShader
	Pass
		ZTest Always
"CameraFilterPack/TV_Vcr" (Assets/Resources/CameraFilterPack_TV_Vcr.shader) #
_MainTex    ("Base (RGB)",  2D          ) = "white" {}
_TimeX      ("Time",        Range(0, 1) ) = 1
_Distortion ("_Distortion", Range(1, 10)) = 1
SubShader
	Pass
		ZTest Always
"CameraFilterPack/TV_VHS" (Assets/Resources/CameraFilterPack_TV_VHS.shader) #
_MainTex          ("Base (RGB)",        2D         ) = "white" {}
_TimeX            ("Time",              Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector     ) = (0,0,0,0)
SubShader
	Pass
		ZTest Always
"CameraFilterPack/TV_VHS_Rewind" (Assets/Resources/CameraFilterPack_TV_VHS_Rewind.shader) #
_MainTex          ("Base (RGB)",        2D         ) = "white" {}
_TimeX            ("Time",              Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector     ) = (0,0,0,0)
SubShader
	Pass
		ZTest Always
"CameraFilterPack/TV_Video3D" (Assets/Resources/CameraFilterPack_TV_Video3D.shader) #
_MainTex          ("Base (RGB)",        2D         ) = "white" {}
_TimeX            ("Time",              Range(0, 1)) = 1
_Distortion       ("_Distortion",       Range(0, 1)) = 0.3
_ScreenResolution ("_ScreenResolution", Vector     ) = (0,0,0,0)
SubShader
	Pass
		ZTest Always
"CameraFilterPack/TV_Videoflip" (Assets/Resources/CameraFilterPack_TV_Videoflip.shader) #
_MainTex          ("Base (RGB)",        2D         ) = "white" {}
_TimeX            ("Time",              Range(0, 1)) = 1
_Distortion       ("_Distortion",       Range(0, 1)) = 0.3
_ScreenResolution ("_ScreenResolution", Vector     ) = (0,0,0,0)
SubShader
	Pass
		ZTest Always
"CameraFilterPack/TV_Vintage" (Assets/Resources/CameraFilterPack_TV_Vintage.shader) #
_MainTex    ("Base (RGB)",  2D          ) = "white" {}
_TimeX      ("Time",        Range(0, 1) ) = 1
_Distortion ("_Distortion", Range(1, 10)) = 1
SubShader
	Pass
		ZTest Always
"CameraFilterPack/TV_WideScreenCircle" (Assets/Resources/CameraFilterPack_TV_WideScreenCircle.shader) #
_MainTex          ("Base (RGB)",        2D         ) = "white" {}
_TimeX            ("Time",              Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector     ) = (0,0,0,0)
SubShader
	Pass
		ZTest Always
"CameraFilterPack/TV_WideScreenHorizontal" (Assets/Resources/CameraFilterPack_TV_WideScreenHorizontal.shader) #
_MainTex          ("Base (RGB)",        2D         ) = "white" {}
_TimeX            ("Time",              Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector     ) = (0,0,0,0)
SubShader
	Pass
		ZTest Always
"CameraFilterPack/TV_WideScreenHV" (Assets/Resources/CameraFilterPack_TV_WideScreenHV.shader) #
_MainTex          ("Base (RGB)",        2D         ) = "white" {}
_TimeX            ("Time",              Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector     ) = (0,0,0,0)
SubShader
	Pass
		ZTest Always
"CameraFilterPack/TV_WideScreenVertical" (Assets/Resources/CameraFilterPack_TV_WideScreenVertical.shader) #
_MainTex          ("Base (RGB)",        2D         ) = "white" {}
_TimeX            ("Time",              Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector     ) = (0,0,0,0)
SubShader
	Pass
		ZTest Always
"CameraFilterPack/VHS_Tracking" (Assets/Resources/CameraFilterPack_VHS_Tracking.shader) #
_MainTex          ("Base (RGB)",        2D         ) = "white" {}
_TimeX            ("Time",              Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector     ) = (0,0,0,0)
SubShader
	Pass
		ZTest Always
"CameraFilterPack/Vision_Aura" (Assets/Resources/CameraFilterPack_Vision_Aura.shader) #
_MainTex          ("Base (RGB)",        2D         ) = "white" {}
_TimeX            ("Time",              Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector     ) = (0,0,0,0)
_Value2           ("_ColorRGB",         Vector     ) = (1,1,1,1)
_Value5           ("Speed",             Range(0, 1)) = 1
SubShader
	Pass
		ZTest Always
"CameraFilterPack/Vision_AuraDistortion" (Assets/Resources/CameraFilterPack_Vision_AuraDistortion.shader) #
_MainTex          ("Base (RGB)",        2D         ) = "white" {}
_TimeX            ("Time",              Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector     ) = (0,0,0,0)
_Value2           ("_ColorRGB",         Vector     ) = (1,1,1,1)
_Value5           ("Speed",             Range(0, 1)) = 1
SubShader
	Pass
		ZTest Always
"CameraFilterPack/Vision_Blood" (Assets/Resources/CameraFilterPack_Vision_Blood.shader) #
_MainTex          ("Base (RGB)",        2D         ) = "white" {}
_TimeX            ("Time",              Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector     ) = (0,0,0,0)
SubShader
	Pass
		ZTest Always
"CameraFilterPack/Vision_Blood_Fast" (Assets/Resources/CameraFilterPack_Vision_Blood_Fast.shader) #
_MainTex          ("Base (RGB)",        2D         ) = "white" {}
_TimeX            ("Time",              Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector     ) = (0,0,0,0)
SubShader
	Pass
		ZTest Always
"CameraFilterPack/Vision_Crystal" (Assets/Resources/CameraFilterPack_Vision_Crystal.shader) #
_MainTex          ("Base (RGB)",        2D         ) = "white" {}
_TimeX            ("Time",              Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector     ) = (0,0,0,0)
SubShader
	Pass
		ZTest Always
"CameraFilterPack/Vision_Drost" (Assets/Resources/CameraFilterPack_Vision_Drost.shader) #
_MainTex          ("Base (RGB)",        2D         ) = "white" {}
_TimeX            ("Time",              Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector     ) = (0,0,0,0)
SubShader
	Pass
		ZTest Always
"CameraFilterPack/Vision_Hell_Blood" (Assets/Resources/CameraFilterPack_Vision_Hell_Blood.shader) #
_MainTex          ("Base (RGB)",        2D         ) = "white" {}
_TimeX            ("Time",              Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector     ) = (0,0,0,0)
SubShader
	Pass
		ZTest Always
"CameraFilterPack/Vision_Plasma" (Assets/Resources/CameraFilterPack_Vision_Plasma.shader) #
_MainTex          ("Base (RGB)",        2D         ) = "white" {}
_TimeX            ("Time",              Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector     ) = (0,0,0,0)
SubShader
	Pass
		ZTest Always
"CameraFilterPack/Vision_Psycho" (Assets/Resources/CameraFilterPack_Vision_Psycho.shader) #
_MainTex          ("Base (RGB)",        2D         ) = "white" {}
_TimeX            ("Time",              Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector     ) = (0,0,0,0)
SubShader
	Pass
		ZTest Always
"CameraFilterPack/Vision_Rainbow" (Assets/Resources/CameraFilterPack_Vision_Rainbow.shader) #
_MainTex          ("Base (RGB)",        2D         ) = "white" {}
_TimeX            ("Time",              Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector     ) = (0,0,0,0)
SubShader
	Pass
		ZTest Always
"CameraFilterPack/Vision_Tunnel" (Assets/Resources/CameraFilterPack_Vision_Tunnel.shader) #
_MainTex          ("Base (RGB)",        2D         ) = "white" {}
_TimeX            ("Time",              Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector     ) = (0,0,0,0)
SubShader
	Pass
		ZTest Always
"CameraFilterPack/Vision_Warp" (Assets/Resources/CameraFilterPack_Vision_Warp.shader) #
_MainTex          ("Base (RGB)",        2D         ) = "white" {}
_TimeX            ("Time",              Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector     ) = (0,0,0,0)
SubShader
	Pass
		ZTest Always
"CameraFilterPack/Vision_Warp2" (Assets/Resources/CameraFilterPack_Vision_Warp2.shader) #
_MainTex          ("Base (RGB)",        2D         ) = "white" {}
_TimeX            ("Time",              Range(0, 1)) = 1
_ScreenResolution ("_ScreenResolution", Vector     ) = (0,0,0,0)
SubShader
	Pass
		ZTest Always
"CandelaSSRRv1 (blank name)" (Assets/Resources/CandelaSSRRv1.shader) #
No properties.
"Cliff" (Assets/Resources/shaders/cliff.shader) #
_MainTex ("Texture", 2D) = "white" {}
SubShader
	Tags { "RenderType" = "Transparent" }
	Pass
		Tags { "RenderType" = "Transparent" }
		Blend One SrcColor, One SrcColor
"CliffAdd" (Assets/Resources/shaders/cliffadd.shader) #
_MainTex ("Texture", 2D) = "white" {}
SubShader
	Pass
		Blend SrcAlpha One, SrcAlpha One
"CliffNew" (Assets/Resources/shaders/cliffnew.shader) #
_MainTex ("Texture", 2D) = "white" {}
SubShader
	Pass
		Blend DstColor SrcColor, DstColor SrcColor
"CliffRail" (Assets/Resources/shaders/cliffrail.shader) #
_MainTex ("Texture", 2D) = "white" {}
SubShader
	Pass
		Blend DstColor SrcColor, DstColor SrcColor
"Custom/Cirrus" (Assets/Resources/SilverLiningCirrus.shader) #
_Color   ("Main Color",           Vector) = (1,1,1,1)
_MainTex ("Base (RGB) Trans (A)", 2D    ) = "white" {}
SubShader
	Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "Transparent" }
	Pass
		Name "FORWARD"
		Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "FORWARDBASE" "QUEUE" = "Transparent" "RenderType" = "Transparent" }
		Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
		ColorMask RGB -1
		ZWrite Off
	Pass
		Name "FORWARD"
		Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "FORWARDADD" "QUEUE" = "Transparent" "RenderType" = "Transparent" }
		Blend SrcAlpha One, SrcAlpha One
		ColorMask RGB -1
		ZWrite Off
	Pass
		Name "META"
		Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "META" "QUEUE" = "Transparent" "RenderType" = "Transparent" }
		ColorMask RGB -1
		ZWrite Off
		Cull Off
Fallback "Transparent/Diffuse"
"Custom/NewShader" (Assets/Resources/shaders/glow/NewShader.shader) #
_Color      ("Color",        Vector     ) = (1,1,1,1)
_MainTex    ("Albedo (RGB)", 2D         ) = "white" {}
_Glossiness ("Smoothness",   Range(0, 1)) = 0.5
_Metallic   ("Metallic",     Range(0, 1)) = 0
SubShader
	Tags { "RenderType" = "Opaque" }
	Pass
		Name "FORWARD"
		Tags { "LIGHTMODE" = "FORWARDBASE" "RenderType" = "Opaque" "SHADOWSUPPORT" = "true" }
	Pass
		Name "FORWARD"
		Tags { "LIGHTMODE" = "FORWARDADD" "RenderType" = "Opaque" "SHADOWSUPPORT" = "true" }
		Blend One One, One One
		ZWrite Off
	Pass
		Name "DEFERRED"
		Tags { "LIGHTMODE" = "DEFERRED" "RenderType" = "Opaque" }
	Pass
		Name "META"
		Tags { "LIGHTMODE" = "META" "RenderType" = "Opaque" }
		Cull Off
Fallback "Diffuse"
"custom/radialBlur" (Assets/Resources/shaders/radialBlur.shader) #
_MainTex      ("Input", 2D   ) = "white" {}
_BlurStrength ("",      Float) = 0.5
_BlurWidth    ("",      Float) = 0.5
SubShader
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
"Custom/RaymarchFPSTest" (Assets/Shader/CustomRaymarchFPSTest.shader) #
iGlobalTime    ("GlobalTime",    Float ) = 0
iCamPos        ("CamPos",        Vector) = (0,0,0,0)
iFract1        ("Fract1",        Vector) = (20,2,2,2.5)
iFract2        ("Fract2",        Vector) = (0.5,1.2,0.5,-0.5)
iRailColor     ("RailColor",     Vector) = (1,1,1,1)
iRailPos       ("RailPos",       Vector) = (0.35,0,0,0)
iCamTarget     ("CamTarget",     Vector) = (0,0,0,0)
iCamDir        ("CamDir",        Vector) = (0,0,0,0)
iFractRot      ("FractRot",      Float ) = 0
iFOV           ("FOV",           Float ) = 0
iScreenScaler  ("ScreenScaler",  Float ) = 0
iCamRotMatrix0 ("CamRotMatrix0", Vector) = (0,0,0,0)
iCamRotMatrix1 ("CamRotMatrix1", Vector) = (0,0,0,0)
iCamRotMatrix2 ("CamRotMatrix2", Vector) = (0,0,0,0)
SubShader
	Pass
Fallback "Diffuse"
"Custom/RaymarchFPSTestProgress" (Assets/Shader/CustomRaymarchFPSTestProgress.shader) #
iGlobalTime    ("GlobalTime",    Float ) = 0
iCamPos        ("CamPos",        Vector) = (0,0,0,0)
iFract1        ("Fract1",        Vector) = (20,2,2,2.5)
iFract2        ("Fract2",        Vector) = (0.5,1.2,0.5,-0.5)
iRailColor     ("RailColor",     Vector) = (1,1,1,1)
iRailPos       ("RailPos",       Vector) = (0.35,0,0,0)
iCamTarget     ("CamTarget",     Vector) = (0,0,0,0)
iCamDir        ("CamDir",        Vector) = (0,0,0,0)
iFractRot      ("FractRot",      Float ) = 0
iFOV           ("FOV",           Float ) = 0
iScreenScaler  ("ScreenScaler",  Float ) = 0
iCamRotMatrix0 ("CamRotMatrix0", Vector) = (0,0,0,0)
iCamRotMatrix1 ("CamRotMatrix1", Vector) = (0,0,0,0)
iCamRotMatrix2 ("CamRotMatrix2", Vector) = (0,0,0,0)
scale          ("scale",         Vector) = (1,1,1,0)
SubShader
	Pass
Fallback "Diffuse"
"Custom/SelfGlowBumpSpec" (Assets/Resources/shaders/SelfGlowBumpSpec.shader) #
_Color      ("Main Color",           Vector) = (1,1,1,1)
_SpecColor  ("Specular Color",       Vector) = (0.5,0.5,0.5,1)
_Shininess  ("Shininess",            Float ) = 0.3
_MainTex    ("Base (RGB) Gloss (A)", 2D    ) = "white" {}
_Glow       ("Glow",                 2D    ) = "white" {}
_BumpMap    ("Normalmap",            2D    ) = "bump" {}
_GlowColor  ("Glow Color",           Vector) = (1,1,1,1)
_GlowScaler ("Glow Scaler",          Float ) = 1
SubShader
	Tags { "RenderType" = "Opaque" }
	Pass
		Name "FORWARD"
		Tags { "LIGHTMODE" = "FORWARDBASE" "RenderType" = "Opaque" "SHADOWSUPPORT" = "true" }
	Pass
		Name "FORWARD"
		Tags { "LIGHTMODE" = "FORWARDADD" "RenderType" = "Opaque" }
		Blend One One, One One
		ZWrite Off
	Pass
		Name "PREPASS"
		Tags { "LIGHTMODE" = "PREPASSBASE" "RenderType" = "Opaque" }
	Pass
		Name "PREPASS"
		Tags { "LIGHTMODE" = "PREPASSFINAL" "RenderType" = "Opaque" }
		ZWrite Off
	Pass
		Name "DEFERRED"
		Tags { "LIGHTMODE" = "DEFERRED" "RenderType" = "Opaque" }
	Pass
		Name "META"
		Tags { "LIGHTMODE" = "META" "RenderType" = "Opaque" }
		Cull Off
Fallback "Specular"
"Custom/SelfGlowBumpSpec2" (Assets/Resources/shaders/SelfGlowBumpSpec2.shader) #
_Color      ("Main Color",           Vector) = (1,1,1,1)
_SpecColor  ("Specular Color",       Vector) = (0.5,0.5,0.5,1)
_Shininess  ("Shininess",            Float ) = 0.3
_MainTex    ("Base (RGB) Gloss (A)", 2D    ) = "white" {}
_Glow       ("Glow",                 2D    ) = "white" {}
_BumpMap    ("Normalmap",            2D    ) = "bump" {}
_GlowColor  ("Glow Color",           Vector) = (1,1,1,1)
_GlowScaler ("Glow Scaler",          Float ) = 1
_MainScaler ("Main Color Scaler",    Float ) = 2
SubShader
	Tags { "RenderType" = "Opaque" }
	Pass
		Name "FORWARD"
		Tags { "LIGHTMODE" = "FORWARDBASE" "RenderType" = "Opaque" "SHADOWSUPPORT" = "true" }
	Pass
		Name "FORWARD"
		Tags { "LIGHTMODE" = "FORWARDADD" "RenderType" = "Opaque" }
		Blend One One, One One
		ZWrite Off
	Pass
		Name "PREPASS"
		Tags { "LIGHTMODE" = "PREPASSBASE" "RenderType" = "Opaque" }
	Pass
		Name "PREPASS"
		Tags { "LIGHTMODE" = "PREPASSFINAL" "RenderType" = "Opaque" }
		ZWrite Off
	Pass
		Name "DEFERRED"
		Tags { "LIGHTMODE" = "DEFERRED" "RenderType" = "Opaque" }
	Pass
		Name "META"
		Tags { "LIGHTMODE" = "META" "RenderType" = "Opaque" }
		Cull Off
Fallback "Specular"
"Custom/SelfGlowBumpSpecPackedNormalMap" (Assets/Shader/CustomSelfGlowBumpSpecPackedNormalMap.shader) #
_Color      ("Main Color",           Vector) = (1,1,1,1)
_SpecColor  ("Specular Color",       Vector) = (0.5,0.5,0.5,1)
_Shininess  ("Shininess",            Float ) = 0.3
_MainTex    ("Base (RGB) Gloss (A)", 2D    ) = "white" {}
_Glow       ("Glow",                 2D    ) = "white" {}
_BumpMap    ("Normalmap",            2D    ) = "bump" {}
_GlowColor  ("Glow Color",           Vector) = (1,1,1,1)
_GlowScaler ("Glow Scaler",          Float ) = 1
SubShader
	Tags { "RenderType" = "Opaque" }
	Pass
		Name "FORWARD"
		Tags { "LIGHTMODE" = "FORWARDBASE" "RenderType" = "Opaque" "SHADOWSUPPORT" = "true" }
	Pass
		Name "FORWARD"
		Tags { "LIGHTMODE" = "FORWARDADD" "RenderType" = "Opaque" }
		Blend One One, One One
		ZWrite Off
	Pass
		Name "PREPASS"
		Tags { "LIGHTMODE" = "PREPASSBASE" "RenderType" = "Opaque" }
	Pass
		Name "PREPASS"
		Tags { "LIGHTMODE" = "PREPASSFINAL" "RenderType" = "Opaque" }
		ZWrite Off
	Pass
		Name "DEFERRED"
		Tags { "LIGHTMODE" = "DEFERRED" "RenderType" = "Opaque" }
	Pass
		Name "META"
		Tags { "LIGHTMODE" = "META" "RenderType" = "Opaque" }
		Cull Off
Fallback "Specular"
"Custom/SilverLining Sky" (Assets/Resources/SilverLiningSky.shader) #
No properties.
SubShader
	Pass
		ZWrite Off
		Cull Off
"Custom/SteamVR_AlphaOut" (Assets/Resources/steamvr_alphaout.shader) #
_MainTex ("Base (RGB)", 2D) = "white" {}
SubShader
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
"Custom/SteamVR_ClearAll" (Assets/Resources/steamvr_clearall.shader) #
_MainTex ("Base (RGB)", 2D) = "white" {}
SubShader
	Tags { "QUEUE" = "Background" }
	Pass
		Tags { "QUEUE" = "Background" }
		ZTest Always
		Cull Off
"Custom/SteamVR_ColorOut" (Assets/Resources/steamvr_colorout.shader) #
_MainTex ("Base (RGB)", 2D) = "white" {}
SubShader
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
"Custom/SteamVR_Fade" (Assets/Resources/steamvr_fade.shader) #
No properties.
SubShader
	Pass
		Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
		ZTest Always
		ZWrite Off
		Cull Off
"Custom/SteamVR_SphericalProjection" (Assets/Resources/steamvr_sphericalprojection.shader) #
_MainTex ("Base (RGB)",          2D    ) = "white" {}
_N       ("N (normal of plane)", Vector) = (0,0,0,0)
_Phi0    ("Phi0",                Float ) = 0
_Phi1    ("Phi1",                Float ) = 1
_Theta0  ("Theta0",              Float ) = 0
_Theta1  ("Theta1",              Float ) = 1
_UAxis   ("uAxis",               Vector) = (0,0,0,0)
_VAxis   ("vAxis",               Vector) = (0,0,0,0)
_UOrigin ("uOrigin",             Vector) = (0,0,0,0)
_VOrigin ("vOrigin",             Vector) = (0,0,0,0)
_UScale  ("uScale",              Float ) = 1
_VScale  ("vScale",              Float ) = 1
SubShader
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
"Custom/Stratus" (Assets/Resources/SilverLiningStratus.shader) #
_Color     ("Main Color",           Vector     ) = (1,1,1,1)
_MainTex   ("Base (RGB) Trans (A)", 2D         ) = "white" {}
_Density   ("Density",              Range(0, 1)) = 0.8
_CloudSize ("Cloud Size",           Float      ) = 150000
SubShader
	Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "Transparent" }
	Pass
		Name "FORWARD"
		Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "FORWARDBASE" "QUEUE" = "Transparent" "RenderType" = "Transparent" }
		Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
		ColorMask RGB -1
		ZWrite Off
	Pass
		Name "FORWARD"
		Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "FORWARDADD" "QUEUE" = "Transparent" "RenderType" = "Transparent" }
		Blend SrcAlpha One, SrcAlpha One
		ColorMask RGB -1
		ZWrite Off
	Pass
		Name "META"
		Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "META" "QUEUE" = "Transparent" "RenderType" = "Transparent" }
		ColorMask RGB -1
		ZWrite Off
		Cull Off
Fallback "Transparent/Diffuse"
"Custom/StratusNoFog" (Assets/Resources/SilverLiningStratusNoFog.shader) #
_Color     ("Main Color",           Vector     ) = (1,1,1,1)
_MainTex   ("Base (RGB) Trans (A)", 2D         ) = "white" {}
_Density   ("Density",              Range(0, 1)) = 0.8
_CloudSize ("Cloud Size",           Float      ) = 150000
SubShader
	Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "Transparent" }
	Pass
		Name "FORWARD"
		Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "FORWARDBASE" "QUEUE" = "Transparent" "RenderType" = "Transparent" }
		Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
		ColorMask RGB -1
		ZWrite Off
	Pass
		Name "FORWARD"
		Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "FORWARDADD" "QUEUE" = "Transparent" "RenderType" = "Transparent" }
		Blend SrcAlpha One, SrcAlpha One
		ColorMask RGB -1
		ZWrite Off
	Pass
		Name "META"
		Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "META" "QUEUE" = "Transparent" "RenderType" = "Transparent" }
		ColorMask RGB -1
		ZWrite Off
		Cull Off
Fallback "Transparent/Diffuse"
"Custom/TempStandard" (Assets/Resources/shaders/glow/TempStandard.shader) #
_Color      ("Color",        Vector     ) = (1,1,1,1)
_MainTex    ("Albedo (RGB)", 2D         ) = "white" {}
_Glossiness ("Smoothness",   Range(0, 1)) = 0.5
_Metallic   ("Metallic",     Range(0, 1)) = 0
SubShader
	Tags { "RenderType" = "Opaque" }
	Pass
		Name "FORWARD"
		Tags { "LIGHTMODE" = "FORWARDBASE" "RenderType" = "Opaque" "SHADOWSUPPORT" = "true" }
	Pass
		Name "FORWARD"
		Tags { "LIGHTMODE" = "FORWARDADD" "RenderType" = "Opaque" "SHADOWSUPPORT" = "true" }
		Blend One One, One One
		ZWrite Off
	Pass
		Name "DEFERRED"
		Tags { "LIGHTMODE" = "DEFERRED" "RenderType" = "Opaque" }
	Pass
		Name "META"
		Tags { "LIGHTMODE" = "META" "RenderType" = "Opaque" }
		Cull Off
Fallback "Diffuse"
"Custom/Translucent" (Assets/Resources/shaders/CustomTranslucentShader.shader) #
_MainTex    ("Base (RGB)",            2D            ) = "white" {}
_BumpMap    ("Normal (Normal)",       2D            ) = "bump" {}
_Color      ("Main Color",            Vector        ) = (1,1,1,1)
_SpecColor  ("Specular Color",        Vector        ) = (0.5,0.5,0.5,1)
_Shininess  ("Shininess",             Range(0.03, 1)) = 0.078125
_Thickness  ("Thickness (R)",         2D            ) = "bump" {}
_Power      ("Subsurface Power",      Float         ) = 1
_Distortion ("Subsurface Distortion", Float         ) = 0
_Scale      ("Subsurface Scale",      Float         ) = 0.5
_SubColor   ("Subsurface Color",      Vector        ) = (1,1,1,1)
SubShader
	Tags { "RenderType" = "Opaque" }
	Pass
		Name "FORWARD"
		Tags { "LIGHTMODE" = "FORWARDBASE" "RenderType" = "Opaque" "SHADOWSUPPORT" = "true" }
	Pass
		Name "FORWARD"
		Tags { "LIGHTMODE" = "FORWARDADD" "RenderType" = "Opaque" }
		Blend One One, One One
		ZWrite Off
	Pass
		Name "META"
		Tags { "LIGHTMODE" = "META" "RenderType" = "Opaque" }
		Cull Off
Fallback "Bumped Diffuse"
"Custom/TwoSide" (Assets/Shader/CustomTwoSide.shader) #
_Color     ("Main Color",                Vector         ) = (1,1,1,1)
_SpecColor ("Specular Color",            Vector         ) = (0.5,0.5,0.5,0)
_Shininess ("Shininess",                 Range(0.01, 10)) = 0.078125
_MainTex   ("Base (RGB) TransGloss (A)", 2D             ) = "white" {}
_BumpMap   ("Normalmap",                 2D             ) = "bump" {}
_Cutoff    ("Alpha cutoff",              Range(0, 1)    ) = 0.5
SubShader
	Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "AlphaTest" "RenderType" = "TransparentCutout" }
	Pass
		Name "FORWARD"
		Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "FORWARDBASE" "QUEUE" = "AlphaTest" "RenderType" = "TransparentCutout" "SHADOWSUPPORT" = "true" }
		ColorMask RGB -1
	Pass
		Name "FORWARD"
		Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "FORWARDADD" "QUEUE" = "AlphaTest" "RenderType" = "TransparentCutout" }
		Blend One One, One One
		ColorMask RGB -1
		ZWrite Off
	Pass
		Name "PREPASS"
		Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "PREPASSBASE" "QUEUE" = "AlphaTest" "RenderType" = "TransparentCutout" }
	Pass
		Name "PREPASS"
		Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "PREPASSFINAL" "QUEUE" = "AlphaTest" "RenderType" = "TransparentCutout" }
		ZWrite Off
	Pass
		Name "DEFERRED"
		Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "DEFERRED" "QUEUE" = "AlphaTest" "RenderType" = "TransparentCutout" }
	Pass
		Name "META"
		Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "META" "QUEUE" = "AlphaTest" "RenderType" = "TransparentCutout" }
		Cull Off
	Pass
		Name "FORWARD"
		Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "FORWARDBASE" "QUEUE" = "AlphaTest" "RenderType" = "TransparentCutout" "SHADOWSUPPORT" = "true" }
		ColorMask RGB -1
		Cull Front
	Pass
		Name "FORWARD"
		Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "FORWARDADD" "QUEUE" = "AlphaTest" "RenderType" = "TransparentCutout" }
		Blend One One, One One
		ColorMask RGB -1
		ZWrite Off
		Cull Front
	Pass
		Name "PREPASS"
		Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "PREPASSBASE" "QUEUE" = "AlphaTest" "RenderType" = "TransparentCutout" }
		Cull Front
	Pass
		Name "PREPASS"
		Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "PREPASSFINAL" "QUEUE" = "AlphaTest" "RenderType" = "TransparentCutout" }
		ZWrite Off
		Cull Front
	Pass
		Name "DEFERRED"
		Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "DEFERRED" "QUEUE" = "AlphaTest" "RenderType" = "TransparentCutout" }
		Cull Front
	Pass
		Name "META"
		Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "META" "QUEUE" = "AlphaTest" "RenderType" = "TransparentCutout" }
		Cull Off
Fallback "Transparent/Cutout/VertexLit"
"DepthWriteOnly" (Assets/Resources/shaders/depthwriteonly.shader) #
_Color   ("Main Color", Vector) = (1,1,1,0.5)
_MainTex ("Texture",    2D    ) = "white" {}
SubShader
	Tags { "QUEUE" = "Background" }
	Pass
		Tags { "QUEUE" = "Background" }
		Blend SrcAlpha One, SrcAlpha One
		Cull Off
Fallback "Vertex color unlit"
"DiffuseVertexColored" (Assets/Resources/shaders/diffusevertexcolored.shader) #
_MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
SubShader
	Tags { "RenderType" = "Transparent" }
	Pass
		Name "FORWARD"
		Tags { "LIGHTMODE" = "FORWARDBASE" "RenderType" = "Transparent" }
		Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
		ColorMask RGB -1
		ZWrite Off
	Pass
		Name "FORWARD"
		Tags { "LIGHTMODE" = "FORWARDADD" "RenderType" = "Transparent" }
		Blend SrcAlpha One, SrcAlpha One
		ColorMask RGB -1
		ZWrite Off
	Pass
		Name "META"
		Tags { "LIGHTMODE" = "META" "RenderType" = "Transparent" }
		ColorMask RGB -1
		ZWrite Off
		Cull Off
Fallback "Transparent/VertexLit"
"DiffuseVertexColored2" (Assets/Resources/shaders/diffusevertexcolored2.shader) #
_MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
SubShader
	Tags { "RenderType" = "Opaque" }
	Pass
		Name "FORWARD"
		Tags { "LIGHTMODE" = "FORWARDBASE" "RenderType" = "Opaque" "SHADOWSUPPORT" = "true" }
	Pass
		Name "FORWARD"
		Tags { "LIGHTMODE" = "FORWARDADD" "RenderType" = "Opaque" }
		Blend One One, One One
		ZWrite Off
	Pass
		Name "PREPASS"
		Tags { "LIGHTMODE" = "PREPASSBASE" "RenderType" = "Opaque" }
	Pass
		Name "PREPASS"
		Tags { "LIGHTMODE" = "PREPASSFINAL" "RenderType" = "Opaque" }
		ZWrite Off
	Pass
		Name "META"
		Tags { "LIGHTMODE" = "META" "RenderType" = "Opaque" }
		Cull Off
Fallback "Diffuse"
"DiffuseVertexColored2" (Assets/Resources/shaders/DiffuseVertexColored3.shader) #
_MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
SubShader
	Tags { "RenderType" = "Opaque" }
	Pass
		Name "FORWARD"
		Tags { "LIGHTMODE" = "FORWARDBASE" "RenderType" = "Opaque" "SHADOWSUPPORT" = "true" }
	Pass
		Name "FORWARD"
		Tags { "LIGHTMODE" = "FORWARDADD" "RenderType" = "Opaque" }
		Blend One One, One One
		ZWrite Off
	Pass
		Name "PREPASS"
		Tags { "LIGHTMODE" = "PREPASSBASE" "RenderType" = "Opaque" }
	Pass
		Name "PREPASS"
		Tags { "LIGHTMODE" = "PREPASSFINAL" "RenderType" = "Opaque" }
		ZWrite Off
	Pass
		Name "META"
		Tags { "LIGHTMODE" = "META" "RenderType" = "Opaque" }
		Cull Off
Fallback "Diffuse"
"DiffuseVertexColoredAlphaTint" (Assets/Resources/shaders/diffusevertexcoloredalphatint.shader) #
_MainTex  ("Base (RGB) Trans (A)", 2D    ) = "white" {}
_DynColor ("Dynamic Color",        Vector) = (1,1,1,1)
SubShader
	Tags { "RenderType" = "Opaque" }
	Pass
		Name "FORWARD"
		Tags { "LIGHTMODE" = "FORWARDBASE" "RenderType" = "Opaque" "SHADOWSUPPORT" = "true" }
	Pass
		Name "FORWARD"
		Tags { "LIGHTMODE" = "FORWARDADD" "RenderType" = "Opaque" }
		Blend One One, One One
		ZWrite Off
	Pass
		Name "PREPASS"
		Tags { "LIGHTMODE" = "PREPASSBASE" "RenderType" = "Opaque" }
	Pass
		Name "PREPASS"
		Tags { "LIGHTMODE" = "PREPASSFINAL" "RenderType" = "Opaque" }
		ZWrite Off
	Pass
		Name "META"
		Tags { "LIGHTMODE" = "META" "RenderType" = "Opaque" }
		Cull Off
Fallback "Diffuse"
"DiffuseVertexColoredOpaque" (Assets/Resources/shaders/diffusevertexcoloredopaque.shader) #
_MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
SubShader
	Tags { "RenderType" = "Transparent" }
	Pass
		Name "FORWARD"
		Tags { "LIGHTMODE" = "FORWARDBASE" "RenderType" = "Transparent" }
		Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
		ColorMask RGB -1
		ZWrite Off
	Pass
		Name "FORWARD"
		Tags { "LIGHTMODE" = "FORWARDADD" "RenderType" = "Transparent" }
		Blend SrcAlpha One, SrcAlpha One
		ColorMask RGB -1
		ZWrite Off
	Pass
		Name "META"
		Tags { "LIGHTMODE" = "META" "RenderType" = "Transparent" }
		ColorMask RGB -1
		ZWrite Off
		Cull Off
Fallback "Transparent/VertexLit"
"EmissiveIntensityMappedSky" (Assets/Resources/shaders/emissiveintensitymappedsky.shader) #
_Color       ("Main Color",      Vector) = (1,1,1,0.5)
_MainTex     ("Texture",         2D    ) = "white" {}
_EmissiveTex ("EmissiveTexture", 2D    ) = "white" {}
iIntensity   ("iIntensity",      Float ) = 0
SubShader
	Tags { "RenderType" = "Opaque" }
	Pass
		Tags { "RenderType" = "Opaque" }
Fallback "Vertex color unlit"
"Fog Volume/Primitive" (Assets/Resources/primitive.shader) #
                  _Color  ("Color",        Vector     ) = (0.07843138,0.3921569,0.7843137,1)
[HideInInspector] _Cutoff ("Alpha cutoff", Range(0, 1)) = 0.5
SubShader
	Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "Transparent" }
	Pass
		Name "FORWARD"
		Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "FORWARDBASE" "QUEUE" = "Transparent" "RenderType" = "Transparent" "SHADOWSUPPORT" = "true" }
		Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
		ZWrite Off
		Cull Off
Fallback "Diffuse"
"Fog Volume/Shadow Projector" (Assets/Resources/shadow projector.shader) #
[NoScaleOffset] _MainTex      ("ShadowMap",                2D              ) = "white" {}
                displacePower ("light Displace intensity", Range(0.01, 0.3)) = 0.079
                _ShadowColor  ("ShadowColor",              Vector          ) = (0,0,0,0)
                _Cutoff       ("Alpha cutoff",             Range(0, 1)     ) = 0.01
SubShader
	Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "AlphaTest" "RenderType" = "NeverRenderMe" }
	Pass
		Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "AlphaTest" "RenderType" = "NeverRenderMe" }
		Blend DstColor OneMinusSrcAlpha, DstColor OneMinusSrcAlpha
		ZTest Always
		ZWrite Off
		Cull Front
"FX/Glass/Stained BumpDistort" (Assets/Shader/FXGlassStained BumpDistort.shader) #
_BumpAmt ("Distortion",       Range(0, 128)) = 10
_MainTex ("Tint Color (RGB)", 2D           ) = "white" {}
_BumpMap ("Normalmap",        2D           ) = "bump" {}
SubShader
	Tags { "QUEUE" = "Transparent" "RenderType" = "Opaque" }
	GrabPass
	Pass
		Name "BASE"
		Tags { "LIGHTMODE" = "ALWAYS" "QUEUE" = "Transparent" "RenderType" = "Opaque" }
SubShader
	Tags { "QUEUE" = "Transparent" "RenderType" = "Opaque" }
	Pass
		Name "BASE"
		Tags { "QUEUE" = "Transparent" "RenderType" = "Opaque" }
		Blend DstColor Zero, DstColor Zero
"GlassBumpDistort" (Assets/Resources/shaders/glassbumpdistort.shader) #
_BumpAmt         ("Distortion",         Range(0, 128)) = 10
_MainTex         ("Tint Color (RGB)",   2D           ) = "white" {}
_BumpMap         ("Normalmap",          2D           ) = "bump" {}
_Color           ("Main Color",         Vector       ) = (1,1,1,1)
_Cube            ("Reflection Cubemap", Cube         ) = "_Skybox" {}
_ReflectMultiply ("ReflectMultiply",    Range(0, 1)  ) = 0.6
_FresnelPower    ("FresnelPower",       Range(0.1, 4)) = 0.6
SubShader
	Tags { "QUEUE" = "Transparent" "RenderType" = "Opaque" }
	GrabPass
	Pass
		Name "BASE"
		Tags { "LIGHTMODE" = "ALWAYS" "QUEUE" = "Transparent" "RenderType" = "Opaque" }
		Cull Off
SubShader
	Tags { "QUEUE" = "Transparent" "RenderType" = "Opaque" }
	Pass
		Name "BASE"
		Tags { "QUEUE" = "Transparent" "RenderType" = "Opaque" }
		Blend DstColor Zero, DstColor Zero
		Cull Off
"GlassBumpDistort_AddReflection" (Assets/Resources/shaders/glassbumpdistort_addreflection.shader) #
_BumpAmt         ("Distortion",         Range(0, 128)) = 10
_MainTex         ("Tint Color (RGB)",   2D           ) = "white" {}
_BumpMap         ("Normalmap",          2D           ) = "bump" {}
_Color           ("Main Color",         Vector       ) = (1,1,1,1)
_Cube            ("Reflection Cubemap", Cube         ) = "_Skybox" {}
_ReflectMultiply ("ReflectMultiply",    Range(0, 1)  ) = 0.6
_FresnelPower    ("FresnelPower",       Float        ) = 1.36
_Brightness      ("Brightess",          Float        ) = 0.5
SubShader
	Tags { "QUEUE" = "Transparent" "RenderType" = "Opaque" }
	GrabPass
	Pass
		Name "BASE"
		Tags { "LIGHTMODE" = "ALWAYS" "QUEUE" = "Transparent" "RenderType" = "Opaque" }
		Cull Off
SubShader
	Tags { "QUEUE" = "Transparent" "RenderType" = "Opaque" }
	Pass
		Name "BASE"
		Tags { "QUEUE" = "Transparent" "RenderType" = "Opaque" }
		Blend DstColor Zero, DstColor Zero
		Cull Off
"GpuOffsetCubes" (Assets/Resources/shaders/gpuoffsetcubes.shader) #
_Color   ("Main Color", Vector) = (1,1,1,0.5)
_MainTex ("Texture",    2D    ) = "white" {}
_PosTex  ("Texture",    2D    ) = "white" {}
SubShader
	Pass
		Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
Fallback "VertexColorUnlitTinted"
"GpuOffsetCubesNoLines" (Assets/Resources/shaders/gpuoffsetcubesnolines.shader) #
_Color   ("Main Color", Vector) = (1,1,1,0.5)
_MainTex ("Texture",    2D    ) = "white" {}
_PosTex  ("Texture",    2D    ) = "white" {}
SubShader
	Pass
		Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
Fallback "VertexColorUnlitTinted"
"GpuOffsetCubesNoLinesAdd" (Assets/Resources/shaders/gpuoffsetcubesnolinesadd.shader) #
_Color   ("Main Color", Vector) = (1,1,1,0.5)
_MainTex ("Texture",    2D    ) = "white" {}
_PosTex  ("Texture",    2D    ) = "white" {}
SubShader
	Pass
		Blend One OneMinusSrcColor, One OneMinusSrcColor
Fallback "VertexColorUnlitTinted"
"GrabPixels" (Assets/Resources/grabpixels.shader) #
_Color ("Main Color", Vector      ) = (1,1,1,1)
_Size  ("Size",       Range(0, 20)) = 1
SubShader
	Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "Opaque" }
	GrabPass
	Pass
		Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "ALWAYS" "QUEUE" = "Transparent" "RenderType" = "Opaque" }
	GrabPass
	Pass
		Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "ALWAYS" "QUEUE" = "Transparent" "RenderType" = "Opaque" }
"GUI/3D Text Shader - Cull Back" (Assets/Shader/GUI3D Text Shader - Cull Back.shader) #
_MainTex ("Font Texture", 2D    ) = "white" {}
_Color   ("Text Color",   Vector) = (1,1,1,1)
SubShader
	Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "Transparent" }
	Pass
		Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "Transparent" }
		Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
		ZWrite Off
"Heathen/Glow/Cutout/Bumped" (Assets/Resources/shaders/glow/alphatest/AlphaTest-Bumped.shader) #
_Color     ("Main Color",           Vector      ) = (1,1,1,1)
_MainTex   ("Base (RGB) Trans (A)", 2D          ) = "white" {}
_BumpMap   ("Normalmap",            2D          ) = "bump" {}
_Cutoff    ("Alpha cutoff",         Range(0, 1) ) = 0.5
_GlowColor ("Glow Color",           Vector      ) = (1,1,1,1)
_Inner     ("Inner Intensity",      Range(0, 10)) = 2
_Outter    ("Outter Intensity",     Range(0, 10)) = 2
_GlowMap   ("Glow (A)",             2D          ) = "white" {}
SubShader
	Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "AlphaTest" "RenderType" = "TransparentGlow" }
	Pass
		Name "FORWARD"
		Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "FORWARDBASE" "QUEUE" = "AlphaTest" "RenderType" = "TransparentGlow" "SHADOWSUPPORT" = "true" }
		ColorMask RGB -1
		Cull Off
	Pass
		Name "FORWARD"
		Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "FORWARDADD" "QUEUE" = "AlphaTest" "RenderType" = "TransparentGlow" }
		Blend One One, One One
		ColorMask RGB -1
		ZWrite Off
		Cull Off
	Pass
		Name "PREPASS"
		Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "PREPASSBASE" "QUEUE" = "AlphaTest" "RenderType" = "TransparentGlow" }
		Cull Off
	Pass
		Name "PREPASS"
		Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "PREPASSFINAL" "QUEUE" = "AlphaTest" "RenderType" = "TransparentGlow" }
		ZWrite Off
		Cull Off
	Pass
		Name "DEFERRED"
		Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "DEFERRED" "QUEUE" = "AlphaTest" "RenderType" = "TransparentGlow" }
		Cull Off
	Pass
		Name "META"
		Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "META" "QUEUE" = "AlphaTest" "RenderType" = "TransparentGlow" }
		Cull Off
Fallback "Transparent/Cutout/Diffuse"
"Heathen/Glow/Cutout/Bumped Specular" (Assets/Resources/shaders/glow/alphatest/AlphaTest-BumpSpec.shader) #
_Color     ("Main Color",                Vector        ) = (1,1,1,1)
_SpecColor ("Specular Color",            Vector        ) = (0.5,0.5,0.5,0)
_Shininess ("Shininess",                 Range(0.01, 1)) = 0.078125
_MainTex   ("Base (RGB) TransGloss (A)", 2D            ) = "white" {}
_BumpMap   ("Normalmap",                 2D            ) = "bump" {}
_Cutoff    ("Alpha cutoff",              Range(0, 1)   ) = 0.5
_GlowColor ("Glow Color",                Vector        ) = (1,1,1,1)
_Inner     ("Inner Intensity",           Range(0, 10)  ) = 2
_Outter    ("Outter Intensity",          Range(0, 10)  ) = 2
_GlowMap   ("Glow (A)",                  2D            ) = "white" {}
SubShader
	Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "AlphaTest" "RenderType" = "TransparentGlow" }
	Pass
		Name "FORWARD"
		Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "FORWARDBASE" "QUEUE" = "AlphaTest" "RenderType" = "TransparentGlow" "SHADOWSUPPORT" = "true" }
		ColorMask RGB -1
		Cull Off
	Pass
		Name "FORWARD"
		Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "FORWARDADD" "QUEUE" = "AlphaTest" "RenderType" = "TransparentGlow" }
		Blend One One, One One
		ColorMask RGB -1
		ZWrite Off
		Cull Off
	Pass
		Name "PREPASS"
		Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "PREPASSBASE" "QUEUE" = "AlphaTest" "RenderType" = "TransparentGlow" }
		Cull Off
	Pass
		Name "PREPASS"
		Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "PREPASSFINAL" "QUEUE" = "AlphaTest" "RenderType" = "TransparentGlow" }
		ZWrite Off
		Cull Off
	Pass
		Name "DEFERRED"
		Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "DEFERRED" "QUEUE" = "AlphaTest" "RenderType" = "TransparentGlow" }
		Cull Off
	Pass
		Name "META"
		Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "META" "QUEUE" = "AlphaTest" "RenderType" = "TransparentGlow" }
		Cull Off
Fallback "Transparent/Cutout/VertexLit"
"Heathen/Glow/Cutout/Diffuse" (Assets/Resources/shaders/glow/alphatest/AlphaTest-Diffuse.shader) #
_Color     ("Main Color",           Vector      ) = (1,1,1,1)
_MainTex   ("Base (RGB) Trans (A)", 2D          ) = "white" {}
_Cutoff    ("Alpha cutoff",         Range(0, 1) ) = 0.5
_GlowColor ("Glow Color",           Vector      ) = (1,1,1,1)
_Inner     ("Inner Intensity",      Range(0, 10)) = 2
_Outter    ("Outter Intensity",     Range(0, 10)) = 2
_GlowMap   ("Glow (A)",             2D          ) = "white" {}
SubShader
	Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "AlphaTest" "RenderType" = "TransparentGlow" }
	Pass
		Name "FORWARD"
		Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "FORWARDBASE" "QUEUE" = "AlphaTest" "RenderType" = "TransparentGlow" "SHADOWSUPPORT" = "true" }
		ColorMask RGB -1
		Cull Off
	Pass
		Name "FORWARD"
		Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "FORWARDADD" "QUEUE" = "AlphaTest" "RenderType" = "TransparentGlow" }
		Blend One One, One One
		ColorMask RGB -1
		ZWrite Off
		Cull Off
	Pass
		Name "PREPASS"
		Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "PREPASSBASE" "QUEUE" = "AlphaTest" "RenderType" = "TransparentGlow" }
		Cull Off
	Pass
		Name "PREPASS"
		Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "PREPASSFINAL" "QUEUE" = "AlphaTest" "RenderType" = "TransparentGlow" }
		ZWrite Off
		Cull Off
	Pass
		Name "DEFERRED"
		Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "DEFERRED" "QUEUE" = "AlphaTest" "RenderType" = "TransparentGlow" }
		Cull Off
	Pass
		Name "META"
		Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "META" "QUEUE" = "AlphaTest" "RenderType" = "TransparentGlow" }
		Cull Off
Fallback "Transparent/Cutout/VertexLit"
"Heathen/Glow/Cutout/Soft Edge Unlit" (Assets/Resources/shaders/glow/alphatest/AlphaTest-SoftEdgeUnlit.shader) #
_Color     ("Main Color",           Vector       ) = (1,1,1,1)
_MainTex   ("Base (RGB) Alpha (A)", 2D           ) = "white" {}
_Cutoff    ("Base Alpha cutoff",    Range(0, 0.9)) = 0.5
_GlowColor ("Glow Color",           Vector       ) = (1,1,1,1)
_Inner     ("Inner Intensity",      Range(0, 10) ) = 2
_Outter    ("Outter Intensity",     Range(0, 10) ) = 2
_GlowMap   ("Glow (A)",             2D           ) = "white" {}
SubShader
	Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "AlphaTest" "RenderType" = "TransparentGlow" }
	Pass
		Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "AlphaTest" "RenderType" = "TransparentGlow" }
		Cull Off
	Pass
		Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "AlphaTest" "RenderType" = "TransparentGlow" "RequireOption" = "SoftVegetation" }
		Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
		ZWrite Off
		Cull Off
"Heathen/Glow/Cutout/Specular" (Assets/Resources/shaders/glow/alphatest/AlphaTest-Glossy.shader) #
_Color     ("Main Color",                Vector        ) = (1,1,1,1)
_SpecColor ("Specular Color",            Vector        ) = (0.5,0.5,0.5,0)
_Shininess ("Shininess",                 Range(0.01, 1)) = 0.078125
_MainTex   ("Base (RGB) TransGloss (A)", 2D            ) = "white" {}
_Cutoff    ("Alpha cutoff",              Range(0, 1)   ) = 0.5
_GlowColor ("Glow Color",                Vector        ) = (1,1,1,1)
_Inner     ("Inner Intensity",           Range(0, 10)  ) = 2
_Outter    ("Outter Intensity",          Range(0, 10)  ) = 2
_GlowMap   ("Glow (A)",                  2D            ) = "white" {}
SubShader
	Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "AlphaTest" "RenderType" = "TransparentGlow" }
	Pass
		Name "FORWARD"
		Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "FORWARDBASE" "QUEUE" = "AlphaTest" "RenderType" = "TransparentGlow" "SHADOWSUPPORT" = "true" }
		ColorMask RGB -1
		Cull Off
	Pass
		Name "FORWARD"
		Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "FORWARDADD" "QUEUE" = "AlphaTest" "RenderType" = "TransparentGlow" }
		Blend One One, One One
		ColorMask RGB -1
		ZWrite Off
		Cull Off
	Pass
		Name "PREPASS"
		Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "PREPASSBASE" "QUEUE" = "AlphaTest" "RenderType" = "TransparentGlow" }
		Cull Off
	Pass
		Name "PREPASS"
		Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "PREPASSFINAL" "QUEUE" = "AlphaTest" "RenderType" = "TransparentGlow" }
		ZWrite Off
		Cull Off
	Pass
		Name "DEFERRED"
		Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "DEFERRED" "QUEUE" = "AlphaTest" "RenderType" = "TransparentGlow" }
		Cull Off
	Pass
		Name "META"
		Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "META" "QUEUE" = "AlphaTest" "RenderType" = "TransparentGlow" }
		Cull Off
Fallback "Transparent/Cutout/VertexLit"
"Heathen/Glow/Cutout/Unlit" (Assets/Resources/shaders/glow/alphatest/AlphaTest-Unlit.shader) #
_MainTex   ("Base (RGB) Trans (A)", 2D          ) = "white" {}
_Cutoff    ("Alpha cutoff",         Range(0, 1) ) = 0.5
_GlowColor ("Glow Color",           Vector      ) = (1,1,1,1)
_Inner     ("Inner Intensity",      Range(0, 10)) = 2
_Outter    ("Outter Intensity",     Range(0, 10)) = 2
_GlowMap   ("Glow (A)",             2D          ) = "white" {}
SubShader
	Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "AlphaTest" "RenderType" = "TransparentGlow" }
	Pass
		Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "AlphaTest" "RenderType" = "TransparentGlow" }
		Cull Off
"Heathen/Glow/Cutout/VertexLit" (Assets/Resources/shaders/glow/alphatest/AlphaTest-VertexLit.shader) #
_Color     ("Main Color",           Vector       ) = (1,1,1,1)
_SpecColor ("Spec Color",           Vector       ) = (1,1,1,0)
_Emission  ("Emissive Color",       Vector       ) = (0,0,0,0)
_Shininess ("Shininess",            Range(0.1, 1)) = 0.7
_MainTex   ("Base (RGB) Trans (A)", 2D           ) = "white" {}
_Cutoff    ("Alpha cutoff",         Range(0, 1)  ) = 0.5
_GlowColor ("Glow Color",           Vector       ) = (1,1,1,1)
_Inner     ("Inner Intensity",      Range(0, 10) ) = 2
_Outter    ("Outter Intensity",     Range(0, 10) ) = 2
_GlowMap   ("Glow (A)",             2D           ) = "white" {}
SubShader
	Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "AlphaTest" "RenderType" = "TransparentGlow" }
	Pass
		Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "Vertex" "QUEUE" = "AlphaTest" "RenderType" = "TransparentGlow" }
		ColorMask RGB -1
		Cull Off
	Pass
		Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "VertexLM" "QUEUE" = "AlphaTest" "RenderType" = "TransparentGlow" }
		ColorMask RGB -1
		Cull Off
	Pass
		Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "VertexLMRGBM" "QUEUE" = "AlphaTest" "RenderType" = "TransparentGlow" }
		ColorMask RGB -1
		Cull Off
	Pass
		Name "CASTER"
		Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "SHADOWCASTER" "QUEUE" = "AlphaTest" "RenderType" = "TransparentGlow" "SHADOWSUPPORT" = "true" }
		Cull Off
		Offset 1, 1
	Pass
		Name "SHADOWCOLLECTOR"
		Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "SHADOWCOLLECTOR" "QUEUE" = "AlphaTest" "RenderType" = "TransparentGlow" }
		Cull Off
"Heathen/Glow/Mobile/Bumped Diffuse" (Assets/Resources/shaders/glow/mobile/Mobile-Bumped.shader) #
_MainTex   ("Base (RGB)",       2D          ) = "white" {}
_BumpMap   ("Normalmap",        2D          ) = "bump" {}
_GlowColor ("Glow Color",       Vector      ) = (1,1,1,1)
_Inner     ("Inner Intensity",  Range(0, 10)) = 2
_Outter    ("Outter Intensity", Range(0, 10)) = 2
_GlowMap   ("Glow (A)",         2D          ) = "white" {}
SubShader
	Tags { "RenderType" = "SelectiveGlow" }
	Pass
		Name "FORWARD"
		Tags { "LIGHTMODE" = "FORWARDBASE" "RenderType" = "SelectiveGlow" "SHADOWSUPPORT" = "true" }
	Pass
		Name "PREPASS"
		Tags { "LIGHTMODE" = "PREPASSBASE" "RenderType" = "SelectiveGlow" }
	Pass
		Name "PREPASS"
		Tags { "LIGHTMODE" = "PREPASSFINAL" "RenderType" = "SelectiveGlow" }
		ZWrite Off
	Pass
		Name "DEFERRED"
		Tags { "LIGHTMODE" = "DEFERRED" "RenderType" = "SelectiveGlow" }
	Pass
		Name "META"
		Tags { "LIGHTMODE" = "META" "RenderType" = "SelectiveGlow" }
		Cull Off
Fallback "Mobile/Diffuse"
"Heathen/Glow/Mobile/Bumped Specular" (Assets/Resources/shaders/glow/mobile/Mobile-BumpSpec.shader) #
_Shininess ("Shininess",            Range(0.03, 1)) = 0.078125
_MainTex   ("Base (RGB) Gloss (A)", 2D            ) = "white" {}
_BumpMap   ("Normalmap",            2D            ) = "bump" {}
_GlowColor ("Glow Color",           Vector        ) = (1,1,1,1)
_Inner     ("Inner Intensity",      Range(0, 10)  ) = 2
_Outter    ("Outter Intensity",     Range(0, 10)  ) = 2
_GlowMap   ("Glow (A)",             2D            ) = "white" {}
SubShader
	Tags { "RenderType" = "SelectiveGlow" }
	Pass
		Name "FORWARD"
		Tags { "LIGHTMODE" = "FORWARDBASE" "RenderType" = "SelectiveGlow" "SHADOWSUPPORT" = "true" }
Fallback "Mobile/VertexLit"
"Heathen/Glow/Mobile/Bumped Specular (1 Directional Light)" (Assets/Resources/shaders/glow/mobile/Mobile-BumpSpec-1DirectionalLight.shader) #
_Shininess ("Shininess",            Range(0.03, 1)) = 0.078125
_MainTex   ("Base (RGB) Gloss (A)", 2D            ) = "white" {}
_BumpMap   ("Normalmap",            2D            ) = "bump" {}
_GlowColor ("Glow Color",           Vector        ) = (1,1,1,1)
_Inner     ("Inner Intensity",      Range(0, 10)  ) = 2
_Outter    ("Outter Intensity",     Range(0, 10)  ) = 2
_GlowMap   ("Glow (A)",             2D            ) = "white" {}
SubShader
	Tags { "RenderType" = "SelectiveGlow" }
	Pass
		Name "FORWARD"
		Tags { "LIGHTMODE" = "FORWARDBASE" "RenderType" = "SelectiveGlow" "SHADOWSUPPORT" = "true" }
Fallback "Mobile/VertexLit"
"Heathen/Glow/Mobile/Diffuse" (Assets/Resources/shaders/glow/mobile/Mobile-Diffuse.shader) #
_MainTex   ("Base (RGB)",       2D          ) = "white" {}
_GlowColor ("Glow Color",       Vector      ) = (1,1,1,1)
_Inner     ("Inner Intensity",  Range(0, 10)) = 2
_Outter    ("Outter Intensity", Range(0, 10)) = 2
_GlowMap   ("Glow (A)",         2D          ) = "white" {}
SubShader
	Tags { "RenderType" = "SelectiveGlow" }
	Pass
		Name "FORWARD"
		Tags { "LIGHTMODE" = "FORWARDBASE" "RenderType" = "SelectiveGlow" "SHADOWSUPPORT" = "true" }
	Pass
		Name "PREPASS"
		Tags { "LIGHTMODE" = "PREPASSBASE" "RenderType" = "SelectiveGlow" }
	Pass
		Name "PREPASS"
		Tags { "LIGHTMODE" = "PREPASSFINAL" "RenderType" = "SelectiveGlow" }
		ZWrite Off
	Pass
		Name "DEFERRED"
		Tags { "LIGHTMODE" = "DEFERRED" "RenderType" = "SelectiveGlow" }
	Pass
		Name "META"
		Tags { "LIGHTMODE" = "META" "RenderType" = "SelectiveGlow" }
		Cull Off
Fallback "Mobile/VertexLit"
"Heathen/Glow/Mobile/Particles/Additive" (Assets/Resources/shaders/glow/mobile/Mobile-Particle-Add.shader) #
_MainTex   ("Particle Texture", 2D          ) = "white" {}
_GlowColor ("Glow Color",       Vector      ) = (1,1,1,1)
_Inner     ("Inner Intensity",  Range(0, 10)) = 2
_Outter    ("Outter Intensity", Range(0, 10)) = 2
_GlowMap   ("Glow (A)",         2D          ) = "white" {}
SubShader
	Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "TransparentGlow" }
	Pass
		Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "TransparentGlow" }
		Blend SrcAlpha One, SrcAlpha One
		ZWrite Off
		Cull Off
"Heathen/Glow/Mobile/Particles/Alpha Blended" (Assets/Resources/shaders/glow/mobile/Mobile-Particle-Alpha.shader) #
_MainTex   ("Particle Texture", 2D          ) = "white" {}
_GlowColor ("Glow Color",       Vector      ) = (1,1,1,1)
_Inner     ("Inner Intensity",  Range(0, 10)) = 2
_Outter    ("Outter Intensity", Range(0, 10)) = 2
_GlowMap   ("Glow (A)",         2D          ) = "white" {}
SubShader
	Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "TransparentGlow" }
	Pass
		Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "TransparentGlow" }
		Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
		ZWrite Off
		Cull Off
"Heathen/Glow/Mobile/Particles/Multiply" (Assets/Resources/shaders/glow/mobile/Mobile-Particle-Multiply.shader) #
_MainTex   ("Particle Texture", 2D          ) = "white" {}
_GlowColor ("Glow Color",       Vector      ) = (1,1,1,1)
_Inner     ("Inner Intensity",  Range(0, 10)) = 2
_Outter    ("Outter Intensity", Range(0, 10)) = 2
_GlowMap   ("Glow (A)",         2D          ) = "white" {}
SubShader
	Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "TransparentGlow" }
	Pass
		Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "TransparentGlow" }
		Blend Zero SrcColor, Zero SrcColor
		ZWrite Off
		Cull Off
"Heathen/Glow/Mobile/Particles/VertexLit Blended" (Assets/Resources/shaders/glow/mobile/Mobile-Particle-Alpha-VertexLit.shader) #
_EmisColor ("Emissive Color",   Vector      ) = (0.2,0.2,0.2,0)
_MainTex   ("Particle Texture", 2D          ) = "white" {}
_GlowColor ("Glow Color",       Vector      ) = (1,1,1,1)
_Inner     ("Inner Intensity",  Range(0, 10)) = 2
_Outter    ("Outter Intensity", Range(0, 10)) = 2
_GlowMap   ("Glow (A)",         2D          ) = "white" {}
SubShader
	Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "TransparentGlow" }
	Pass
		Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "Vertex" "QUEUE" = "Transparent" "RenderType" = "TransparentGlow" }
		Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
		ZWrite Off
		Cull Off
"Heathen/Glow/Mobile/Unlit (Supports Lightmap)" (Assets/Resources/shaders/glow/mobile/Mobile-Lightmap-Unlit.shader) #
_MainTex   ("Base (RGB)",       2D          ) = "white" {}
_GlowColor ("Glow Color",       Vector      ) = (1,1,1,1)
_Inner     ("Inner Intensity",  Range(0, 10)) = 2
_Outter    ("Outter Intensity", Range(0, 10)) = 2
_GlowMap   ("Glow (A)",         2D          ) = "white" {}
SubShader
	Tags { "RenderType" = "SelectiveGlow" }
	Pass
		Tags { "LIGHTMODE" = "Vertex" "RenderType" = "SelectiveGlow" }
	Pass
		Tags { "LIGHTMODE" = "VertexLM" "RenderType" = "SelectiveGlow" }
	Pass
		Tags { "LIGHTMODE" = "VertexLMRGBM" "RenderType" = "SelectiveGlow" }
"Heathen/Glow/Normal/Bumped Diffuse" (Assets/Resources/shaders/glow/normal/Normal-Bumped.shader) #
_Color     ("Main Color",       Vector      ) = (1,1,1,1)
_MainTex   ("Base (RGB)",       2D          ) = "white" {}
_BumpMap   ("Normalmap",        2D          ) = "bump" {}
_GlowColor ("Glow Color",       Vector      ) = (1,1,1,1)
_Inner     ("Inner Intensity",  Range(0, 10)) = 2
_Outter    ("Outter Intensity", Range(0, 10)) = 2
_GlowMap   ("Glow (A)",         2D          ) = "white" {}
SubShader
	Tags { "RenderType" = "SelectiveGlow" }
	Pass
		Name "FORWARD"
		Tags { "LIGHTMODE" = "FORWARDBASE" "RenderType" = "SelectiveGlow" "SHADOWSUPPORT" = "true" }
	Pass
		Name "FORWARD"
		Tags { "LIGHTMODE" = "FORWARDADD" "RenderType" = "SelectiveGlow" }
		Blend One One, One One
		ZWrite Off
	Pass
		Name "PREPASS"
		Tags { "LIGHTMODE" = "PREPASSBASE" "RenderType" = "SelectiveGlow" }
	Pass
		Name "PREPASS"
		Tags { "LIGHTMODE" = "PREPASSFINAL" "RenderType" = "SelectiveGlow" }
		ZWrite Off
	Pass
		Name "DEFERRED"
		Tags { "LIGHTMODE" = "DEFERRED" "RenderType" = "SelectiveGlow" }
	Pass
		Name "META"
		Tags { "LIGHTMODE" = "META" "RenderType" = "SelectiveGlow" }
		Cull Off
Fallback "Diffuse"
"Heathen/Glow/Normal/Bumped Specular" (Assets/Resources/shaders/glow/normal/Normal-BumpedSpecular.shader) #
_Color     ("Main Color",           Vector        ) = (1,1,1,1)
_SpecColor ("Specular Color",       Vector        ) = (0.5,0.5,0.5,1)
_Shininess ("Shininess",            Range(0.03, 1)) = 0.078125
_MainTex   ("Base (RGB) Gloss (A)", 2D            ) = "white" {}
_BumpMap   ("Normalmap",            2D            ) = "bump" {}
_GlowColor ("Glow Color",           Vector        ) = (1,1,1,1)
_Inner     ("Inner Intensity",      Range(0, 10)  ) = 2
_Outter    ("Outter Intensity",     Range(0, 10)  ) = 2
_GlowMap   ("Glow (A)",             2D            ) = "white" {}
SubShader
	Tags { "RenderType" = "SelectiveGlow" }
	Pass
		Name "FORWARD"
		Tags { "LIGHTMODE" = "FORWARDBASE" "RenderType" = "SelectiveGlow" "SHADOWSUPPORT" = "true" }
	Pass
		Name "FORWARD"
		Tags { "LIGHTMODE" = "FORWARDADD" "RenderType" = "SelectiveGlow" }
		Blend One One, One One
		ZWrite Off
	Pass
		Name "PREPASS"
		Tags { "LIGHTMODE" = "PREPASSBASE" "RenderType" = "SelectiveGlow" }
	Pass
		Name "PREPASS"
		Tags { "LIGHTMODE" = "PREPASSFINAL" "RenderType" = "SelectiveGlow" }
		ZWrite Off
	Pass
		Name "DEFERRED"
		Tags { "LIGHTMODE" = "DEFERRED" "RenderType" = "SelectiveGlow" }
	Pass
		Name "META"
		Tags { "LIGHTMODE" = "META" "RenderType" = "SelectiveGlow" }
		Cull Off
Fallback "Specular"
"Heathen/Glow/Normal/Defuse Tint" (Assets/Resources/shaders/glow/normal/Normal-Selective Glow Shader.shader) #
_Color     ("Main Color",       Vector      ) = (1,1,1,1)
_MainTex   ("Main (RGB)",       2D          ) = "white" {}
_GlowColor ("Glow Color",       Vector      ) = (1,1,1,1)
_Inner     ("Inner Intensity",  Range(0, 10)) = 2
_Outter    ("Outter Intensity", Range(0, 10)) = 2
_GlowMap   ("Glow (A)",         2D          ) = "white" {}
SubShader
	Tags { "LIGHTMODE" = "Vertex" "RenderType" = "SelectiveGlow" }
	Pass
		Tags { "LIGHTMODE" = "Vertex" "RenderType" = "SelectiveGlow" }
		ColorMask RGB -1
"Heathen/Glow/Normal/Diffuse" (Assets/Resources/shaders/glow/normal/Normal-Diffuse.shader) #
_Color     ("Main Color",       Vector      ) = (1,1,1,1)
_MainTex   ("Base (RGB)",       2D          ) = "white" {}
_GlowColor ("Glow Color",       Vector      ) = (1,1,1,1)
_Inner     ("Inner Intensity",  Range(0, 10)) = 2
_Outter    ("Outter Intensity", Range(0, 10)) = 2
_GlowMap   ("Glow (A)",         2D          ) = "white" {}
SubShader
	Tags { "RenderType" = "SelectiveGlow" }
	Pass
		Name "FORWARD"
		Tags { "LIGHTMODE" = "FORWARDBASE" "RenderType" = "SelectiveGlow" "SHADOWSUPPORT" = "true" }
	Pass
		Name "FORWARD"
		Tags { "LIGHTMODE" = "FORWARDADD" "RenderType" = "SelectiveGlow" }
		Blend One One, One One
		ZWrite Off
	Pass
		Name "PREPASS"
		Tags { "LIGHTMODE" = "PREPASSBASE" "RenderType" = "SelectiveGlow" }
	Pass
		Name "PREPASS"
		Tags { "LIGHTMODE" = "PREPASSFINAL" "RenderType" = "SelectiveGlow" }
		ZWrite Off
	Pass
		Name "DEFERRED"
		Tags { "LIGHTMODE" = "DEFERRED" "RenderType" = "SelectiveGlow" }
	Pass
		Name "META"
		Tags { "LIGHTMODE" = "META" "RenderType" = "SelectiveGlow" }
		Cull Off
Fallback "VertexLit"
"Heathen/Glow/Normal/Diffuse Detail" (Assets/Resources/shaders/glow/normal/Normal-DiffuseDetail.shader) #
_Color     ("Main Color",       Vector      ) = (1,1,1,1)
_MainTex   ("Base (RGB)",       2D          ) = "white" {}
_Detail    ("Detail (RGB)",     2D          ) = "gray" {}
_GlowColor ("Glow Color",       Vector      ) = (1,1,1,1)
_Inner     ("Inner Intensity",  Range(0, 10)) = 2
_Outter    ("Outter Intensity", Range(0, 10)) = 2
_GlowMap   ("Glow (A)",         2D          ) = "white" {}
SubShader
	Tags { "RenderType" = "SelectiveGlow" }
	Pass
		Name "FORWARD"
		Tags { "LIGHTMODE" = "FORWARDBASE" "RenderType" = "SelectiveGlow" "SHADOWSUPPORT" = "true" }
	Pass
		Name "FORWARD"
		Tags { "LIGHTMODE" = "FORWARDADD" "RenderType" = "SelectiveGlow" }
		Blend One One, One One
		ZWrite Off
	Pass
		Name "PREPASS"
		Tags { "LIGHTMODE" = "PREPASSBASE" "RenderType" = "SelectiveGlow" }
	Pass
		Name "PREPASS"
		Tags { "LIGHTMODE" = "PREPASSFINAL" "RenderType" = "SelectiveGlow" }
		ZWrite Off
	Pass
		Name "DEFERRED"
		Tags { "LIGHTMODE" = "DEFERRED" "RenderType" = "SelectiveGlow" }
	Pass
		Name "META"
		Tags { "LIGHTMODE" = "META" "RenderType" = "SelectiveGlow" }
		Cull Off
Fallback "Diffuse"
"Heathen/Glow/Normal/Parallax Diffuse" (Assets/Resources/shaders/glow/normal/Normal-Parallax.shader) #
_Color       ("Main Color",       Vector            ) = (1,1,1,1)
_Parallax    ("Height",           Range(0.005, 0.08)) = 0.02
_MainTex     ("Base (RGB)",       2D                ) = "white" {}
_BumpMap     ("Normalmap",        2D                ) = "bump" {}
_ParallaxMap ("Heightmap (A)",    2D                ) = "black" {}
_GlowColor   ("Glow Color",       Vector            ) = (1,1,1,1)
_Inner       ("Inner Intensity",  Range(0, 10)      ) = 2
_Outter      ("Outter Intensity", Range(0, 10)      ) = 2
_GlowMap     ("Glow (A)",         2D                ) = "white" {}
SubShader
	Tags { "RenderType" = "SelectiveGlow" }
	Pass
		Name "FORWARD"
		Tags { "LIGHTMODE" = "FORWARDBASE" "RenderType" = "SelectiveGlow" "SHADOWSUPPORT" = "true" }
	Pass
		Name "FORWARD"
		Tags { "LIGHTMODE" = "FORWARDADD" "RenderType" = "SelectiveGlow" }
		Blend One One, One One
		ZWrite Off
	Pass
		Name "PREPASS"
		Tags { "LIGHTMODE" = "PREPASSBASE" "RenderType" = "SelectiveGlow" }
	Pass
		Name "PREPASS"
		Tags { "LIGHTMODE" = "PREPASSFINAL" "RenderType" = "SelectiveGlow" }
		ZWrite Off
	Pass
		Name "DEFERRED"
		Tags { "LIGHTMODE" = "DEFERRED" "RenderType" = "SelectiveGlow" }
	Pass
		Name "META"
		Tags { "LIGHTMODE" = "META" "RenderType" = "SelectiveGlow" }
		Cull Off
Fallback "Bumped Diffuse"
"Heathen/Glow/Normal/Parallax Specular" (Assets/Resources/shaders/glow/normal/Normal-ParallaxSpec.shader) #
_Color       ("Main Color",           Vector            ) = (1,1,1,1)
_SpecColor   ("Specular Color",       Vector            ) = (0.5,0.5,0.5,1)
_Shininess   ("Shininess",            Range(0.01, 1)    ) = 0.078125
_Parallax    ("Height",               Range(0.005, 0.08)) = 0.02
_MainTex     ("Base (RGB) Gloss (A)", 2D                ) = "white" {}
_BumpMap     ("Normalmap",            2D                ) = "bump" {}
_ParallaxMap ("Heightmap (A)",        2D                ) = "black" {}
_GlowColor   ("Glow Color",           Vector            ) = (1,1,1,1)
_Inner       ("Inner Intensity",      Range(0, 10)      ) = 2
_Outter      ("Outter Intensity",     Range(0, 10)      ) = 2
_GlowMap     ("Glow (A)",             2D                ) = "white" {}
SubShader
	Tags { "RenderType" = "SelectiveGlow" }
	Pass
		Name "FORWARD"
		Tags { "LIGHTMODE" = "FORWARDBASE" "RenderType" = "SelectiveGlow" "SHADOWSUPPORT" = "true" }
	Pass
		Name "FORWARD"
		Tags { "LIGHTMODE" = "FORWARDADD" "RenderType" = "SelectiveGlow" }
		Blend One One, One One
		ZWrite Off
	Pass
		Name "PREPASS"
		Tags { "LIGHTMODE" = "PREPASSBASE" "RenderType" = "SelectiveGlow" }
	Pass
		Name "PREPASS"
		Tags { "LIGHTMODE" = "PREPASSFINAL" "RenderType" = "SelectiveGlow" }
		ZWrite Off
	Pass
		Name "DEFERRED"
		Tags { "LIGHTMODE" = "DEFERRED" "RenderType" = "SelectiveGlow" }
	Pass
		Name "META"
		Tags { "LIGHTMODE" = "META" "RenderType" = "SelectiveGlow" }
		Cull Off
Fallback "Bumped Specular"
"Heathen/Glow/Normal/Specular" (Assets/Resources/shaders/glow/normal/Normal-Glossy.shader) #
_Color     ("Main Color",           Vector        ) = (1,1,1,1)
_SpecColor ("Specular Color",       Vector        ) = (0.5,0.5,0.5,1)
_Shininess ("Shininess",            Range(0.01, 1)) = 0.078125
_MainTex   ("Base (RGB) Gloss (A)", 2D            ) = "white" {}
_GlowColor ("Glow Color",           Vector        ) = (1,1,1,1)
_Inner     ("Inner Intensity",      Range(0, 10)  ) = 2
_Outter    ("Outter Intensity",     Range(0, 10)  ) = 2
_GlowMap   ("Glow (A)",             2D            ) = "white" {}
SubShader
	Tags { "RenderType" = "SelectiveGlow" }
	Pass
		Name "FORWARD"
		Tags { "LIGHTMODE" = "FORWARDBASE" "RenderType" = "SelectiveGlow" "SHADOWSUPPORT" = "true" }
	Pass
		Name "FORWARD"
		Tags { "LIGHTMODE" = "FORWARDADD" "RenderType" = "SelectiveGlow" }
		Blend One One, One One
		ZWrite Off
	Pass
		Name "PREPASS"
		Tags { "LIGHTMODE" = "PREPASSBASE" "RenderType" = "SelectiveGlow" }
	Pass
		Name "PREPASS"
		Tags { "LIGHTMODE" = "PREPASSFINAL" "RenderType" = "SelectiveGlow" }
		ZWrite Off
	Pass
		Name "DEFERRED"
		Tags { "LIGHTMODE" = "DEFERRED" "RenderType" = "SelectiveGlow" }
	Pass
		Name "META"
		Tags { "LIGHTMODE" = "META" "RenderType" = "SelectiveGlow" }
		Cull Off
Fallback "VertexLit"
"Heathen/Glow/Normal/Tri-Planar" (Assets/Resources/shaders/glow/normal/Normal-Triplanar.shader) #
_XTexture   ("X",                2D          ) = "white" {}
_XGlowColor ("X Glow Color",     Vector      ) = (1,1,1,1)
_XGlowMap   ("X Glow (A)",       2D          ) = "white" {}
_YTexture   ("Y",                2D          ) = "white" {}
_YGlowColor ("Y Glow Color",     Vector      ) = (1,1,1,1)
_YGlowMap   ("Y Glow (A)",       2D          ) = "white" {}
_ZTexture   ("Z",                2D          ) = "white" {}
_ZGlowColor ("Z Glow Color",     Vector      ) = (1,1,1,1)
_ZGlowMap   ("Z Glow (A)",       2D          ) = "white" {}
_Inner      ("Inner Intensity",  Range(0, 10)) = 2
_Outter     ("Outter Intensity", Range(0, 10)) = 2
SubShader
	Tags { "RenderType" = "TriplanarGlow" }
	Pass
		Name "FORWARD"
		Tags { "LIGHTMODE" = "FORWARDBASE" "RenderType" = "TriplanarGlow" "SHADOWSUPPORT" = "true" }
	Pass
		Name "FORWARD"
		Tags { "LIGHTMODE" = "FORWARDADD" "RenderType" = "TriplanarGlow" }
		Blend One One, One One
		ZWrite Off
	Pass
		Name "PREPASS"
		Tags { "LIGHTMODE" = "PREPASSBASE" "RenderType" = "TriplanarGlow" }
	Pass
		Name "PREPASS"
		Tags { "LIGHTMODE" = "PREPASSFINAL" "RenderType" = "TriplanarGlow" }
		ZWrite Off
	Pass
		Name "DEFERRED"
		Tags { "LIGHTMODE" = "DEFERRED" "RenderType" = "TriplanarGlow" }
	Pass
		Name "META"
		Tags { "LIGHTMODE" = "META" "RenderType" = "TriplanarGlow" }
		Cull Off
Fallback "Diffuse"
"Heathen/Glow/Normal/Unlit" (Assets/Resources/shaders/glow/normal/Unlit.shader) #
_MainTex   ("Base (RGB)",       2D            ) = "white" {}
_GlowColor ("Glow Color",       Vector        ) = (1,1,1,1)
_Inner     ("Inner Intensity",  Range(0.1, 10)) = 2
_Outter    ("Outter Intensity", Range(0.1, 10)) = 2
_GlowMap   ("Glow (A)",         2D            ) = "white" {}
SubShader
	Tags { "RenderType" = "SelectiveGlow" }
	Pass
		Tags { "RenderType" = "SelectiveGlow" }
"Heathen/Glow/Normal/UnlitTinted" (Assets/Resources/shaders/glow/normal/UnlitTinted.shader) #
_MainTex   ("Base (RGB)",       2D            ) = "white" {}
_GlowColor ("Glow Color",       Vector        ) = (1,1,1,1)
_Inner     ("Inner Intensity",  Range(0.1, 10)) = 2
_Outter    ("Outter Intensity", Range(0.1, 10)) = 2
_GlowMap   ("Glow (A)",         2D            ) = "white" {}
_Color     ("Main Color",       Vector        ) = (1,1,1,0.5)
SubShader
	Tags { "RenderType" = "SelectiveGlow" }
	Pass
		Tags { "RenderType" = "SelectiveGlow" }
"Heathen/Glow/Normal/UnlitVertexColored" (Assets/Resources/shaders/glow/normal/UnlitVertexColored.shader) #
_MainTex   ("Base (RGB)",       2D            ) = "white" {}
_GlowColor ("Glow Color",       Vector        ) = (1,1,1,1)
_Inner     ("Inner Intensity",  Range(0.1, 10)) = 2
_Outter    ("Outter Intensity", Range(0.1, 10)) = 2
_GlowMap   ("Glow (A)",         2D            ) = "white" {}
SubShader
	Tags { "RenderType" = "SelectiveGlow" }
	Pass
		Tags { "RenderType" = "SelectiveGlow" }
"Heathen/Glow/Normal/Vertex Lit" (Assets/Resources/shaders/glow/normal/Normal-VertexLit.shader) #
_Color     ("Main Color",       Vector        ) = (1,1,1,1)
_SpecColor ("Spec Color",       Vector        ) = (1,1,1,1)
_Emission  ("Emissive Color",   Vector        ) = (0,0,0,0)
_Shininess ("Shininess",        Range(0.01, 1)) = 0.7
_MainTex   ("Base (RGB)",       2D            ) = "white" {}
_GlowColor ("Glow Color",       Vector        ) = (1,1,1,1)
_Inner     ("Inner Intensity",  Range(0, 10)  ) = 2
_Outter    ("Outter Intensity", Range(0, 10)  ) = 2
_GlowMap   ("Glow (A)",         2D            ) = "white" {}
SubShader
	Tags { "RenderType" = "SelectiveGlow" }
	Pass
		Tags { "LIGHTMODE" = "Vertex" "RenderType" = "SelectiveGlow" }
	Pass
		Tags { "LIGHTMODE" = "VertexLM" "RenderType" = "SelectiveGlow" }
	Pass
		Tags { "LIGHTMODE" = "VertexLMRGBM" "RenderType" = "SelectiveGlow" }
	Pass
		Name "SHADOWCASTER"
		Tags { "LIGHTMODE" = "SHADOWCASTER" "RenderType" = "SelectiveGlow" "SHADOWSUPPORT" = "true" }
		Cull Off
		Offset 1, 1
	Pass
		Name "SHADOWCOLLECTOR"
		Tags { "LIGHTMODE" = "SHADOWCOLLECTOR" "RenderType" = "SelectiveGlow" }
"Heathen/Glow/Particles/Additive" (Assets/Resources/shaders/glow/particle/Particle Add.shader) #
_TintColor ("Tint Color",            Vector        ) = (0.5,0.5,0.5,0.5)
_MainTex   ("Particle Texture",      2D            ) = "white" {}
_InvFade   ("Soft Particles Factor", Range(0.01, 3)) = 1
_GlowColor ("Glow Color",            Vector        ) = (1,1,1,1)
_Inner     ("Inner Intensity",       Range(0, 10)  ) = 2
_Outter    ("Outter Intensity",      Range(0, 10)  ) = 2
_GlowMap   ("Glow (A)",              2D            ) = "white" {}
SubShader
	Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "TransparentGlow" }
	Pass
		Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "TransparentGlow" }
		Blend SrcAlpha One, SrcAlpha One
		ColorMask RGB -1
		ZWrite Off
		Cull Off
"Heathen/Glow/Particles/Additive (Soft)" (Assets/Resources/shaders/glow/particle/Particle AddSmooth.shader) #
_MainTex   ("Particle Texture",      2D            ) = "white" {}
_InvFade   ("Soft Particles Factor", Range(0.01, 3)) = 1
_GlowColor ("Glow Color",            Vector        ) = (1,1,1,1)
_Inner     ("Inner Intensity",       Range(0, 10)  ) = 2
_Outter    ("Outter Intensity",      Range(0, 10)  ) = 2
_GlowMap   ("Glow (A)",              2D            ) = "white" {}
SubShader
	Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "TransparentGlow" }
	Pass
		Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "TransparentGlow" }
		Blend One OneMinusSrcColor, One OneMinusSrcColor
		ColorMask RGB -1
		ZWrite Off
		Cull Off
"Heathen/Glow/Particles/Additive-Multiply" (Assets/Resources/shaders/glow/particle/Particle AddMultiply.shader) #
_TintColor ("Tint Color",            Vector        ) = (0.5,0.5,0.5,0.5)
_MainTex   ("Particle Texture",      2D            ) = "white" {}
_InvFade   ("Soft Particles Factor", Range(0.01, 3)) = 1
_GlowColor ("Glow Color",            Vector        ) = (1,1,1,1)
_Inner     ("Inner Intensity",       Range(0, 10)  ) = 2
_Outter    ("Outter Intensity",      Range(0, 10)  ) = 2
_GlowMap   ("Glow (A)",              2D            ) = "white" {}
SubShader
	Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "TransparentGlow" }
	Pass
		Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "TransparentGlow" }
		Blend One OneMinusSrcAlpha, One OneMinusSrcAlpha
		ColorMask RGB -1
		ZWrite Off
		Cull Off
"Heathen/Glow/Particles/Alpha Blended" (Assets/Resources/shaders/glow/particle/Particle Alpha Blended.shader) #
_TintColor ("Tint Color",            Vector        ) = (0.5,0.5,0.5,0.5)
_MainTex   ("Particle Texture",      2D            ) = "white" {}
_InvFade   ("Soft Particles Factor", Range(0.01, 3)) = 1
_GlowColor ("Glow Color",            Vector        ) = (1,1,1,1)
_Inner     ("Inner Intensity",       Range(0, 10)  ) = 2
_Outter    ("Outter Intensity",      Range(0, 10)  ) = 2
_GlowMap   ("Glow (A)",              2D            ) = "white" {}
SubShader
	Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "TransparentGlow" }
	Pass
		Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "TransparentGlow" }
		Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
		ColorMask RGB -1
		ZWrite Off
		Cull Off
"Heathen/Glow/Particles/Alpha Blended Premultiply" (Assets/Resources/shaders/glow/particle/Particle Premultiply Blend.shader) #
_MainTex   ("Particle Texture",      2D            ) = "white" {}
_InvFade   ("Soft Particles Factor", Range(0.01, 3)) = 1
_GlowColor ("Glow Color",            Vector        ) = (1,1,1,1)
_Inner     ("Inner Intensity",       Range(0, 10)  ) = 2
_Outter    ("Outter Intensity",      Range(0, 10)  ) = 2
_GlowMap   ("Glow (A)",              2D            ) = "white" {}
SubShader
	Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "TransparentGlow" }
	Pass
		Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "TransparentGlow" }
		Blend One OneMinusSrcAlpha, One OneMinusSrcAlpha
		ColorMask RGB -1
		ZWrite Off
		Cull Off
"Heathen/Glow/Particles/Blend" (Assets/Resources/shaders/glow/particle/Particle Blend.shader) #
_MainTex   ("Particle Texture",      2D            ) = "white" {}
_InvFade   ("Soft Particles Factor", Range(0.01, 3)) = 1
_GlowColor ("Glow Color",            Vector        ) = (1,1,1,1)
_Inner     ("Inner Intensity",       Range(0, 10)  ) = 2
_Outter    ("Outter Intensity",      Range(0, 10)  ) = 2
_GlowMap   ("Glow (A)",              2D            ) = "white" {}
SubShader
	Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "TransparentGlow" }
	Pass
		Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "TransparentGlow" }
		Blend DstColor One, DstColor One
		ColorMask RGB -1
		ZWrite Off
		Cull Off
"Heathen/Glow/Particles/Multiply" (Assets/Resources/shaders/glow/particle/Particle Multiply.shader) #
_MainTex   ("Particle Texture",      2D            ) = "white" {}
_InvFade   ("Soft Particles Factor", Range(0.01, 3)) = 1
_GlowColor ("Glow Color",            Vector        ) = (1,1,1,1)
_Inner     ("Inner Intensity",       Range(0, 10)  ) = 2
_Outter    ("Outter Intensity",      Range(0, 10)  ) = 2
_GlowMap   ("Glow (A)",              2D            ) = "white" {}
SubShader
	Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "TransparentGlow" }
	Pass
		Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "TransparentGlow" }
		Blend Zero SrcColor, Zero SrcColor
		ZWrite Off
		Cull Off
"Heathen/Glow/Particles/Multiply (Double)" (Assets/Resources/shaders/glow/particle/Particle MultiplyDouble.shader) #
_MainTex   ("Particle Texture",      2D            ) = "white" {}
_InvFade   ("Soft Particles Factor", Range(0.01, 3)) = 1
_GlowColor ("Glow Color",            Vector        ) = (1,1,1,1)
_Inner     ("Inner Intensity",       Range(0, 10)  ) = 2
_Outter    ("Outter Intensity",      Range(0, 10)  ) = 2
_GlowMap   ("Glow (A)",              2D            ) = "white" {}
SubShader
	Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "TransparentGlow" }
	Pass
		Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "TransparentGlow" }
		Blend DstColor SrcColor, DstColor SrcColor
		ColorMask RGB -1
		ZWrite Off
		Cull Off
"Heathen/Glow/Particles/VertexLit Blended" (Assets/Resources/shaders/glow/particle/Particles VertexLit Blended.shader) #
_EmisColor ("Emissive Color",   Vector      ) = (0.2,0.2,0.2,0)
_MainTex   ("Particle Texture", 2D          ) = "white" {}
_GlowColor ("Glow Color",       Vector      ) = (1,1,1,1)
_Inner     ("Inner Intensity",  Range(0, 10)) = 2
_Outter    ("Outter Intensity", Range(0, 10)) = 2
_GlowMap   ("Glow (A)",         2D          ) = "white" {}
SubShader
	Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "Vertex" "QUEUE" = "Transparent" "RenderType" = "TransparentGlow" }
	Pass
		Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "Vertex" "QUEUE" = "Transparent" "RenderType" = "TransparentGlow" }
		Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
		ColorMask RGB -1
		ZWrite Off
		Cull Off
"Heathen/Glow/Reflective/Bumped Diffuse" (Assets/Resources/shaders/glow/reflective/Reflect-Bumped.shader) #
_Color        ("Main Color",                 Vector      ) = (1,1,1,1)
_ReflectColor ("Reflection Color",           Vector      ) = (1,1,1,0.5)
_MainTex      ("Base (RGB) RefStrength (A)", 2D          ) = "white" {}
_Cube         ("Reflection Cubemap",         Cube        ) = "_Skybox" {}
_BumpMap      ("Normalmap",                  2D          ) = "bump" {}
_GlowColor    ("Glow Color",                 Vector      ) = (1,1,1,1)
_Inner        ("Inner Intensity",            Range(0, 10)) = 2
_Outter       ("Outter Intensity",           Range(0, 10)) = 2
_GlowMap      ("Glow (A)",                   2D          ) = "white" {}
SubShader
	Tags { "RenderType" = "SelectiveGlow" }
	Pass
		Name "FORWARD"
		Tags { "LIGHTMODE" = "FORWARDBASE" "RenderType" = "SelectiveGlow" "SHADOWSUPPORT" = "true" }
	Pass
		Name "FORWARD"
		Tags { "LIGHTMODE" = "FORWARDADD" "RenderType" = "SelectiveGlow" }
		Blend One One, One One
		ZWrite Off
	Pass
		Name "PREPASS"
		Tags { "LIGHTMODE" = "PREPASSBASE" "RenderType" = "SelectiveGlow" }
	Pass
		Name "PREPASS"
		Tags { "LIGHTMODE" = "PREPASSFINAL" "RenderType" = "SelectiveGlow" }
		ZWrite Off
	Pass
		Name "DEFERRED"
		Tags { "LIGHTMODE" = "DEFERRED" "RenderType" = "SelectiveGlow" }
	Pass
		Name "META"
		Tags { "LIGHTMODE" = "META" "RenderType" = "SelectiveGlow" }
		Cull Off
Fallback "Reflective/VertexLit"
"Heathen/Glow/Reflective/Bumped Specular" (Assets/Resources/shaders/glow/reflective/Reflect-BumpSpec.shader) #
_Color        ("Main Color",                 Vector        ) = (1,1,1,1)
_SpecColor    ("Specular Color",             Vector        ) = (0.5,0.5,0.5,1)
_Shininess    ("Shininess",                  Range(0.01, 1)) = 0.078125
_ReflectColor ("Reflection Color",           Vector        ) = (1,1,1,0.5)
_MainTex      ("Base (RGB) RefStrGloss (A)", 2D            ) = "white" {}
_Cube         ("Reflection Cubemap",         Cube          ) = "" {}
_BumpMap      ("Normalmap",                  2D            ) = "bump" {}
_GlowColor    ("Glow Color",                 Vector        ) = (1,1,1,1)
_Inner        ("Inner Intensity",            Range(0, 10)  ) = 2
_Outter       ("Outter Intensity",           Range(0, 10)  ) = 2
_GlowMap      ("Glow (A)",                   2D            ) = "white" {}
SubShader
	Tags { "RenderType" = "SelectiveGlow" }
	Pass
		Name "FORWARD"
		Tags { "LIGHTMODE" = "FORWARDBASE" "RenderType" = "SelectiveGlow" "SHADOWSUPPORT" = "true" }
	Pass
		Name "FORWARD"
		Tags { "LIGHTMODE" = "FORWARDADD" "RenderType" = "SelectiveGlow" }
		Blend One One, One One
		ZWrite Off
	Pass
		Name "PREPASS"
		Tags { "LIGHTMODE" = "PREPASSBASE" "RenderType" = "SelectiveGlow" }
	Pass
		Name "PREPASS"
		Tags { "LIGHTMODE" = "PREPASSFINAL" "RenderType" = "SelectiveGlow" }
		ZWrite Off
	Pass
		Name "DEFERRED"
		Tags { "LIGHTMODE" = "DEFERRED" "RenderType" = "SelectiveGlow" }
	Pass
		Name "META"
		Tags { "LIGHTMODE" = "META" "RenderType" = "SelectiveGlow" }
		Cull Off
Fallback "Reflective/Bumped Diffuse"
"Heathen/Glow/Reflective/Bumped Unlit" (Assets/Resources/shaders/glow/reflective/Reflect-BumpNolight.shader) #
_Color        ("Main Color",                  Vector      ) = (1,1,1,1)
_ReflectColor ("Reflection Color",            Vector      ) = (1,1,1,0.5)
_MainTex      ("Base (RGB), RefStrength (A)", 2D          ) = "white" {}
_Cube         ("Reflection Cubemap",          Cube        ) = "" {}
_BumpMap      ("Normalmap",                   2D          ) = "bump" {}
_GlowColor    ("Glow Color",                  Vector      ) = (1,1,1,1)
_Inner        ("Inner Intensity",             Range(0, 10)) = 2
_Outter       ("Outter Intensity",            Range(0, 10)) = 2
_GlowMap      ("Glow (A)",                    2D          ) = "white" {}
SubShader
	Tags { "RenderType" = "SelectiveGlow" }
	Pass
		Name "BASE"
		Tags { "LIGHTMODE" = "ALWAYS" "RenderType" = "SelectiveGlow" }
SubShader
	Tags { "RenderType" = "SelectiveGlow" }
	Pass
		Name "BASE"
		Tags { "LIGHTMODE" = "ALWAYS" "RenderType" = "SelectiveGlow" }
Fallback "VertexLit"
"Heathen/Glow/Reflective/Bumped VertexLit" (Assets/Resources/shaders/glow/reflective/Reflect-BumpVertexLit.shader) #
_Color        ("Main Color",                 Vector       ) = (1,1,1,1)
_SpecColor    ("Spec Color",                 Vector       ) = (1,1,1,1)
_Shininess    ("Shininess",                  Range(0.1, 1)) = 0.7
_ReflectColor ("Reflection Color",           Vector       ) = (1,1,1,0.5)
_MainTex      ("Base (RGB) RefStrength (A)", 2D           ) = "white" {}
_Cube         ("Reflection Cubemap",         Cube         ) = "" {}
_BumpMap      ("Normalmap",                  2D           ) = "bump" {}
_GlowColor    ("Glow Color",                 Vector       ) = (1,1,1,1)
_Inner        ("Inner Intensity",            Range(0, 10) ) = 2
_Outter       ("Outter Intensity",           Range(0, 10) ) = 2
_GlowMap      ("Glow (A)",                   2D           ) = "white" {}
SubShader
	Tags { "RenderType" = "SelectiveGlow" }
	UsePass "Reflective/Bumped Unlit/BASE"
	Pass
		Tags { "LIGHTMODE" = "Vertex" "RenderType" = "SelectiveGlow" }
		Blend One One, One One
		ZWrite Off
Fallback "Reflective/VertexLit"
"Heathen/Glow/Reflective/Diffuse" (Assets/Resources/shaders/glow/reflective/Reflect-Diffuse.shader) #
_Color        ("Main Color",                 Vector      ) = (1,1,1,1)
_ReflectColor ("Reflection Color",           Vector      ) = (1,1,1,0.5)
_MainTex      ("Base (RGB) RefStrength (A)", 2D          ) = "white" {}
_Cube         ("Reflection Cubemap",         Cube        ) = "_Skybox" {}
_GlowColor    ("Glow Color",                 Vector      ) = (1,1,1,1)
_Inner        ("Inner Intensity",            Range(0, 10)) = 2
_Outter       ("Outter Intensity",           Range(0, 10)) = 2
_GlowMap      ("Glow (A)",                   2D          ) = "white" {}
SubShader
	Tags { "RenderType" = "SelectiveGlow" }
	Pass
		Name "FORWARD"
		Tags { "LIGHTMODE" = "FORWARDBASE" "RenderType" = "SelectiveGlow" "SHADOWSUPPORT" = "true" }
	Pass
		Name "FORWARD"
		Tags { "LIGHTMODE" = "FORWARDADD" "RenderType" = "SelectiveGlow" }
		Blend One One, One One
		ZWrite Off
	Pass
		Name "PREPASS"
		Tags { "LIGHTMODE" = "PREPASSBASE" "RenderType" = "SelectiveGlow" }
	Pass
		Name "PREPASS"
		Tags { "LIGHTMODE" = "PREPASSFINAL" "RenderType" = "SelectiveGlow" }
		ZWrite Off
	Pass
		Name "DEFERRED"
		Tags { "LIGHTMODE" = "DEFERRED" "RenderType" = "SelectiveGlow" }
	Pass
		Name "META"
		Tags { "LIGHTMODE" = "META" "RenderType" = "SelectiveGlow" }
		Cull Off
Fallback "Reflective/VertexLit"
"Heathen/Glow/Reflective/Parallax Diffuse" (Assets/Resources/shaders/glow/reflective/Reflect-Parallax.shader) #
_Color        ("Main Color",                 Vector            ) = (1,1,1,1)
_ReflectColor ("Reflection Color",           Vector            ) = (1,1,1,0.5)
_Parallax     ("Height",                     Range(0.005, 0.08)) = 0.02
_MainTex      ("Base (RGB) RefStrength (A)", 2D                ) = "white" {}
_Cube         ("Reflection Cubemap",         Cube              ) = "_Skybox" {}
_BumpMap      ("Normalmap",                  2D                ) = "bump" {}
_ParallaxMap  ("Heightmap (A)",              2D                ) = "black" {}
_GlowColor    ("Glow Color",                 Vector            ) = (1,1,1,1)
_Inner        ("Inner Intensity",            Range(0, 10)      ) = 2
_Outter       ("Outter Intensity",           Range(0, 10)      ) = 2
_GlowMap      ("Glow (A)",                   2D                ) = "white" {}
SubShader
	Tags { "RenderType" = "SelectiveGlow" }
	Pass
		Name "FORWARD"
		Tags { "LIGHTMODE" = "FORWARDBASE" "RenderType" = "SelectiveGlow" "SHADOWSUPPORT" = "true" }
	Pass
		Name "FORWARD"
		Tags { "LIGHTMODE" = "FORWARDADD" "RenderType" = "SelectiveGlow" }
		Blend One One, One One
		ZWrite Off
	Pass
		Name "PREPASS"
		Tags { "LIGHTMODE" = "PREPASSBASE" "RenderType" = "SelectiveGlow" }
	Pass
		Name "PREPASS"
		Tags { "LIGHTMODE" = "PREPASSFINAL" "RenderType" = "SelectiveGlow" }
		ZWrite Off
	Pass
		Name "DEFERRED"
		Tags { "LIGHTMODE" = "DEFERRED" "RenderType" = "SelectiveGlow" }
	Pass
		Name "META"
		Tags { "LIGHTMODE" = "META" "RenderType" = "SelectiveGlow" }
		Cull Off
Fallback "Reflective/Bumped Diffuse"
"Heathen/Glow/Reflective/Parallax Specular" (Assets/Resources/shaders/glow/reflective/Reflect-ParallaxSpec.shader) #
_Color        ("Main Color",           Vector            ) = (1,1,1,1)
_SpecColor    ("Specular Color",       Vector            ) = (0.5,0.5,0.5,1)
_Shininess    ("Shininess",            Range(0.01, 1)    ) = 0.078125
_ReflectColor ("Reflection Color",     Vector            ) = (1,1,1,0.5)
_Parallax     ("Height",               Range(0.005, 0.08)) = 0.02
_MainTex      ("Base (RGB) Gloss (A)", 2D                ) = "white" {}
_Cube         ("Reflection Cubemap",   Cube              ) = "_Skybox" {}
_BumpMap      ("Normalmap",            2D                ) = "bump" {}
_ParallaxMap  ("Heightmap (A)",        2D                ) = "black" {}
_GlowColor    ("Glow Color",           Vector            ) = (1,1,1,1)
_Inner        ("Inner Intensity",      Range(0, 10)      ) = 2
_Outter       ("Outter Intensity",     Range(0, 10)      ) = 2
_GlowMap      ("Glow (A)",             2D                ) = "white" {}
SubShader
	Tags { "RenderType" = "SelectiveGlow" }
	Pass
		Name "FORWARD"
		Tags { "LIGHTMODE" = "FORWARDBASE" "RenderType" = "SelectiveGlow" "SHADOWSUPPORT" = "true" }
	Pass
		Name "FORWARD"
		Tags { "LIGHTMODE" = "FORWARDADD" "RenderType" = "SelectiveGlow" }
		Blend One One, One One
		ZWrite Off
	Pass
		Name "PREPASS"
		Tags { "LIGHTMODE" = "PREPASSBASE" "RenderType" = "SelectiveGlow" }
	Pass
		Name "PREPASS"
		Tags { "LIGHTMODE" = "PREPASSFINAL" "RenderType" = "SelectiveGlow" }
		ZWrite Off
	Pass
		Name "DEFERRED"
		Tags { "LIGHTMODE" = "DEFERRED" "RenderType" = "SelectiveGlow" }
	Pass
		Name "META"
		Tags { "LIGHTMODE" = "META" "RenderType" = "SelectiveGlow" }
		Cull Off
Fallback "Reflective/Bumped Specular"
"Heathen/Glow/Reflective/Specular" (Assets/Resources/shaders/glow/reflective/Reflect-Glossy.shader) #
_Color        ("Main Color",           Vector        ) = (1,1,1,1)
_SpecColor    ("Specular Color",       Vector        ) = (0.5,0.5,0.5,1)
_Shininess    ("Shininess",            Range(0.01, 1)) = 0.078125
_ReflectColor ("Reflection Color",     Vector        ) = (1,1,1,0.5)
_MainTex      ("Base (RGB) Gloss (A)", 2D            ) = "white" {}
_Cube         ("Reflection Cubemap",   Cube          ) = "_Skybox" {}
_GlowColor    ("Glow Color",           Vector        ) = (1,1,1,1)
_Inner        ("Inner Intensity",      Range(0, 10)  ) = 2
_Outter       ("Outter Intensity",     Range(0, 10)  ) = 2
_GlowMap      ("Glow (A)",             2D            ) = "white" {}
SubShader
	Tags { "RenderType" = "SelectiveGlow" }
	Pass
		Name "FORWARD"
		Tags { "LIGHTMODE" = "FORWARDBASE" "RenderType" = "SelectiveGlow" "SHADOWSUPPORT" = "true" }
	Pass
		Name "FORWARD"
		Tags { "LIGHTMODE" = "FORWARDADD" "RenderType" = "SelectiveGlow" }
		Blend One One, One One
		ZWrite Off
	Pass
		Name "PREPASS"
		Tags { "LIGHTMODE" = "PREPASSBASE" "RenderType" = "SelectiveGlow" }
	Pass
		Name "PREPASS"
		Tags { "LIGHTMODE" = "PREPASSFINAL" "RenderType" = "SelectiveGlow" }
		ZWrite Off
	Pass
		Name "DEFERRED"
		Tags { "LIGHTMODE" = "DEFERRED" "RenderType" = "SelectiveGlow" }
	Pass
		Name "META"
		Tags { "LIGHTMODE" = "META" "RenderType" = "SelectiveGlow" }
		Cull Off
Fallback "Reflective/VertexLit"
"Heathen/Glow/Reflective/VertexLit" (Assets/Resources/shaders/glow/reflective/Relfect-VertexLit.shader) #
_Color        ("Main Color",                 Vector        ) = (1,1,1,1)
_SpecColor    ("Spec Color",                 Vector        ) = (1,1,1,1)
_Shininess    ("Shininess",                  Range(0.03, 1)) = 0.7
_ReflectColor ("Reflection Color",           Vector        ) = (1,1,1,0.5)
_MainTex      ("Base (RGB) RefStrength (A)", 2D            ) = "white" {}
_Cube         ("Reflection Cubemap",         Cube          ) = "_Skybox" {}
_GlowColor    ("Glow Color",                 Vector        ) = (1,1,1,1)
_Inner        ("Inner Intensity",            Range(0, 10)  ) = 2
_Outter       ("Outter Intensity",           Range(0, 10)  ) = 2
_GlowMap      ("Glow (A)",                   2D            ) = "white" {}
SubShader
	Tags { "RenderType" = "SelectiveGlow" }
	Pass
		Name "BASE"
		Tags { "LIGHTMODE" = "ALWAYS" "RenderType" = "SelectiveGlow" }
	Pass
		Tags { "LIGHTMODE" = "Vertex" "RenderType" = "SelectiveGlow" }
		Blend One One, One One
		ZWrite Off
	Pass
		Tags { "LIGHTMODE" = "VertexLM" "RenderType" = "SelectiveGlow" }
		Blend One One, One One
		ColorMask RGB -1
		ZWrite Off
	Pass
		Tags { "LIGHTMODE" = "VertexLMRGBM" "RenderType" = "SelectiveGlow" }
		Blend One One, One One
		ColorMask RGB -1
		ZWrite Off
SubShader
	Tags { "RenderType" = "SelectiveGlow" }
	Pass
		Name "BASE"
		Tags { "LIGHTMODE" = "Vertex" "RenderType" = "SelectiveGlow" }
Fallback "VertexLit"
"Heathen/Glow/Self-Illumin/Bumped Diffuse" (Assets/Resources/shaders/glow/illumin/Illumin-Bumped.shader) #
_Color      ("Main Color",             Vector      ) = (1,1,1,1)
_MainTex    ("Base (RGB) Gloss (A)",   2D          ) = "white" {}
_Illum      ("Illumin (A)",            2D          ) = "white" {}
_BumpMap    ("Normalmap",              2D          ) = "bump" {}
_EmissionLM ("Emission (Lightmapper)", Float       ) = 0
_GlowColor  ("Glow Color",             Vector      ) = (1,1,1,1)
_Inner      ("Inner Intensity",        Range(0, 10)) = 2
_Outter     ("Outter Intensity",       Range(0, 10)) = 2
_GlowMap    ("Glow (A)",               2D          ) = "white" {}
SubShader
	Tags { "RenderType" = "SelectiveGlow" }
	Pass
		Name "FORWARD"
		Tags { "LIGHTMODE" = "FORWARDBASE" "RenderType" = "SelectiveGlow" "SHADOWSUPPORT" = "true" }
	Pass
		Name "FORWARD"
		Tags { "LIGHTMODE" = "FORWARDADD" "RenderType" = "SelectiveGlow" }
		Blend One One, One One
		ZWrite Off
	Pass
		Name "PREPASS"
		Tags { "LIGHTMODE" = "PREPASSBASE" "RenderType" = "SelectiveGlow" }
	Pass
		Name "PREPASS"
		Tags { "LIGHTMODE" = "PREPASSFINAL" "RenderType" = "SelectiveGlow" }
		ZWrite Off
	Pass
		Name "DEFERRED"
		Tags { "LIGHTMODE" = "DEFERRED" "RenderType" = "SelectiveGlow" }
	Pass
		Name "META"
		Tags { "LIGHTMODE" = "META" "RenderType" = "SelectiveGlow" }
		Cull Off
Fallback "Self-Illumin/Diffuse"
"Heathen/Glow/Self-Illumin/Bumped Specular" (Assets/Resources/shaders/glow/illumin/Illumin-BumpedSpec.shader) #
_Color      ("Main Color",             Vector        ) = (1,1,1,1)
_SpecColor  ("Specular Color",         Vector        ) = (0.5,0.5,0.5,1)
_Shininess  ("Shininess",              Range(0.01, 1)) = 0.078125
_MainTex    ("Base (RGB) Gloss (A)",   2D            ) = "white" {}
_Illum      ("Illumin (A)",            2D            ) = "white" {}
_BumpMap    ("Normalmap",              2D            ) = "bump" {}
_EmissionLM ("Emission (Lightmapper)", Float         ) = 0
_GlowColor  ("Glow Color",             Vector        ) = (1,1,1,1)
_Inner      ("Inner Intensity",        Range(0, 10)  ) = 2
_Outter     ("Outter Intensity",       Range(0, 10)  ) = 2
_GlowMap    ("Glow (A)",               2D            ) = "white" {}
SubShader
	Tags { "RenderType" = "SelectiveGlow" }
	Pass
		Name "FORWARD"
		Tags { "LIGHTMODE" = "FORWARDBASE" "RenderType" = "SelectiveGlow" "SHADOWSUPPORT" = "true" }
	Pass
		Name "FORWARD"
		Tags { "LIGHTMODE" = "FORWARDADD" "RenderType" = "SelectiveGlow" }
		Blend One One, One One
		ZWrite Off
	Pass
		Name "PREPASS"
		Tags { "LIGHTMODE" = "PREPASSBASE" "RenderType" = "SelectiveGlow" }
	Pass
		Name "PREPASS"
		Tags { "LIGHTMODE" = "PREPASSFINAL" "RenderType" = "SelectiveGlow" }
		ZWrite Off
	Pass
		Name "DEFERRED"
		Tags { "LIGHTMODE" = "DEFERRED" "RenderType" = "SelectiveGlow" }
	Pass
		Name "META"
		Tags { "LIGHTMODE" = "META" "RenderType" = "SelectiveGlow" }
		Cull Off
Fallback "Self-Illumin/Specular"
"Heathen/Glow/Self-Illumin/Diffuse" (Assets/Resources/shaders/glow/illumin/Illumin-Difuse.shader) #
_Color      ("Main Color",             Vector      ) = (1,1,1,1)
_MainTex    ("Base (RGB) Gloss (A)",   2D          ) = "white" {}
_Illum      ("Illumin (A)",            2D          ) = "white" {}
_EmissionLM ("Emission (Lightmapper)", Float       ) = 0
_GlowColor  ("Glow Color",             Vector      ) = (1,1,1,1)
_Inner      ("Inner Intensity",        Range(0, 10)) = 2
_Outter     ("Outter Intensity",       Range(0, 10)) = 2
_GlowMap    ("Glow (A)",               2D          ) = "white" {}
SubShader
	Tags { "RenderType" = "SelectiveGlow" }
	Pass
		Name "FORWARD"
		Tags { "LIGHTMODE" = "FORWARDBASE" "RenderType" = "SelectiveGlow" "SHADOWSUPPORT" = "true" }
	Pass
		Name "FORWARD"
		Tags { "LIGHTMODE" = "FORWARDADD" "RenderType" = "SelectiveGlow" }
		Blend One One, One One
		ZWrite Off
	Pass
		Name "PREPASS"
		Tags { "LIGHTMODE" = "PREPASSBASE" "RenderType" = "SelectiveGlow" }
	Pass
		Name "PREPASS"
		Tags { "LIGHTMODE" = "PREPASSFINAL" "RenderType" = "SelectiveGlow" }
		ZWrite Off
	Pass
		Name "DEFERRED"
		Tags { "LIGHTMODE" = "DEFERRED" "RenderType" = "SelectiveGlow" }
	Pass
		Name "META"
		Tags { "LIGHTMODE" = "META" "RenderType" = "SelectiveGlow" }
		Cull Off
Fallback "Self-Illumin/VertexLit"
"Heathen/Glow/Self-Illumin/Parallax Diffuse" (Assets/Resources/shaders/glow/illumin/Illumin-Parallax.shader) #
_Color       ("Main Color",             Vector            ) = (1,1,1,1)
_Parallax    ("Height",                 Range(0.005, 0.08)) = 0.02
_MainTex     ("Base (RGB) Gloss (A)",   2D                ) = "white" {}
_Illum       ("Illumin (A)",            2D                ) = "white" {}
_BumpMap     ("Normalmap",              2D                ) = "bump" {}
_ParallaxMap ("Heightmap (A)",          2D                ) = "black" {}
_EmissionLM  ("Emission (Lightmapper)", Float             ) = 0
_GlowColor   ("Glow Color",             Vector            ) = (1,1,1,1)
_Inner       ("Inner Intensity",        Range(0, 10)      ) = 2
_Outter      ("Outter Intensity",       Range(0, 10)      ) = 2
_GlowMap     ("Glow (A)",               2D                ) = "white" {}
SubShader
	Tags { "RenderType" = "SelectiveGlow" }
	Pass
		Name "FORWARD"
		Tags { "LIGHTMODE" = "FORWARDBASE" "RenderType" = "SelectiveGlow" "SHADOWSUPPORT" = "true" }
	Pass
		Name "FORWARD"
		Tags { "LIGHTMODE" = "FORWARDADD" "RenderType" = "SelectiveGlow" }
		Blend One One, One One
		ZWrite Off
	Pass
		Name "PREPASS"
		Tags { "LIGHTMODE" = "PREPASSBASE" "RenderType" = "SelectiveGlow" }
	Pass
		Name "PREPASS"
		Tags { "LIGHTMODE" = "PREPASSFINAL" "RenderType" = "SelectiveGlow" }
		ZWrite Off
	Pass
		Name "DEFERRED"
		Tags { "LIGHTMODE" = "DEFERRED" "RenderType" = "SelectiveGlow" }
	Pass
		Name "META"
		Tags { "LIGHTMODE" = "META" "RenderType" = "SelectiveGlow" }
		Cull Off
Fallback "Self-Illumin/Bumped Diffuse"
"Heathen/Glow/Self-Illumin/Parallax Specular" (Assets/Resources/shaders/glow/illumin/Illumin-ParallaxSpec.shader) #
_Color       ("Main Color",             Vector            ) = (1,1,1,1)
_SpecColor   ("Specular Color",         Vector            ) = (0.5,0.5,0.5,1)
_Shininess   ("Shininess",              Range(0.01, 1)    ) = 0.078125
_Parallax    ("Height",                 Range(0.005, 0.08)) = 0.02
_MainTex     ("Base (RGB) Gloss (A)",   2D                ) = "white" {}
_Illum       ("Illumin (A)",            2D                ) = "white" {}
_BumpMap     ("Normalmap",              2D                ) = "bump" {}
_ParallaxMap ("Heightmap (A)",          2D                ) = "black" {}
_EmissionLM  ("Emission (Lightmapper)", Float             ) = 0
_GlowColor   ("Glow Color",             Vector            ) = (1,1,1,1)
_Inner       ("Inner Intensity",        Range(0, 10)      ) = 2
_Outter      ("Outter Intensity",       Range(0, 10)      ) = 2
_GlowMap     ("Glow (A)",               2D                ) = "white" {}
SubShader
	Tags { "RenderType" = "SelectiveGlow" }
	Pass
		Name "FORWARD"
		Tags { "LIGHTMODE" = "FORWARDBASE" "RenderType" = "SelectiveGlow" "SHADOWSUPPORT" = "true" }
	Pass
		Name "FORWARD"
		Tags { "LIGHTMODE" = "FORWARDADD" "RenderType" = "SelectiveGlow" }
		Blend One One, One One
		ZWrite Off
	Pass
		Name "PREPASS"
		Tags { "LIGHTMODE" = "PREPASSBASE" "RenderType" = "SelectiveGlow" }
	Pass
		Name "PREPASS"
		Tags { "LIGHTMODE" = "PREPASSFINAL" "RenderType" = "SelectiveGlow" }
		ZWrite Off
	Pass
		Name "DEFERRED"
		Tags { "LIGHTMODE" = "DEFERRED" "RenderType" = "SelectiveGlow" }
	Pass
		Name "META"
		Tags { "LIGHTMODE" = "META" "RenderType" = "SelectiveGlow" }
		Cull Off
Fallback "Self-Illumin/Bumped Specular"
"Heathen/Glow/Self-Illumin/Specular" (Assets/Resources/shaders/glow/illumin/Illumin-Glossy.shader) #
_Color      ("Main Color",             Vector        ) = (1,1,1,1)
_SpecColor  ("Specular Color",         Vector        ) = (0.5,0.5,0.5,1)
_Shininess  ("Shininess",              Range(0.01, 1)) = 0.078125
_MainTex    ("Base (RGB) Gloss (A)",   2D            ) = "white" {}
_Illum      ("Illumin (A)",            2D            ) = "white" {}
_EmissionLM ("Emission (Lightmapper)", Float         ) = 0
_GlowColor  ("Glow Color",             Vector        ) = (1,1,1,1)
_Inner      ("Inner Intensity",        Range(0, 10)  ) = 2
_Outter     ("Outter Intensity",       Range(0, 10)  ) = 2
_GlowMap    ("Glow (A)",               2D            ) = "white" {}
SubShader
	Tags { "RenderType" = "SelectiveGlow" }
	Pass
		Name "FORWARD"
		Tags { "LIGHTMODE" = "FORWARDBASE" "RenderType" = "SelectiveGlow" "SHADOWSUPPORT" = "true" }
	Pass
		Name "FORWARD"
		Tags { "LIGHTMODE" = "FORWARDADD" "RenderType" = "SelectiveGlow" }
		Blend One One, One One
		ZWrite Off
	Pass
		Name "PREPASS"
		Tags { "LIGHTMODE" = "PREPASSBASE" "RenderType" = "SelectiveGlow" }
	Pass
		Name "PREPASS"
		Tags { "LIGHTMODE" = "PREPASSFINAL" "RenderType" = "SelectiveGlow" }
		ZWrite Off
	Pass
		Name "DEFERRED"
		Tags { "LIGHTMODE" = "DEFERRED" "RenderType" = "SelectiveGlow" }
	Pass
		Name "META"
		Tags { "LIGHTMODE" = "META" "RenderType" = "SelectiveGlow" }
		Cull Off
Fallback "Self-Illumin/Diffuse"
"Heathen/Glow/Self-Illumin/VertexLit" (Assets/Resources/shaders/glow/illumin/Illumin-VertexLit.shader) #
_Color      ("Main Color",             Vector       ) = (1,1,1,1)
_SpecColor  ("Spec Color",             Vector       ) = (1,1,1,1)
_Shininess  ("Shininess",              Range(0.1, 1)) = 0.7
_MainTex    ("Base (RGB)",             2D           ) = "white" {}
_Illum      ("Illumin (A)",            2D           ) = "white" {}
_EmissionLM ("Emission (Lightmapper)", Float        ) = 0
_GlowColor  ("Glow Color",             Vector       ) = (1,1,1,1)
_Inner      ("Inner Intensity",        Range(0, 10) ) = 2
_Outter     ("Outter Intensity",       Range(0, 10) ) = 2
_GlowMap    ("Glow (A)",               2D           ) = "white" {}
SubShader
	Tags { "RenderType" = "SelectiveGlow" }
	Pass
		Name "BASE"
		Tags { "LIGHTMODE" = "Vertex" "RenderType" = "SelectiveGlow" }
Fallback "VertexLit"
"Heathen/Glow/Transparent/Bumped Diffuse" (Assets/Resources/shaders/glow/alpha/Alpha-Bumped.shader) #
_Color     ("Main Color",           Vector      ) = (1,1,1,1)
_MainTex   ("Base (RGB) Trans (A)", 2D          ) = "white" {}
_BumpMap   ("Normalmap",            2D          ) = "bump" {}
_GlowColor ("Glow Color",           Vector      ) = (1,1,1,1)
_Inner     ("Inner Intensity",      Range(0, 10)) = 2
_Outter    ("Outter Intensity",     Range(0, 10)) = 2
_GlowMap   ("Glow (A)",             2D          ) = "white" {}
SubShader
	Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "TransparentGlow" }
	Pass
		Name "FORWARD"
		Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "FORWARDBASE" "QUEUE" = "Transparent" "RenderType" = "TransparentGlow" }
		Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
		ColorMask RGB -1
		ZWrite Off
	Pass
		Name "FORWARD"
		Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "FORWARDADD" "QUEUE" = "Transparent" "RenderType" = "TransparentGlow" }
		Blend SrcAlpha One, SrcAlpha One
		ColorMask RGB -1
		ZWrite Off
	Pass
		Name "META"
		Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "META" "QUEUE" = "Transparent" "RenderType" = "TransparentGlow" }
		ColorMask RGB -1
		ZWrite Off
		Cull Off
Fallback "Transparent/Diffuse"
"Heathen/Glow/Transparent/Bumped Specular" (Assets/Resources/shaders/glow/alpha/Alpha-BumpedSpec.shader) #
_Color     ("Main Color",                Vector        ) = (1,1,1,1)
_SpecColor ("Specular Color",            Vector        ) = (0.5,0.5,0.5,0)
_Shininess ("Shininess",                 Range(0.01, 1)) = 0.078125
_MainTex   ("Base (RGB) TransGloss (A)", 2D            ) = "white" {}
_BumpMap   ("Normalmap",                 2D            ) = "bump" {}
_GlowColor ("Glow Color",                Vector        ) = (1,1,1,1)
_Inner     ("Inner Intensity",           Range(0, 10)  ) = 2
_Outter    ("Outter Intensity",          Range(0, 10)  ) = 2
_GlowMap   ("Glow (A)",                  2D            ) = "white" {}
SubShader
	Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "TransparentGlow" }
	Pass
		Name "FORWARD"
		Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "FORWARDBASE" "QUEUE" = "Transparent" "RenderType" = "TransparentGlow" }
		Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
		ColorMask RGB -1
		ZWrite Off
	Pass
		Name "FORWARD"
		Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "FORWARDADD" "QUEUE" = "Transparent" "RenderType" = "TransparentGlow" }
		Blend SrcAlpha One, SrcAlpha One
		ColorMask RGB -1
		ZWrite Off
	Pass
		Name "META"
		Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "META" "QUEUE" = "Transparent" "RenderType" = "TransparentGlow" }
		ColorMask RGB -1
		ZWrite Off
		Cull Off
Fallback "Transparent/VertexLit"
"Heathen/Glow/Transparent/Diffuse" (Assets/Resources/shaders/glow/alpha/Alpha-Diffuse.shader) #
_Color     ("Main Color",           Vector      ) = (1,1,1,1)
_MainTex   ("Base (RGB) Trans (A)", 2D          ) = "white" {}
_GlowColor ("Glow Color",           Vector      ) = (1,1,1,1)
_Inner     ("Inner Intensity",      Range(0, 10)) = 2
_Outter    ("Outter Intensity",     Range(0, 10)) = 2
_GlowMap   ("Glow (A)",             2D          ) = "white" {}
SubShader
	Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "TransparentGlow" }
	Pass
		Name "FORWARD"
		Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "FORWARDBASE" "QUEUE" = "Transparent" "RenderType" = "TransparentGlow" }
		Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
		ColorMask RGB -1
		ZWrite Off
	Pass
		Name "FORWARD"
		Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "FORWARDADD" "QUEUE" = "Transparent" "RenderType" = "TransparentGlow" }
		Blend SrcAlpha One, SrcAlpha One
		ColorMask RGB -1
		ZWrite Off
	Pass
		Name "META"
		Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "META" "QUEUE" = "Transparent" "RenderType" = "TransparentGlow" }
		ColorMask RGB -1
		ZWrite Off
		Cull Off
Fallback "Transparent/VertexLit"
"Heathen/Glow/Transparent/Parallax" (Assets/Resources/shaders/glow/alpha/Alpha-Parallax.shader) #
_Color       ("Main Color",           Vector            ) = (1,1,1,1)
_Parallax    ("Height",               Range(0.005, 0.08)) = 0.02
_MainTex     ("Base (RGB) Trans (A)", 2D                ) = "white" {}
_BumpMap     ("Normalmap",            2D                ) = "bump" {}
_ParallaxMap ("Heightmap (A)",        2D                ) = "black" {}
_GlowColor   ("Glow Color",           Vector            ) = (1,1,1,1)
_Inner       ("Inner Intensity",      Range(0, 10)      ) = 2
_Outter      ("Outter Intensity",     Range(0, 10)      ) = 2
_GlowMap     ("Glow (A)",             2D                ) = "white" {}
SubShader
	Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "TransparentGlow" }
	Pass
		Name "FORWARD"
		Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "FORWARDBASE" "QUEUE" = "Transparent" "RenderType" = "TransparentGlow" }
		Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
		ColorMask RGB -1
		ZWrite Off
	Pass
		Name "FORWARD"
		Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "FORWARDADD" "QUEUE" = "Transparent" "RenderType" = "TransparentGlow" }
		Blend SrcAlpha One, SrcAlpha One
		ColorMask RGB -1
		ZWrite Off
	Pass
		Name "META"
		Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "META" "QUEUE" = "Transparent" "RenderType" = "TransparentGlow" }
		ColorMask RGB -1
		ZWrite Off
		Cull Off
Fallback "Transparent/Bumped Diffuse"
"Heathen/Glow/Transparent/Parallax Specular" (Assets/Resources/shaders/glow/alpha/Alpha-ParallaxSpec.shader) #
_Color       ("Main Color",                Vector            ) = (1,1,1,1)
_SpecColor   ("Specular Color",            Vector            ) = (0.5,0.5,0.5,0)
_Shininess   ("Shininess",                 Range(0.01, 1)    ) = 0.078125
_Parallax    ("Height",                    Range(0.005, 0.08)) = 0.02
_MainTex     ("Base (RGB) TransGloss (A)", 2D                ) = "white" {}
_BumpMap     ("Normalmap",                 2D                ) = "bump" {}
_ParallaxMap ("Heightmap (A)",             2D                ) = "black" {}
_GlowColor   ("Glow Color",                Vector            ) = (1,1,1,1)
_Inner       ("Inner Intensity",           Range(0, 10)      ) = 2
_Outter      ("Outter Intensity",          Range(0, 10)      ) = 2
_GlowMap     ("Glow (A)",                  2D                ) = "white" {}
SubShader
	Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "TransparentGlow" }
	Pass
		Name "FORWARD"
		Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "FORWARDBASE" "QUEUE" = "Transparent" "RenderType" = "TransparentGlow" }
		Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
		ColorMask RGB -1
		ZWrite Off
	Pass
		Name "FORWARD"
		Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "FORWARDADD" "QUEUE" = "Transparent" "RenderType" = "TransparentGlow" }
		Blend SrcAlpha One, SrcAlpha One
		ColorMask RGB -1
		ZWrite Off
	Pass
		Name "META"
		Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "META" "QUEUE" = "Transparent" "RenderType" = "TransparentGlow" }
		ColorMask RGB -1
		ZWrite Off
		Cull Off
Fallback "Transparent/Bumped Specular"
"Heathen/Glow/Transparent/Unlit" (Assets/Resources/shaders/glow/alpha/Alpha-Unlit.shader) #
_MainTex   ("Base (RGB) Trans (A)", 2D          ) = "white" {}
_GlowColor ("Glow Color",           Vector      ) = (1,1,1,1)
_Inner     ("Inner Intensity",      Range(0, 10)) = 2
_Outter    ("Outter Intensity",     Range(0, 10)) = 2
_GlowMap   ("Glow (A)",             2D          ) = "white" {}
SubShader
	Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "TransparentGlow" }
	Pass
		Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "TransparentGlow" }
		Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
		ZWrite Off
"Heathen/Glow/Transparent/VertexLit" (Assets/Resources/shaders/glow/alpha/Alpha-VertexLit.shader) #
_Color     ("Main Color",           Vector       ) = (1,1,1,1)
_SpecColor ("Spec Color",           Vector       ) = (1,1,1,0)
_Emission  ("Emissive Color",       Vector       ) = (0,0,0,0)
_Shininess ("Shininess",            Range(0.1, 1)) = 0.7
_MainTex   ("Base (RGB) Trans (A)", 2D           ) = "white" {}
_GlowColor ("Glow Color",           Vector       ) = (1,1,1,1)
_Inner     ("Inner Intensity",      Range(0, 10) ) = 2
_Outter    ("Outter Intensity",     Range(0, 10) ) = 2
_GlowMap   ("Glow (A)",             2D           ) = "white" {}
SubShader
	Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "TransparentGlow" }
	Pass
		Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "Vertex" "QUEUE" = "Transparent" "RenderType" = "TransparentGlow" }
		Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
		ColorMask RGB -1
		ZWrite Off
	Pass
		Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "VertexLM" "QUEUE" = "Transparent" "RenderType" = "TransparentGlow" }
		Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
		ColorMask RGB -1
		ZWrite Off
	Pass
		Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "VertexLMRGBM" "QUEUE" = "Transparent" "RenderType" = "TransparentGlow" }
		Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
		ColorMask RGB -1
		ZWrite Off
"Hidden/_HeathenFastBlur" (Assets/Resources/shaders/glow/_HeathenMobileBlur.shader) #
_MainTex ("Base (RGB)",  2D) = "white" {}
_Bloom   ("Bloom (RGB)", 2D) = "black" {}
SubShader
	Pass
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
"Hidden/Amplify Color/Base" (Assets/Resources/Base.shader) #
_MainTex    ("Base (RGB)",    any) = "" {}
_RgbTex     ("LUT (RGB)",     2D ) = "" {}
_LerpRgbTex ("LerpRGB (RGB)", 2D ) = "" {}
SubShader
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
"Hidden/Amplify Color/Blend" (Assets/Resources/Blend.shader) #
_MainTex          ("Base (RGB)",          any) = "" {}
_RgbTex           ("LUT (RGB)",           2D ) = "" {}
_RgbBlendCacheTex ("RgbBlendCache (RGB)", 2D ) = "" {}
SubShader
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
"Hidden/Amplify Color/BlendCache" (Assets/Resources/BlendCache.shader) #
_MainTex    ("Base (RGB)",    any) = "" {}
_RgbTex     ("LUT (RGB)",     2D ) = "" {}
_LerpRgbTex ("LerpRGB (RGB)", 2D ) = "" {}
SubShader
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
"Hidden/Amplify Color/DepthMask" (Assets/Resources/DepthMask.shader) #
_MainTex       ("Base (RGB)",            any) = "" {}
_RgbTex        ("LUT (RGB)",             2D ) = "" {}
_MaskTex       ("Mask (RGB)",            any) = "" {}
_DepthCurveLut ("Depth Curve LUT (RGB)", 2D ) = "" {}
_LerpRgbTex    ("LerpRGB (RGB)",         2D ) = "" {}
SubShader
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
"Hidden/Amplify Color/DepthMaskBlend" (Assets/Resources/DepthMaskBlend.shader) #
_MainTex          ("Base (RGB)",            any) = "" {}
_RgbTex           ("LUT (RGB)",             2D ) = "" {}
_MaskTex          ("Mask (RGB)",            any) = "" {}
_RgbBlendCacheTex ("RgbBlendCache (RGB)",   2D ) = "" {}
_DepthCurveLut    ("Depth Curve LUT (RGB)", 2D ) = "" {}
SubShader
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
"Hidden/Amplify Color/Mask" (Assets/Resources/Mask.shader) #
_MainTex          ("Base (RGB)",          any   ) = "" {}
_RgbTex           ("LUT (RGB)",           2D    ) = "" {}
_LerpRgbTex       ("LerpRGB (RGB)",       2D    ) = "" {}
_MaskTex          ("Mask (RGB)",          any   ) = "" {}
_RgbBlendCacheTex ("RgbBlendCache (RGB)", 2D    ) = "" {}
_StereoScale      ("StereoScale",         Vector) = (1,1,0,0)
SubShader
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
"Hidden/Amplify Color/MaskBlend" (Assets/Resources/MaskBlend.shader) #
_MainTex          ("Base (RGB)",          any) = "" {}
_RgbTex           ("LUT (RGB)",           2D ) = "" {}
_LerpRgbTex       ("LerpRGB (RGB)",       2D ) = "" {}
_MaskTex          ("Mask (RGB)",          any) = "" {}
_RgbBlendCacheTex ("RgbBlendCache (RGB)", 2D ) = "" {}
SubShader
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
"Hidden/Amplify Color/Preview" (Assets/Resources/preview.shader) #
_MainTex ("Base (RGB)", 2D) = "" {}
SubShader
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
"Hidden/Amplify Color/ProcessOnly" (Assets/Resources/ProcessOnly.shader) #
_MainTex ("Base (RGB)", any) = "" {}
SubShader
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
"Hidden/AmplifyBloom" (Assets/Resources/Bloom.shader) #
_MainTex        (" ", 2D) = "black" {}
_AnamorphicRTS0 (" ", 2D) = "black" {}
_AnamorphicRTS1 (" ", 2D) = "black" {}
_AnamorphicRTS2 (" ", 2D) = "black" {}
_AnamorphicRTS3 (" ", 2D) = "black" {}
_AnamorphicRTS4 (" ", 2D) = "black" {}
_AnamorphicRTS5 (" ", 2D) = "black" {}
_AnamorphicRTS6 (" ", 2D) = "black" {}
_AnamorphicRTS7 (" ", 2D) = "black" {}
_LensFlareLUT   (" ", 2D) = "black" {}
SubShader
	Pass
		Name "FRAG_THRESHOLD"
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Name "FRAG_THRESHOLDMASK"
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Name "FRAG_ANAMORPHICGLARE"
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Name "FRAG_LENSFLARE0"
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Name "FRAG_LENSFLARE1"
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Name "FRAG_LENSFLARE2"
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Name "FRAG_LENSFLARE3"
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Name "FRAG_LENSFLARE4"
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Name "FRAG_LENSFLARE5"
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Name "FRAG_DOWNSAMPLERNOWEIGHTEDAVG"
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Name "FRAG_DOWNSAMPLER_WITH_KARIS"
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Name "FRAG_DOWNSAMPLER_WITHOUT_KARIS"
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Name "FRAG_DOWNSAMPLER_TEMP_FILTER_WITH_KARIS"
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Name "FRAG_DOWNSAMPLER_TEMP_FILTER_WITHOUT_KARIS"
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Name "FRAG_HORIZONTAL_GAUSSIAN_BLUR"
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Name "FRAG_VERTICAL_GAUSSIAN_BLUR"
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Name "FRAG_VERTICAL_GAUSSIAN_BLUR_TEMP_FILTER"
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Name "FRAG_UPSCALETENTFIRSTPASS"
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Name "FRAG_UPSCALETENT"
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Name "FRAG_WEIGHTEDADDPS1"
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Name "FRAG_WEIGHTEDADDPS2"
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Name "FRAG_WEIGHTEDADDPS3"
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Name "FRAG_WEIGHTEDADDPS4"
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Name "FRAG_WEIGHTEDADDPS5"
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Name "FRAG_WEIGHTEDADDPS6"
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Name "FRAG_WEIGHTEDADDPS7"
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Name "FRAG_WEIGHTEDADDPS8"
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Name "FRAG_BOKEHFILTERING"
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Name "FRAG_BOKEHCOMPOSITION2S"
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Name "FRAG_BOKEHCOMPOSITION3S"
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Name "FRAG_BOKEHCOMPOSITION4S"
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Name "FRAG_BOKEHCOMPOSITION5S"
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Name "FRAG_BOKEHCOMPOSITION6S"
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Name "FRAG_DECODE"
		ZTest Always
		ZWrite Off
		Cull Off
"Hidden/BloomFinal" (Assets/Resources/BloomFinal.shader) #
_LensDirt       ("Lens Dirt Texture",      2D) = "black" {}
_LensStarburst  ("Lens Starburst Texture", 2D) = "black" {}
_MainTex        (" ",                      2D) = "black" {}
_LensFlare      (" ",                      2D) = "black" {}
_LensGlare      (" ",                      2D) = "black" {}
_MipResultsRTS0 (" ",                      2D) = "black" {}
_MipResultsRTS1 (" ",                      2D) = "black" {}
_MipResultsRTS2 (" ",                      2D) = "black" {}
_MipResultsRTS3 (" ",                      2D) = "black" {}
_MipResultsRTS4 (" ",                      2D) = "black" {}
_MipResultsRTS5 (" ",                      2D) = "black" {}
SubShader
	Tags { "Mode" = "Full" }
	Pass
		Tags { "Mode" = "Full" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Full" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Full" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Full" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Full" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Full" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Full" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Full" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Full" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Full" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Full" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Full" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Full" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Full" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Full" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Full" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Full" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Full" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Full" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Full" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Full" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Full" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Full" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Full" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Full" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Full" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Full" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Full" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Full" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Full" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Full" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Full" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Full" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Full" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Full" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Full" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Full" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Full" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Full" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Full" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Full" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Full" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Full" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Full" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Full" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Full" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Full" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Full" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Full" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Full" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Full" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Full" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Full" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Full" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Full" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Full" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Full" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Full" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Full" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Full" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Full" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Full" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Full" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Full" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Full" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Full" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Full" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Full" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Full" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Full" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Full" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Full" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Full" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Full" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Full" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Full" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Full" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Full" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Full" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Full" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Full" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Full" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Full" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Full" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Full" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Full" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Full" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Full" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Full" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Full" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Full" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Full" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Full" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Full" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Full" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Full" }
		ZTest Always
		ZWrite Off
		Cull Off
SubShader
	Tags { "Mode" = "Half" }
	Pass
		Tags { "Mode" = "Half" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Half" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Half" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Half" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Half" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Half" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Half" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Half" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Half" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Half" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Half" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Half" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Half" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Half" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Half" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Half" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Half" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Half" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Half" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Half" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Half" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Half" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Half" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Half" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Half" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Half" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Half" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Half" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Half" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Half" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Half" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Half" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Half" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Half" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Half" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Half" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Half" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Half" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Half" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Half" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Half" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Half" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Half" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Half" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Half" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Half" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Half" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Half" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Half" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Half" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Half" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Half" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Half" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Half" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Half" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Half" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Half" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Half" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Half" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Half" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Half" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Half" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Half" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Half" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Half" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Half" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Half" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Half" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Half" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Half" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Half" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Half" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Half" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Half" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Half" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Half" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Half" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Half" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Half" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Half" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Half" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Half" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Half" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Half" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Half" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Half" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Half" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Half" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Half" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Half" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Half" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Half" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Half" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Half" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Half" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Mode" = "Half" }
		ZTest Always
		ZWrite Off
		Cull Off
"Hidden/BloomPro" (Assets/Resources/BloomPro.shader) #
_MainTex          ("Base (RGB)",          2D    ) = "white" {}
_DsTex1           ("DsTexture 1 (RGB)",   2D    ) = "black" {}
_DsTex2           ("DsTexture 2 (RGB)",   2D    ) = "black" {}
_DsTex3           ("DsTexture 3 (RGB)",   2D    ) = "black" {}
_DsTex4           ("DsTexture 4 (RGB)",   2D    ) = "black" {}
_DsTex5           ("DsTexture 5 (RGB)",   2D    ) = "black" {}
_BloomThreshold   ("Bloom Threshold",     Float ) = 0.8
_BloomIntensity   ("Bloom Intensity",     Float ) = 5
_BloomTexFactors1 ("Bloom Tex Factors 1", Vector) = (0.166,0.166,0.166,0.166)
_BloomTexFactors2 ("Bloom Tex Factors 2", Vector) = (0.166,0.166,0,0)
SubShader
	Pass
		Name "BLOOM_TO_ALPHA"
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Name "BLOOM_COMPOSITE"
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Name "BLUR"
		ZTest Always
		ZWrite Off
		Cull Off
"Hidden/CanBlurX" (Assets/Resources/CanBlurX.shader) #
_MainTex ("Base (RGB)", 2D) = "white" {}
SubShader
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
"Hidden/CanBlurY" (Assets/Resources/CanBlurY.shader) #
_MainTex ("Base (RGB)", 2D) = "white" {}
SubShader
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
"Hidden/CandelaCompose" (Assets/Resources/CandelaCompose.shader) #
_MainTex ("Base (RGB)", 2D) = "white" {}
SubShader
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
"Hidden/CandelaWorldNormal" (Assets/Resources/CustomNormalSSRR.shader) #
_MainTex   ("Base (RGB)",                 2D            ) = "white" {}
_BumpMap   ("Normalmap",                  2D            ) = "bump" {}
_Shininess ("Shininess",                  Range(0.03, 1)) = 1
_SpecTex   ("Specular(RGB) Roughness(A)", 2D            ) = "white" {}
SubShader
	Tags { "RenderType" = "Opaque" }
	Pass
		Tags { "RenderType" = "Opaque" }
"Hidden/Composite Selective Glow " (Assets/Resources/shaders/glow/_Composite Selective Glow.shader) #
_MainTex  ("",          2D            ) = "white" {}
_BlurTex  ("",          2D            ) = "white" {}
_BlurRamp ("",          2D            ) = "gray" {}
_Outter   ("Intensity", Range(0.1, 10)) = 6
SubShader
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
"Hidden/Contrast Stretch Adaptation" (Assets/Shader/HiddenContrast Stretch Adaptation.shader) #
_MainTex ("Base (RGB)", 2D) = "white" {}
_CurTex  ("Base (RGB)", 2D) = "white" {}
SubShader
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
"Hidden/Contrast Stretch Apply" (Assets/Shader/HiddenContrast Stretch Apply.shader) #
_MainTex  ("Base (RGB)", 2D) = "white" {}
_AdaptTex ("Base (RGB)", 2D) = "white" {}
SubShader
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
"Hidden/Contrast Stretch Luminance" (Assets/Shader/HiddenContrast Stretch Luminance.shader) #
_MainTex ("Base (RGB)", 2D) = "white" {}
SubShader
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
"Hidden/Contrast Stretch Reduction" (Assets/Shader/HiddenContrast Stretch Reduction.shader) #
_MainTex ("Base (RGB)", 2D) = "white" {}
SubShader
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
"Hidden/ConvertDepth" (Assets/Shader/HiddenConvertDepth.shader) #
_MainTex ("Base (RGB)", 2D) = "" {}
SubShader
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
"Hidden/CreaseApply" (Assets/Shader/HiddenCreaseApply.shader) #
_MainTex    ("Base (RGB)", 2D) = "white" {}
_HrDepthTex ("Base (RGB)", 2D) = "white" {}
_LrDepthTex ("Base (RGB)", 2D) = "white" {}
SubShader
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
"Hidden/CustomDepthSSRR" (Assets/Resources/CustomDepthSSRR.shader) #
No properties.
SubShader
	Tags { "QUEUE" = "Transparent" "RenderType" = "Transparent" }
	Pass
		Tags { "QUEUE" = "Transparent" "RenderType" = "Transparent" }
"Hidden/dephNormBlurX" (Assets/Resources/depthNormalBlurX.shader) #
_MainTex ("Base (RGB)", 2D) = "white" {}
SubShader
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
"Hidden/dephNormBlurY" (Assets/Resources/depthNormalBlurY.shader) #
_MainTex ("Base (RGB)", 2D) = "white" {}
SubShader
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
"Hidden/DepthMapQuad" (Assets/Resources/depthmapquad.shader) #
No properties.
SubShader
	Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "buuuh" }
	Pass
		Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "buuuh" }
		Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
		ZWrite Off
SubShader
	Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "Opaque" }
	UsePass "Legacy Shaders/VertexLit/SHADOWCASTER"
"Hidden/DepthOfField/BokehSplatting" (Assets/Resources/bokehsplatting.shader) #
_MainTex      ("", 2D) = "white" {}
_BlurredColor ("", 2D) = "white" {}
_FgCocMask    ("", 2D) = "white" {}
SubShader
	Pass
		Blend DstAlpha One, Zero One
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
"Hidden/DepthOfField/DepthOfField" (Assets/Resources/depthoffield.shader) #
_MainTex   ("-", 2D) = "black" {}
_SecondTex ("-", 2D) = "black" {}
_ThirdTex  ("-", 2D) = "black" {}
SubShader
	Tags { "Name" = "MainSubShader_SM5" }
	Pass
		Tags { "Name" = "MainSubShader_SM5" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Name" = "MainSubShader_SM5" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Name" = "MainSubShader_SM5" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Name" = "MainSubShader_SM5" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Name" = "MainSubShader_SM5" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Name" = "MainSubShader_SM5" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Name" = "MainSubShader_SM5" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Name" = "MainSubShader_SM5" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Name" = "MainSubShader_SM5" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Name" = "MainSubShader_SM5" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Name" = "MainSubShader_SM5" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Name" = "MainSubShader_SM5" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Name" = "MainSubShader_SM5" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Name" = "MainSubShader_SM5" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Name" = "MainSubShader_SM5" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Name" = "MainSubShader_SM5" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Name" = "MainSubShader_SM5" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Name" = "MainSubShader_SM5" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Name" = "MainSubShader_SM5" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Name" = "MainSubShader_SM5" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Name" = "MainSubShader_SM5" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Name" = "MainSubShader_SM5" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Name" = "MainSubShader_SM5" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Name" = "MainSubShader_SM5" }
		ZTest Always
		ZWrite Off
		Cull Off
SubShader
	Tags { "Name" = "FallbackSubShader_SM3" }
	Pass
		Tags { "Name" = "FallbackSubShader_SM3" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Name" = "FallbackSubShader_SM3" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Name" = "FallbackSubShader_SM3" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Name" = "FallbackSubShader_SM3" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Name" = "FallbackSubShader_SM3" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Name" = "FallbackSubShader_SM3" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Name" = "FallbackSubShader_SM3" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Name" = "FallbackSubShader_SM3" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Name" = "FallbackSubShader_SM3" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Name" = "FallbackSubShader_SM3" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Name" = "FallbackSubShader_SM3" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Name" = "FallbackSubShader_SM3" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Name" = "FallbackSubShader_SM3" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Name" = "FallbackSubShader_SM3" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Name" = "FallbackSubShader_SM3" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Name" = "FallbackSubShader_SM3" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Name" = "FallbackSubShader_SM3" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Name" = "FallbackSubShader_SM3" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Name" = "FallbackSubShader_SM3" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Name" = "FallbackSubShader_SM3" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Name" = "FallbackSubShader_SM3" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Name" = "FallbackSubShader_SM3" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Name" = "FallbackSubShader_SM3" }
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Tags { "Name" = "FallbackSubShader_SM3" }
		ZTest Always
		ZWrite Off
		Cull Off
"Hidden/DepthOfField/MedianFilter" (Assets/Resources/medianfilter.shader) #
_MainTex ("-", 2D) = "black" {}
SubShader
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
"Hidden/EdgeDetect-PostProcess" (Assets/Resources/edgedetectnormalspostprocess.shader) #
No properties.
SubShader
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
"Hidden/Fast Approximate Anti-aliasing" (Assets/Resources/fxaa.shader) #
_MainTex ("Texture", 2D) = "white" {}
SubShader
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
"Hidden/Fog Volume/BlurEffectConeTap" (Assets/Resources/blur.shader) #
_MainTex ("", any) = "" {}
SubShader
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
"Hidden/Fog Volume/Depth" (Assets/Resources/depth.shader) #
                                                               _MainTex     ("Main Texture", 2D         ) = "white" {}
                                                               _Cutoff      ("Alpha cutoff", Range(0, 1)) = 0.5
                                                               _Color       ("Color",        Vector     ) = (1,1,1,1)
[MaterialEnum(Off,0,Front,1,Back,2)]                           _Cull        ("Cull",         Float      ) = 2
[MaterialEnum(None,0,Fastest,1,Fast,2,Better,3,Best,4,Palm,5)] _WindQuality ("Wind Quality", Range(0, 5)) = 0
SubShader
	Tags { "RenderType" = "Opaque" }
	Pass
		Tags { "RenderType" = "Opaque" }
SubShader
	Tags { "RenderType" = "TransparentCutout" }
	Pass
		Tags { "RenderType" = "TransparentCutout" }
SubShader
	Tags { "RenderType" = "TreeLeaf" }
	Pass
		Tags { "RenderType" = "TreeLeaf" }
SubShader
	Tags { "DisableBatching" = "LodFading" "IGNOREPROJECTOR" = "true" "QUEUE" = "Geometry" "RenderType" = "SpeedTree" }
	Pass
		Name "FORWARD"
		Tags { "DisableBatching" = "LodFading" "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "FORWARDBASE" "QUEUE" = "Geometry" "RenderType" = "SpeedTree" "SHADOWSUPPORT" = "true" }
		Cull Off
	Pass
		Name "FORWARD"
		Tags { "DisableBatching" = "LodFading" "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "FORWARDADD" "QUEUE" = "Geometry" "RenderType" = "SpeedTree" }
		Blend One One, One One
		ZWrite Off
		Cull Off
	Pass
		Name "PREPASS"
		Tags { "DisableBatching" = "LodFading" "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "PREPASSBASE" "QUEUE" = "Geometry" "RenderType" = "SpeedTree" }
		Cull Off
	Pass
		Name "PREPASS"
		Tags { "DisableBatching" = "LodFading" "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "PREPASSFINAL" "QUEUE" = "Geometry" "RenderType" = "SpeedTree" }
		ZWrite Off
		Cull Off
	Pass
		Name "DEFERRED"
		Tags { "DisableBatching" = "LodFading" "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "DEFERRED" "QUEUE" = "Geometry" "RenderType" = "SpeedTree" }
		Cull Off
"Hidden/Fog Volume/Shadow Postprocess" (Assets/Resources/shadowpostprocess.shader) #
_MainTex ("", any) = "" {}
SubShader
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
"Hidden/Fog Volume/Surrogate" (Assets/Resources/surrogate.shader) #
No properties.
SubShader
	Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" }
	Pass
		Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" }
		Blend Zero OneMinusSrcAlpha, Zero OneMinusSrcAlpha
		ZWrite Off
		Cull Front
"Hidden/FogVolume" (Assets/Resources/fogvolume.shader) #
[HideInInspector] _SrcBlend     ("__src",         Float) = 1
[HideInInspector] _NoiseVolume  ("_NoiseVolume",  3D   ) = "white" {}
[HideInInspector] _NoiseVolume2 ("_NoiseVolume2", 3D   ) = "white" {}
[HideInInspector] _Gradient     ("_Gradient",     2D   ) = "white" {}
[HideInInspector] CoverageTex   ("CoverageTex",   2D   ) = "grey" {}
SubShader
	Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "None" }
	Pass
		Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "None" }
		Blend Zero OneMinusSrcAlpha, Zero OneMinusSrcAlpha
		ZWrite Off
		Cull Front
SubShader
	Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "None" }
	Pass
		Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "None" }
		Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
		ZTest Always
		ZWrite Off
		Cull Front
"Hidden/FogVolumeBloom" (Assets/Resources/fogvolumebloom.shader) #
_MainTex ("Base (RGB)",  2D) = "white" {}
_Bloom   ("Bloom (RGB)", 2D) = "black" {}
SubShader
	Pass
		ZWrite Off
		Cull Off
	Pass
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
"Hidden/FogVolumeDensityFilter" (Assets/Resources/fogvolumedensityfilter.shader) #
_MainTex ("", any) = "" {}
SubShader
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
"Hidden/FogVolumeDirectionalLight" (Assets/Resources/fogvolumedirectionallight.shader) #
_Cutoff  ("Alpha cutoff", Range(0, 1)) = 0.5
_MainTex ("Base (RGB)",   2D         ) = "white" {}
_Color   ("Color",        Vector     ) = (1,1,1,1)
SubShader
	Tags { "RenderType" = "Opaque" }
	Pass
		Tags { "RenderType" = "Opaque" }
SubShader
	Tags { "RenderType" = "TransparentCutout" }
	Pass
		Tags { "RenderType" = "TransparentCutout" }
SubShader
	Tags { "DisableBatching" = "LodFading" "IGNOREPROJECTOR" = "true" "QUEUE" = "Geometry" "RenderType" = "SpeedTree" }
	Pass
		Name "FORWARD"
		Tags { "DisableBatching" = "LodFading" "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "FORWARDBASE" "QUEUE" = "Geometry" "RenderType" = "SpeedTree" "SHADOWSUPPORT" = "true" }
		Cull Off
	Pass
		Name "FORWARD"
		Tags { "DisableBatching" = "LodFading" "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "FORWARDADD" "QUEUE" = "Geometry" "RenderType" = "SpeedTree" }
		Blend One One, One One
		ZWrite Off
		Cull Off
	Pass
		Name "PREPASS"
		Tags { "DisableBatching" = "LodFading" "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "PREPASSBASE" "QUEUE" = "Geometry" "RenderType" = "SpeedTree" }
		Cull Off
	Pass
		Name "PREPASS"
		Tags { "DisableBatching" = "LodFading" "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "PREPASSFINAL" "QUEUE" = "Geometry" "RenderType" = "SpeedTree" }
		ZWrite Off
		Cull Off
	Pass
		Name "DEFERRED"
		Tags { "DisableBatching" = "LodFading" "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "DEFERRED" "QUEUE" = "Geometry" "RenderType" = "SpeedTree" }
		Cull Off
"Hidden/FxPro" (Assets/Resources/FxPro.shader) #
_MainTex                   ("Base (RGB)",                  2D   ) = "white" {}
_ChromAberrTex             ("Chromatic Aberration (RGB)",  2D   ) = "black" {}
_LensDirtTex               ("Lens Dirt Texture",           2D   ) = "black" {}
_DirtIntensity             ("Lens Dirt Intensity",         Float) = 0.1
_ChromaticAberrationOffset ("Chromatic Aberration Offset", Float) = 1
_BloomTex                  ("Bloom (RGBA)",                2D   ) = "black" {}
_DOFTex                    ("DOF (RGB), COC(A)",           2D   ) = "black" {}
SubShader
	Pass
		Name "BLOOM_DOF_COMPOSITE"
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Name "CHROMATIC_ABERRATION"
		ZTest Always
		ZWrite Off
		Cull Off
"Hidden/FxProTap" (Assets/Resources/FxProTap.shader) #
_MainTex ("", 2D) = "white" {}
SubShader
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
SubShader
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
"Hidden/GlobalFog" (Assets/Resources/shaders/GlobalFog.shader) #
_MainTex ("Base (RGB)", 2D) = "black" {}
SubShader
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
"Hidden/GlobalFogU5" (Assets/Resources/GlobalFogU5.shader) #
_MainTex ("Base (RGB)", 2D) = "black" {}
SubShader
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
"Hidden/Glow Downsample" (Assets/Shader/HiddenGlow Downsample.shader) #
_Color   ("Color", Vector) = (1,1,1,0)
_MainTex ("",      2D    ) = "white" {}
SubShader
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
"Hidden/GlowCompose" (Assets/Shader/HiddenGlowCompose.shader) #
_Color   ("Glow Amount", Vector) = (1,1,1,1)
_MainTex ("",            2D    ) = "white" {}
SubShader
	Pass
		Blend One One, One One
		ZTest Always
		ZWrite Off
		Cull Off
SubShader
	Pass
		Blend One One, One One
		ZTest Always
		ZWrite Off
		Cull Off
"Hidden/GlowConeTap" (Assets/Shader/HiddenGlowConeTap.shader) #
_Color   ("Color", Vector) = (1,1,1,0)
_MainTex ("",      2D    ) = "white" {}
SubShader
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
SubShader
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
"Hidden/HeathenBlurConeTap" (Assets/Resources/shaders/glow/_HeathenBlurConeTap.shader) #
_MainTex ("", any) = "" {}
SubShader
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
"Hidden/Image Effects/Cinematic/AmbientOcclusion" (Assets/Resources/ambientocclusion.shader) #
_MainTex          ("", 2D) = "" {}
_OcclusionTexture ("", 2D) = "" {}
SubShader
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Blend Zero OneMinusSrcColor, Zero OneMinusSrcAlpha
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
"Hidden/Image Effects/Cinematic/Bloom" (Assets/Resources/bloom_0.shader) #
_MainTex ("", 2D) = "" {}
_BaseTex ("", 2D) = "" {}
SubShader
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
"Hidden/Image Effects/Cinematic/MotionBlur/FrameBlending" (Assets/Resources/frameblending.shader) #
_MainTex           ("", 2D) = "" {}
_History1LumaTex   ("", 2D) = "" {}
_History2LumaTex   ("", 2D) = "" {}
_History3LumaTex   ("", 2D) = "" {}
_History4LumaTex   ("", 2D) = "" {}
_History1ChromaTex ("", 2D) = "" {}
_History2ChromaTex ("", 2D) = "" {}
_History3ChromaTex ("", 2D) = "" {}
_History4ChromaTex ("", 2D) = "" {}
SubShader
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
"Hidden/Image Effects/Cinematic/MotionBlur/Reconstruction" (Assets/Resources/reconstruction.shader) #
_MainTex        ("", 2D) = "" {}
_VelocityTex    ("", 2D) = "" {}
_NeighborMaxTex ("", 2D) = "" {}
SubShader
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
"Hidden/LensAberrations" (Assets/Resources/lensaberrations.shader) #
_MainTex ("Texture", 2D) = "white" {}
SubShader
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
"Hidden/MotionBlur" (Assets/Shader/HiddenMotionBlur.shader) #
_MainTex   ("Base (RGB)", 2D   ) = "white" {}
_AccumOrig ("AccumOrig",  Float) = 0.65
SubShader
	Pass
		Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
		ColorMask RGB -1
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ColorMask A -1
		ZTest Always
		ZWrite Off
		Cull Off
SubShader
	Pass
		Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
		ColorMask RGB -1
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ColorMask A -1
		ZTest Always
		ZWrite Off
		Cull Off
"Hidden/Render Selective Glow" (Assets/Resources/shaders/glow/_Render Selective Glow.shader) #
_GlowMap ("Glow (A)",                  2D            ) = "bump" {}
_MainTex ("Base (RGB) TransGloss (A)", 2D            ) = "white" {}
_Inner   ("Inner Intensity",           Range(0.1, 10)) = 2
_Outter  ("Outter Intensity",          Range(0.1, 10)) = 2
SubShader
	Tags { "QUEUE" = "Transparent" "RenderType" = "SelectiveGlow" }
	Pass
		Name "FORWARD"
		Tags { "LIGHTMODE" = "FORWARDBASE" "QUEUE" = "Transparent" "RenderType" = "SelectiveGlow" "SHADOWSUPPORT" = "true" }
	Pass
		Name "FORWARD"
		Tags { "LIGHTMODE" = "FORWARDADD" "QUEUE" = "Transparent" "RenderType" = "SelectiveGlow" }
		Blend One One, One One
		ZWrite Off
	Pass
		Name "DEFERRED"
		Tags { "LIGHTMODE" = "DEFERRED" "QUEUE" = "Transparent" "RenderType" = "SelectiveGlow" }
	Pass
		Name "META"
		Tags { "LIGHTMODE" = "META" "QUEUE" = "Transparent" "RenderType" = "SelectiveGlow" }
		Cull Off
SubShader
	Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "TransparentGlow" }
	Pass
		Name "FORWARD"
		Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "FORWARDBASE" "QUEUE" = "Transparent" "RenderType" = "TransparentGlow" }
		Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
		ColorMask RGB -1
		ZTest Always
		ZWrite Off
	Pass
		Name "FORWARD"
		Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "FORWARDADD" "QUEUE" = "Transparent" "RenderType" = "TransparentGlow" }
		Blend SrcAlpha One, SrcAlpha One
		ColorMask RGB -1
		ZTest Always
		ZWrite Off
	Pass
		Name "META"
		Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "META" "QUEUE" = "Transparent" "RenderType" = "TransparentGlow" }
		ColorMask RGB -1
		ZTest Always
		ZWrite Off
		Cull Off
SubShader
	Tags { "RenderType" = "TriplanarGlow" }
	Pass
	Pass
		Name "FORWARD"
		Tags { "LIGHTMODE" = "FORWARDBASE" "RenderType" = "TriplanarGlow" }
		Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
		ColorMask RGB -1
		ZWrite Off
	Pass
		Name "FORWARD"
		Tags { "LIGHTMODE" = "FORWARDADD" "RenderType" = "TriplanarGlow" }
		Blend SrcAlpha One, SrcAlpha One
		ColorMask RGB -1
		ZWrite Off
	Pass
		Name "META"
		Tags { "LIGHTMODE" = "META" "RenderType" = "TriplanarGlow" }
		ColorMask RGB -1
		ZWrite Off
		Cull Off
SubShader
	Tags { "RenderType" = "Opaque" }
	Pass
		Name "FORWARD"
		Tags { "LIGHTMODE" = "FORWARDBASE" "RenderType" = "Opaque" "SHADOWSUPPORT" = "true" }
	Pass
		Name "FORWARD"
		Tags { "LIGHTMODE" = "FORWARDADD" "RenderType" = "Opaque" }
		Blend One One, One One
		ZWrite Off
	Pass
		Name "PREPASS"
		Tags { "LIGHTMODE" = "PREPASSBASE" "RenderType" = "Opaque" }
	Pass
		Name "PREPASS"
		Tags { "LIGHTMODE" = "PREPASSFINAL" "RenderType" = "Opaque" }
		ZWrite Off
	Pass
		Name "DEFERRED"
		Tags { "LIGHTMODE" = "DEFERRED" "RenderType" = "Opaque" }
	Pass
		Name "META"
		Tags { "LIGHTMODE" = "META" "RenderType" = "Opaque" }
		Cull Off
"Hidden/RenderMask" (Assets/Resources/rendermask.shader) #
_MainTex         ("", 2D    ) = "white" {}
_Cutoff          ("", Float ) = 0.5
_COLORMASK_Color ("", Vector) = (1,1,1,1)
SubShader
	Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Geometry" "RenderType" = "Opaque" }
	Pass
		Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Geometry" "RenderType" = "Opaque" }
		ColorMask RGB -1
SubShader
	Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "AlphaTest" "RenderType" = "TransparentCutout" }
	Pass
		Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "AlphaTest" "RenderType" = "TransparentCutout" }
		ColorMask RGB -1
SubShader
	Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "Transparent" }
	Pass
		Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "Transparent" }
		Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
		ColorMask RGB -1
		ZWrite Off
		Cull Off
"Hidden/ScreenSpaceReflection" (Assets/Resources/screenspacereflection.shader) #
_MainTex ("Base (RGB)", 2D) = "white" {}
SubShader
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
Fallback "Diffuse"
"Hidden/SeparableBlur" (Assets/Shader/HiddenSeparableBlur.shader) #
_MainTex ("Base (RGB)", 2D) = "" {}
SubShader
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
"Hidden/SimpleClear" (Assets/Shader/HiddenSimpleClear.shader) #
_MainTex ("Base (RGB)", 2D) = "white" {}
SubShader
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
"Hidden/SSAO Pro V1" (Assets/Resources/SSAOPro_v1.shader) #
_MainTex ("Base (RGB)", 2D) = "white" {}
SubShader
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
"Hidden/SSAO Pro V2" (Assets/Resources/SSAOPro_v2.shader) #
_MainTex ("Base (RGB)", 2D) = "white" {}
SubShader
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
"Hidden/Subpixel Morphological Anti-aliasing" (Assets/Resources/smaa.shader) #
_MainTex ("Base (RGB)", 2D) = "white" {}
SubShader
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
"Hidden/SunShaftsComposite" (Assets/Shader/HiddenSunShaftsComposite.shader) #
_MainTex     ("Base",   2D) = "" {}
_ColorBuffer ("Color",  2D) = "" {}
_Skybox      ("Skybox", 2D) = "" {}
SubShader
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
"Hidden/Temporal Anti-aliasing" (Assets/Resources/temporalantialiasing.shader) #
_MainTex ("Texture", 2D) = "white" {}
SubShader
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
SubShader
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
"Hidden/TonemappingColorGrading" (Assets/Resources/tonemappingcolorgrading.shader) #
_MainTex ("Texture", 2D) = "white" {}
SubShader
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
"Hidden/TonemappingColorGradingHistogram" (Assets/Resources/histogramrender.shader) #
No properties.
SubShader
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
"Hidden/UChromaKey" (Assets/Resources/uchromakey/UChromaKey.shader) #
_MainTex ("Base (RGB)", 2D) = "white" {}
SubShader
	Pass
"Hidden/UChromaKey_mobile" (Assets/Resources/uchromakey/UChromaKey_mobile.shader) #
_MainTex ("Base (RGB)", 2D) = "white" {}
SubShader
	Pass
"Hidden/Ultimate/Bloom" (Assets/Resources/UltimateBloomShader.shader) #
_MainTex         ("Base (RGB)",       2D    ) = "white" {}
_AdditiveTexture ("Base (RGB)",       2D    ) = "black" {}
_OffsetInfos     ("HorizontalOffset", Vector) = (0,0,0,0)
SubShader
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
	Pass
	Pass
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		Blend One One, One One
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
"Hidden/Ultimate/BloomCombine" (Assets/Resources/UltimateBloomCombine.shader) #
_MainTex      ("Base (RGB)",  2D) = "black" {}
_FlareTexture ("Flare (RGB)", 2D) = "black" {}
SubShader
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
Fallback "Diffuse"
"Hidden/Ultimate/BloomCombineFlareDirt" (Assets/Resources/UltimateBloomCombineFlareDirt.shader) #
_MainTex      ("Base (RGB)",  2D) = "black" {}
_FlareTexture ("Flare (RGB)", 2D) = "black" {}
SubShader
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
Fallback "Diffuse"
"Hidden/Ultimate/BloomMixer" (Assets/Resources/UltimateBloomMixer.shader) #
_MainTex ("Base (RGB)", 2D) = "white" {}
SubShader
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
Fallback "Diffuse"
"Hidden/Ultimate/BokehMisc" (Assets/Resources/UltimateBloomBokehMisc.shader) #
_MainTex ("Base (RGB)", 2D) = "white" {}
SubShader
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
Fallback "Diffuse"
"Hidden/Ultimate/BokehTexture" (Assets/Resources/UltimateBokehTexture.shader) #
_MainTex   ("Base (RGB) Trans (A)", 2D   ) = "white" {}
_Intensity ("Intensity",            Float) = 1
SubShader
	Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "Transparent" }
	Pass
		Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "Transparent" }
		Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
		ZWrite Off
		Cull Off
"Hidden/Ultimate/BrightpassMask" (Assets/Resources/UltimateBrightpassMask.shader) #
_MainTex ("Base (RGB)", 2D) = "white" {}
_MaskTex ("Base (RGB)", 2D) = "white" {}
SubShader
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
Fallback "Diffuse"
"Hidden/Ultimate/FlareDouble" (Assets/Resources/UltimateFlareDouble.shader) #
_MainTex ("Base (RGB)", 2D) = "white" {}
SubShader
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
Fallback "Diffuse"
"Hidden/Ultimate/FlareMask" (Assets/Resources/UltimateFlareMask.shader) #
_MainTex ("Base (RGB)", 2D) = "white" {}
_MaskTex ("Base (RGB)", 2D) = "white" {}
SubShader
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
Fallback "Diffuse"
"Hidden/Ultimate/FlareMesh" (Assets/Resources/UltimateFlareMeshShader.shader) #
_MainTex       ("Base (RGB) Trans (A)", 2D) = "black" {}
_BrightTexture ("Base (RGB) Trans (A)", 2D) = "black" {}
SubShader
	Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "Transparent" }
	Pass
		Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "Transparent" }
		Blend SrcAlpha One, SrcAlpha One
		ZWrite Off
		Cull Off
"Hidden/Ultimate/FlareSingle" (Assets/Resources/UltimateFlareSingle.shader) #
_MainTex ("Base (RGB)", 2D) = "white" {}
SubShader
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
Fallback "Diffuse"
"Hidden/Ultimate/Sampling" (Assets/Resources/UltimateSampling.shader) #
_MainTex ("Base (RGB)", 2D) = "white" {}
SubShader
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
	Pass
	Pass
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
	Pass
	Pass
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
"Hidden/Upsample" (Assets/Resources/upsample.shader) #
                  _UpsampleDepthThreshold ("Upsample Depth Threshold", Range(0, 2)) = 0.05
[HideInInspector] _LowResColor            ("",                         2D         ) = "white" {}
SubShader
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
"IlluminDiffuse" (Assets/Resources/shaders/illumindiffuse.shader) #
_Color      ("Main Color",             Vector) = (1,1,1,1)
_MainTex    ("Base (RGB) Gloss (A)",   2D    ) = "white" {}
_Illum      ("Illumin (A)",            2D    ) = "white" {}
_EmissionLM ("Emission (Lightmapper)", Float ) = 0
SubShader
	Tags { "RenderType" = "Opaque" }
	Pass
		Name "FORWARD"
		Tags { "LIGHTMODE" = "FORWARDBASE" "RenderType" = "Opaque" "SHADOWSUPPORT" = "true" }
	Pass
		Name "FORWARD"
		Tags { "LIGHTMODE" = "FORWARDADD" "RenderType" = "Opaque" }
		Blend One One, One One
		ZWrite Off
	Pass
		Name "PREPASS"
		Tags { "LIGHTMODE" = "PREPASSBASE" "RenderType" = "Opaque" }
	Pass
		Name "PREPASS"
		Tags { "LIGHTMODE" = "PREPASSFINAL" "RenderType" = "Opaque" }
		ZWrite Off
	Pass
		Name "DEFERRED"
		Tags { "LIGHTMODE" = "DEFERRED" "RenderType" = "Opaque" }
	Pass
		Name "META"
		Tags { "LIGHTMODE" = "META" "RenderType" = "Opaque" }
		Cull Off
Fallback "Self-Illumin/VertexLit"
"Image Effects/Refraction" (Assets/Shader/Image EffectsRefraction.shader) #
_SpeedStrength    ("Speed (XY), Strength (ZW)",      Vector) = (1,1,1,1)
_RefractTexTiling ("Refraction Tilefac",             Float ) = 1
_RefractTex       ("Refraction (RG), Colormask (B)", 2D    ) = "bump" {}
_Color            ("Color (RGB)",                    Vector) = (1,1,1,1)
_MainTex          ("Base (RGB) DON`T TOUCH IT! :)",  2D    ) = "white" {}
SubShader
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
"InfiniGRASS/AlphaGrass" (Assets/Shader/InfiniGRASSAlphaGrass.shader) #
_Diffuse             ("Diffuse",               2D         ) = "white" {}
_Normal              ("Normal",                2D         ) = "bump" {}
_Cutoff              ("Alpha cutoff",          Range(0, 1)) = 0.5
_BulgeScale          ("Bulge Scale",           Float      ) = 0.2
_BulgeShape          ("Bulge Shape",           Float      ) = 5
_BulgeScale_copy     ("Bulge Scale_copy",      Float      ) = 1.2
_WaveControl1        ("Waves",                 Vector     ) = (1,0.01,0.001,0)
_TimeControl1        ("Time",                  Vector     ) = (1,10,0.02,100)
_OceanCenter         ("Ocean Center",          Vector     ) = (0,0,0,0)
_RandYScale          ("Vary Height Ammount",   Float      ) = 1
_RippleScale         ("Vary Height",           Float      ) = 0
_InteractPos         ("Interact Position",     Vector     ) = (0,0,0,1)
_FadeThreshold       ("Fade out Threshold",    Float      ) = 100
_StopMotionThreshold ("Stop motion Threshold", Float      ) = 10
_Color               ("Grass tint",            Vector     ) = (0.5,0.8,0.5,0)
_TintPower           ("tint power",            Float      ) = 0
_SpecularPower       ("Specular",              Float      ) = 1
_SmoothMotionFactor  ("Smooth wave motion",    Float      ) = 105
_WaveXFactor         ("Wave Control x axis",   Float      ) = 1
_WaveYFactor         ("Wave Control y axis",   Float      ) = 1
_HeightControlPoints ("Control point heights", Vector     ) = (0.2,0.3,0.4,0.96)
SubShader
	Tags { "QUEUE" = "AlphaTest" "RenderType" = "TransparentCutout" }
	Pass
		Name "FORWARDBASE"
		Tags { "LIGHTMODE" = "FORWARDBASE" "QUEUE" = "AlphaTest" "RenderType" = "TransparentCutout" "SHADOWSUPPORT" = "true" }
		Cull Off
	Pass
		Name "FORWARDADD"
		Tags { "LIGHTMODE" = "FORWARDADD" "QUEUE" = "AlphaTest" "RenderType" = "TransparentCutout" "SHADOWSUPPORT" = "true" }
		Blend One One, One One
		Cull Off
	Pass
		Name "SHADOWCASTER"
		Tags { "LIGHTMODE" = "SHADOWCASTER" "QUEUE" = "AlphaTest" "RenderType" = "TransparentCutout" "SHADOWSUPPORT" = "true" }
		Cull Off
		Offset 1, 1
Fallback "Transparent/Cutout/Diffuse"
"InfiniGRASS/InfiniGrass Directional Wind ROOF" (Assets/Shader/InfiniGRASSInfiniGrass Directional Wind ROOF.shader) #
_Diffuse             ("Diffuse",                          2D         ) = "white" {}
_Normal              ("Normal",                           2D         ) = "bump" {}
_Cutoff              ("Alpha cutoff",                     Range(0, 1)) = 0.5
_BulgeScale          ("Bulge Scale",                      Float      ) = 0.2
_BulgeShape          ("Bulge Shape",                      Float      ) = 5
_BulgeScale_copy     ("Bulge Scale_copy",                 Float      ) = 1.2
_WaveControl1        ("Waves",                            Vector     ) = (1,0.01,0.001,0.41)
_TimeControl1        ("Time",                             Vector     ) = (1,1,1,100)
_OceanCenter         ("Ocean Center",                     Vector     ) = (0,0,0,0)
_RandYScale          ("Vary Height Ammount",              Float      ) = 1
_RippleScale         ("Vary Height",                      Float      ) = 0
_InteractPos         ("Interact Position",                Vector     ) = (0,0,0,1)
_InteractSpeed       ("Interact Speed",                   Vector     ) = (0,0,0,1)
_FadeThreshold       ("Fade out Threshold",               Float      ) = 100
_StopMotionThreshold ("Stop motion Threshold",            Float      ) = 10
_Color               ("Grass tint",                       Vector     ) = (0.5,0.8,0.5,0)
_ColorGlobal         ("Global tint",                      Vector     ) = (0.5,0.5,0.5,0)
_TintPower           ("tint power",                       Float      ) = 0
_TintFrequency       ("tint frequency",                   Float      ) = 0.1
_SpecularPower       ("Specular",                         Float      ) = 1
_SmoothMotionFactor  ("Smooth wave motion",               Float      ) = 105
_WaveXFactor         ("Wave Control x axis",              Float      ) = 1
_WaveYFactor         ("Wave Control y axis",              Float      ) = 1
_SnowTexture         ("Snow texture",                     2D         ) = "white" {}
_BaseLight           ("Grass Base light control",         Float      ) = 0
_BaseColorYShift     ("Shift Base color Y axis",          Float      ) = 1
_InteractMaxYoffset  ("Interaction max offset in Y axis", Float      ) = 1.5
SubShader
	Tags { "QUEUE" = "AlphaTest" "RenderType" = "TransparentCutout" }
	Pass
		Name "FORWARDBASE"
		Tags { "LIGHTMODE" = "FORWARDBASE" "QUEUE" = "AlphaTest" "RenderType" = "TransparentCutout" "SHADOWSUPPORT" = "true" }
		Cull Off
	Pass
		Name "FORWARDADD"
		Tags { "LIGHTMODE" = "FORWARDADD" "QUEUE" = "AlphaTest" "RenderType" = "TransparentCutout" "SHADOWSUPPORT" = "true" }
		Blend One One, One One
		Cull Off
	Pass
		Name "SHADOWCASTER"
		Tags { "LIGHTMODE" = "SHADOWCASTER" "QUEUE" = "AlphaTest" "RenderType" = "TransparentCutout" "SHADOWSUPPORT" = "true" }
		Cull Off
		Offset 1, 1
Fallback "Transparent/Cutout/Diffuse"
"InfiniGRASS/InfiniGrass Directional Wind SNOW" (Assets/Shader/InfiniGRASSInfiniGrass Directional Wind SNOW.shader) #
_Diffuse             ("Diffuse",               2D         ) = "white" {}
_Normal              ("Normal",                2D         ) = "bump" {}
_Cutoff              ("Alpha cutoff",          Range(0, 1)) = 0.5
_BulgeScale          ("Bulge Scale",           Float      ) = 0.2
_BulgeShape          ("Bulge Shape",           Float      ) = 5
_BulgeScale_copy     ("Bulge Scale_copy",      Float      ) = 1.2
_WaveControl1        ("Waves",                 Vector     ) = (1,0.01,0.001,0)
_TimeControl1        ("Time",                  Vector     ) = (1,10,0.02,100)
_OceanCenter         ("Ocean Center",          Vector     ) = (0,0,0,0)
_RandYScale          ("Vary Height Ammount",   Float      ) = 1
_RippleScale         ("Vary Height",           Float      ) = 0
_InteractPos         ("Interact Position",     Vector     ) = (0,0,0,1)
_FadeThreshold       ("Fade out Threshold",    Float      ) = 100
_StopMotionThreshold ("Stop motion Threshold", Float      ) = 10
_Color               ("Grass tint",            Vector     ) = (0.5,0.8,0.5,0)
_ColorGlobal1        ("Global tint",           Vector     ) = (1,1,1,1)
_TintPower           ("tint power",            Float      ) = 0
_TintFrequency       ("tint frequency",        Float      ) = 0.1
_SpecularPower       ("Specular",              Float      ) = 1
_SmoothMotionFactor  ("Smooth wave motion",    Float      ) = 105
_WaveXFactor         ("Wave Control x axis",   Float      ) = 1
_WaveYFactor         ("Wave Control y axis",   Float      ) = 1
_SnowTexture         ("Snow texture",          2D         ) = "white" {}
SubShader
	Tags { "QUEUE" = "AlphaTest" "RenderType" = "TransparentCutout" }
	Pass
		Name "FORWARDBASE"
		Tags { "LIGHTMODE" = "FORWARDBASE" "QUEUE" = "AlphaTest" "RenderType" = "TransparentCutout" "SHADOWSUPPORT" = "true" }
		Cull Off
	Pass
		Name "FORWARDADD"
		Tags { "LIGHTMODE" = "FORWARDADD" "QUEUE" = "AlphaTest" "RenderType" = "TransparentCutout" "SHADOWSUPPORT" = "true" }
		Blend One One, One One
		Cull Off
	Pass
		Name "SHADOWCOLLECTOR"
		Tags { "LIGHTMODE" = "SHADOWCOLLECTOR" "QUEUE" = "AlphaTest" "RenderType" = "TransparentCutout" }
		Cull Off
	Pass
		Name "SHADOWCASTER"
		Tags { "LIGHTMODE" = "SHADOWCASTER" "QUEUE" = "AlphaTest" "RenderType" = "TransparentCutout" "SHADOWSUPPORT" = "true" }
		Cull Off
		Offset 1, 1
Fallback "Transparent/Cutout/Diffuse"
"InfiniGRASS/Vertex Grass Spec Curved Wind" (Assets/Shader/InfiniGRASSVertex Grass Spec Curved Wind.shader) #
_Diffuse             ("Diffuse",               2D         ) = "white" {}
_Normal              ("Normal",                2D         ) = "bump" {}
_Cutoff              ("Alpha cutoff",          Range(0, 1)) = 0.5
_BulgeScale          ("Bulge Scale",           Float      ) = 0.2
_BulgeShape          ("Bulge Shape",           Float      ) = 5
_BulgeScale_copy     ("Bulge Scale_copy",      Float      ) = 1.2
_WaveControl1        ("Waves",                 Vector     ) = (1,0.01,0.001,0)
_TimeControl1        ("Time",                  Vector     ) = (1,10,0.02,100)
_OceanCenter         ("Ocean Center",          Vector     ) = (0,0,0,0)
_RandYScale          ("Vary Height Ammount",   Float      ) = 1
_RippleScale         ("Vary Height",           Float      ) = 0
_InteractPos         ("Interact Position",     Vector     ) = (0,0,0,1)
_FadeThreshold       ("Fade out Threshold",    Float      ) = 100
_StopMotionThreshold ("Stop motion Threshold", Float      ) = 10
_Color               ("Grass tint",            Vector     ) = (0.5,0.8,0.5,0)
_TintPower           ("tint power",            Float      ) = 0
_SpecularPower       ("Specular",              Float      ) = 1
_SmoothMotionFactor  ("Smooth wave motion",    Float      ) = 105
_WaveXFactor         ("Wave Control x axis",   Float      ) = 1
_WaveYFactor         ("Wave Control y axis",   Float      ) = 1
_HeightControlPoints ("Control point heights", Vector     ) = (0.2,0.3,0.4,0.96)
SubShader
	Tags { "RenderType" = "Opaque" }
	Pass
		Name "FORWARDBASE"
		Tags { "LIGHTMODE" = "FORWARDBASE" "RenderType" = "Opaque" "SHADOWSUPPORT" = "true" }
		Cull Off
	Pass
		Name "FORWARDADD"
		Tags { "LIGHTMODE" = "FORWARDADD" "RenderType" = "Opaque" "SHADOWSUPPORT" = "true" }
		Blend One One, One One
		Cull Off
	Pass
		Name "SHADOWCASTER"
		Tags { "LIGHTMODE" = "SHADOWCASTER" "RenderType" = "Opaque" "SHADOWSUPPORT" = "true" }
		Cull Off
		Offset 1, 1
Fallback "Diffuse"
"InfiniGRASS/Vertex Grass Spec Detailed" (Assets/Shader/InfiniGRASSVertex Grass Spec Detailed.shader) #
_Diffuse             ("Diffuse",               2D         ) = "white" {}
_Normal              ("Normal",                2D         ) = "bump" {}
_Cutoff              ("Alpha cutoff",          Range(0, 1)) = 0.5
_BulgeScale          ("Bulge Scale",           Float      ) = 0.2
_BulgeShape          ("Bulge Shape",           Float      ) = 5
_BulgeScale_copy     ("Bulge Scale_copy",      Float      ) = 1.2
_WaveControl1        ("Waves",                 Vector     ) = (1,0.01,0.001,0)
_TimeControl1        ("Time",                  Vector     ) = (1,10,0.02,100)
_OceanCenter         ("Ocean Center",          Vector     ) = (0,0,0,0)
_RandYScale          ("Vary Height Ammount",   Float      ) = 1
_RippleScale         ("Vary Height",           Float      ) = 0
_InteractPos         ("Interact Position",     Vector     ) = (0,0,0,1)
_FadeThreshold       ("Fade out Threshold",    Float      ) = 100
_StopMotionThreshold ("Stop motion Threshold", Float      ) = 10
SubShader
	Tags { "RenderType" = "Opaque" }
	Pass
		Name "FORWARDBASE"
		Tags { "LIGHTMODE" = "FORWARDBASE" "RenderType" = "Opaque" "SHADOWSUPPORT" = "true" }
		Cull Off
	Pass
		Name "SHADOWCASTER"
		Tags { "LIGHTMODE" = "SHADOWCASTER" "RenderType" = "Opaque" "SHADOWSUPPORT" = "true" }
		Cull Off
		Offset 1, 1
Fallback "Diffuse"
"InfiniGRASS/Vertex Grass Spec Detailed Wind" (Assets/Shader/InfiniGRASSVertex Grass Spec Detailed Wind.shader) #
_Diffuse             ("Diffuse",               2D         ) = "white" {}
_Normal              ("Normal",                2D         ) = "bump" {}
_Cutoff              ("Alpha cutoff",          Range(0, 1)) = 0.5
_BulgeScale          ("Bulge Scale",           Float      ) = 0.2
_BulgeShape          ("Bulge Shape",           Float      ) = 5
_BulgeScale_copy     ("Bulge Scale_copy",      Float      ) = 1.2
_WaveControl1        ("Waves",                 Vector     ) = (1,0.01,0.001,0)
_TimeControl1        ("Time",                  Vector     ) = (1,10,0.02,100)
_OceanCenter         ("Ocean Center",          Vector     ) = (0,0,0,0)
_RandYScale          ("Vary Height Ammount",   Float      ) = 1
_RippleScale         ("Vary Height",           Float      ) = 0
_InteractPos         ("Interact Position",     Vector     ) = (0,0,0,1)
_FadeThreshold       ("Fade out Threshold",    Float      ) = 100
_StopMotionThreshold ("Stop motion Threshold", Float      ) = 10
_Color               ("Grass tint",            Vector     ) = (0.5,0.8,0.5,0)
_TintPower           ("tint power",            Float      ) = 0
_TintFrequency       ("tint frequency",        Float      ) = 0.1
_SpecularPower       ("Specular",              Float      ) = 1
_SmoothMotionFactor  ("Smooth wave motion",    Float      ) = 105
_WaveXFactor         ("Wave Control x axis",   Float      ) = 1
_WaveYFactor         ("Wave Control y axis",   Float      ) = 1
SubShader
	Tags { "RenderType" = "Opaque" }
	Pass
		Name "FORWARDBASE"
		Tags { "LIGHTMODE" = "FORWARDBASE" "RenderType" = "Opaque" "SHADOWSUPPORT" = "true" }
		Cull Off
	Pass
		Name "FORWARDADD"
		Tags { "LIGHTMODE" = "FORWARDADD" "RenderType" = "Opaque" "SHADOWSUPPORT" = "true" }
		Blend One One, One One
		Cull Off
	Pass
		Name "SHADOWCASTER"
		Tags { "LIGHTMODE" = "SHADOWCASTER" "RenderType" = "Opaque" "SHADOWSUPPORT" = "true" }
		Cull Off
		Offset 1, 1
Fallback "Diffuse"
"LitHatched" (Assets/Resources/shaders/lithatched.shader) #
_MainTex ("Texture", 2D) = "white" {}
SubShader
	Tags { "RenderType" = "Opaque" }
	Pass
		Name "FORWARD"
		Tags { "LIGHTMODE" = "FORWARDBASE" "RenderType" = "Opaque" "SHADOWSUPPORT" = "true" }
	Pass
		Name "FORWARD"
		Tags { "LIGHTMODE" = "FORWARDADD" "RenderType" = "Opaque" }
		Blend One One, One One
		ZWrite Off
	Pass
		Name "PREPASS"
		Tags { "LIGHTMODE" = "PREPASSBASE" "RenderType" = "Opaque" }
	Pass
		Name "PREPASS"
		Tags { "LIGHTMODE" = "PREPASSFINAL" "RenderType" = "Opaque" }
		ZWrite Off
	Pass
		Name "DEFERRED"
		Tags { "LIGHTMODE" = "DEFERRED" "RenderType" = "Opaque" }
	Pass
		Name "META"
		Tags { "LIGHTMODE" = "META" "RenderType" = "Opaque" }
		Cull Off
Fallback "Diffuse"
"MatCap/Bumped/Plain" (Assets/Resources/shaders/matcap/MatCap_Plain_Bumped.shader) #
_Color   ("Main Color",   Vector) = (0.5,0.5,0.5,1)
_BumpMap ("Normal Map",   2D    ) = "bump" {}
_MatCap  ("MatCap (RGB)", 2D    ) = "white" {}
SubShader
	Tags { "RenderType" = "Opaque" }
	Pass
		Tags { "LIGHTMODE" = "ALWAYS" "RenderType" = "Opaque" }
"MatCap/Bumped/Textured Add" (Assets/Resources/shaders/matcap/MatCap_TextureAdd_Bumped.shader) #
_MainTex ("Base (RGB)",   2D) = "white" {}
_BumpMap ("Normal Map",   2D) = "bump" {}
_MatCap  ("MatCap (RGB)", 2D) = "white" {}
SubShader
	Tags { "RenderType" = "Opaque" }
	Pass
		Tags { "LIGHTMODE" = "ALWAYS" "RenderType" = "Opaque" }
"MatCap/Bumped/Textured Multiply" (Assets/Resources/shaders/matcap/MatCap_TextureMult_Bumped.shader) #
_MainTex ("Base (RGB)",   2D) = "white" {}
_BumpMap ("Normal Map",   2D) = "bump" {}
_MatCap  ("MatCap (RGB)", 2D) = "white" {}
SubShader
	Tags { "RenderType" = "Opaque" }
	Pass
		Tags { "LIGHTMODE" = "ALWAYS" "RenderType" = "Opaque" }
"MatCap/Vertex/Plain" (Assets/Resources/shaders/matcap/MatCap_Plain.shader) #
_Color  ("Main Color",   Vector) = (0.5,0.5,0.5,1)
_MatCap ("MatCap (RGB)", 2D    ) = "white" {}
SubShader
	Tags { "RenderType" = "Opaque" }
	Pass
		Tags { "LIGHTMODE" = "ALWAYS" "RenderType" = "Opaque" }
"MatCap/Vertex/Plain Additive" (Assets/Resources/shaders/matcap/MatCap_Plain_Additive.shader) #
_Color  ("Main Color",   Vector) = (0.5,0.5,0.5,1)
_MatCap ("MatCap (RGB)", 2D    ) = "white" {}
SubShader
	Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "Transparent" }
	Pass
		Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "ALWAYS" "QUEUE" = "Transparent" "RenderType" = "Transparent" }
		Blend One OneMinusSrcColor, One OneMinusSrcColor
		ZWrite Off
		Cull Off
"MatCap/Vertex/Plain Additive Z" (Assets/Resources/shaders/matcap/MatCap_Plain_AdditiveZ.shader) #
_Color  ("Main Color",   Vector) = (0.5,0.5,0.5,1)
_MatCap ("MatCap (RGB)", 2D    ) = "white" {}
SubShader
	Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "Transparent" }
	Pass
		Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "Transparent" }
		ColorMask 0 -1
	Pass
		Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "ALWAYS" "QUEUE" = "Transparent" "RenderType" = "Transparent" }
		Blend One OneMinusSrcColor, One OneMinusSrcColor
		ColorMask RGB -1
		ZWrite Off
		Cull Off
"MatCap/Vertex/PlainBright" (Assets/Resources/shaders/matcap/MatCap_PlainBright.shader) #
_Color      ("Main Color",   Vector) = (0.5,0.5,0.5,1)
_MatCap     ("MatCap (RGB)", 2D    ) = "white" {}
_Brightness ("Brightness",   Float ) = 7
SubShader
	Tags { "RenderType" = "Opaque" }
	Pass
		Tags { "LIGHTMODE" = "ALWAYS" "RenderType" = "Opaque" }
"MatCap/Vertex/PlainBrightGlow" (Assets/Resources/shaders/matcap/MatCap_PlainBrightGlow.shader) #
_Color      ("Main Color",    Vector) = (0.5,0.5,0.5,1)
_MatCap     ("MatCap (RGB)",  2D    ) = "white" {}
_Brightness ("Brightness",    Float ) = 7
_Glow       ("Glow Textture", 2D    ) = "white" {}
_GlowColor  ("_GlowColor",    Vector) = (0.5,0.5,0.5,1)
_GlowScaler ("_GlowScaler",   Float ) = 7
SubShader
	Tags { "RenderType" = "Opaque" }
	Pass
		Tags { "LIGHTMODE" = "ALWAYS" "RenderType" = "Opaque" }
"MatCap/Vertex/PlainBrightWire" (Assets/Resources/shaders/matcap/MatCap_PlainBrightWire.shader) #
_Color      ("Main Color",   Vector) = (0.5,0.5,0.5,1)
_MatCap     ("MatCap (RGB)", 2D    ) = "white" {}
_Brightness ("Brightness",   Float ) = 7
SubShader
	Tags { "RenderType" = "Opaque" }
	Pass
		Tags { "LIGHTMODE" = "ALWAYS" "RenderType" = "Opaque" }
"MatCap/Vertex/PlainBrightWireGrey" (Assets/Resources/shaders/matcap/MatCap_PlainBrightWireGrey.shader) #
_Color      ("Main Color",   Vector) = (0.5,0.5,0.5,1)
_MatCap     ("MatCap (RGB)", 2D    ) = "white" {}
_Brightness ("Brightness",   Float ) = 7
SubShader
	Tags { "RenderType" = "Opaque" }
	Pass
		Tags { "LIGHTMODE" = "ALWAYS" "RenderType" = "Opaque" }
"MatCap/Vertex/PlainBrightWireWhite" (Assets/Resources/shaders/matcap/MatCap_PlainBrightWireWhite.shader) #
_Color      ("Main Color",   Vector) = (0.5,0.5,0.5,1)
_MatCap     ("MatCap (RGB)", 2D    ) = "white" {}
_Brightness ("Brightness",   Float ) = 7
SubShader
	Tags { "RenderType" = "Opaque" }
	Pass
		Tags { "LIGHTMODE" = "ALWAYS" "RenderType" = "Opaque" }
"MatCap/Vertex/Textured Add" (Assets/Resources/shaders/matcap/MatCap_TextureAdd.shader) #
_MainTex ("Base (RGB)",   2D) = "white" {}
_MatCap  ("MatCap (RGB)", 2D) = "white" {}
SubShader
	Tags { "RenderType" = "Opaque" }
	Pass
		Tags { "LIGHTMODE" = "ALWAYS" "RenderType" = "Opaque" }
"MatCap/Vertex/Textured Lit" (Assets/Resources/shaders/matcap/MatCap_Lit.shader) #
_Color   ("Color",        Vector) = (0.5,0.5,0.5,1)
_MainTex ("Base (RGB)",   2D    ) = "white" {}
_MatCap  ("MatCap (RGB)", 2D    ) = "white" {}
SubShader
	Tags { "RenderType" = "Opaque" }
	Pass
		Name "FORWARD"
		Tags { "LIGHTMODE" = "FORWARDBASE" "RenderType" = "Opaque" "SHADOWSUPPORT" = "true" }
	Pass
		Name "FORWARD"
		Tags { "LIGHTMODE" = "FORWARDADD" "RenderType" = "Opaque" }
		Blend One One, One One
		ZWrite Off
	Pass
		Name "PREPASS"
		Tags { "LIGHTMODE" = "PREPASSBASE" "RenderType" = "Opaque" }
	Pass
		Name "PREPASS"
		Tags { "LIGHTMODE" = "PREPASSFINAL" "RenderType" = "Opaque" }
		ZWrite Off
	Pass
		Name "DEFERRED"
		Tags { "LIGHTMODE" = "DEFERRED" "RenderType" = "Opaque" }
	Pass
		Name "META"
		Tags { "LIGHTMODE" = "META" "RenderType" = "Opaque" }
		Cull Off
Fallback "VertexLit"
"MatCap/Vertex/Textured Lit Double" (Assets/Resources/shaders/matcap/MatCap_LitDouble.shader) #
_Color      ("Color",        Vector) = (0.5,0.5,0.5,1)
_MainTex    ("Base (RGB)",   2D    ) = "white" {}
_MatCap     ("MatCap (RGB)", 2D    ) = "white" {}
_Brightness ("Brightness",   Float ) = 1
SubShader
	Tags { "RenderType" = "Opaque" }
	Pass
		Name "FORWARD"
		Tags { "LIGHTMODE" = "FORWARDBASE" "RenderType" = "Opaque" "SHADOWSUPPORT" = "true" }
	Pass
		Name "FORWARD"
		Tags { "LIGHTMODE" = "FORWARDADD" "RenderType" = "Opaque" }
		Blend One One, One One
		ZWrite Off
	Pass
		Name "PREPASS"
		Tags { "LIGHTMODE" = "PREPASSBASE" "RenderType" = "Opaque" }
	Pass
		Name "PREPASS"
		Tags { "LIGHTMODE" = "PREPASSFINAL" "RenderType" = "Opaque" }
		ZWrite Off
	Pass
		Name "DEFERRED"
		Tags { "LIGHTMODE" = "DEFERRED" "RenderType" = "Opaque" }
	Pass
		Name "META"
		Tags { "LIGHTMODE" = "META" "RenderType" = "Opaque" }
		Cull Off
Fallback "VertexLit"
"MatCap/Vertex/Textured Lit Double Mult" (Assets/Resources/shaders/matcap/MatCap_LitDoubleMult.shader) #
_Color      ("Color",        Vector) = (0.5,0.5,0.5,1)
_MainTex    ("Base (RGB)",   2D    ) = "white" {}
_MatCap     ("MatCap (RGB)", 2D    ) = "white" {}
_Brightness ("Brightness",   Float ) = 4
SubShader
	Tags { "RenderType" = "Transparent" }
	Pass
		Name "FORWARD"
		Tags { "LIGHTMODE" = "FORWARDBASE" "RenderType" = "Transparent" "SHADOWSUPPORT" = "true" }
		Blend DstColor SrcColor, DstColor SrcColor
	Pass
		Name "FORWARD"
		Tags { "LIGHTMODE" = "FORWARDADD" "RenderType" = "Transparent" }
		Blend One One, One One
		ZWrite Off
	Pass
		Name "PREPASS"
		Tags { "LIGHTMODE" = "PREPASSBASE" "RenderType" = "Transparent" }
		Blend DstColor SrcColor, DstColor SrcColor
	Pass
		Name "PREPASS"
		Tags { "LIGHTMODE" = "PREPASSFINAL" "RenderType" = "Transparent" }
		Blend DstColor SrcColor, DstColor SrcColor
		ZWrite Off
	Pass
		Name "DEFERRED"
		Tags { "LIGHTMODE" = "DEFERRED" "RenderType" = "Transparent" }
		Blend DstColor SrcColor, DstColor SrcColor
	Pass
		Name "META"
		Tags { "LIGHTMODE" = "META" "RenderType" = "Transparent" }
		Blend DstColor SrcColor, DstColor SrcColor
		Cull Off
Fallback "VertexLit"
"MatCap/Vertex/Textured Multiply" (Assets/Resources/shaders/matcap/MatCap_TextureMult.shader) #
_MainTex ("Base (RGB)",   2D) = "white" {}
_MatCap  ("MatCap (RGB)", 2D) = "white" {}
SubShader
	Tags { "RenderType" = "Opaque" }
	Pass
		Tags { "LIGHTMODE" = "ALWAYS" "RenderType" = "Opaque" }
"MeteorDistance" (Assets/Resources/shaders/meteordistance.shader) #
_MainTex       ("_MainTex",       2D    ) = "white" {}
_Color         ("_Color",         Vector) = (1,1,1,1)
_FullDistance  ("_FullDistance",  Float ) = 20
_StartDistance ("_StartDistance", Float ) = 2
_MaxDarkness   ("_MaxDarkness",   Float ) = 0.35
SubShader
	Tags { "RenderType" = "Opaque" }
	Pass
		Tags { "LIGHTMODE" = "ALWAYS" "RenderType" = "Opaque" }
		Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
"Oculus/Unlit Transparent Color" (Assets/Resources/unlit transparent color.shader) #
_Color ("Main Color", Vector) = (1,1,1,1)
SubShader
	Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "Transparent" }
	Pass
		Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "Transparent" }
		Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
		ZWrite Off
"OrderIndependent" (Assets/Resources/shaders/orderindependent.shader) #
No properties.
SubShader
	Tags { "QUEUE" = "Transparent" }
	Pass
		Tags { "QUEUE" = "Transparent" }
		Blend Zero OneMinusSrcAlpha, Zero OneMinusSrcAlpha
		ZWrite Off
		Cull Off
	Pass
		Tags { "QUEUE" = "Transparent" }
		Blend SrcAlpha One, SrcAlpha One
		ZWrite Off
		Cull Off
"Particles/SilverLiningPuff" (Assets/Resources/SilverLiningPuff.shader) #
_MainTex ("Particle Texture",      2D            ) = "white" {}
_InvFade ("Soft Particles Factor", Range(0.01, 3)) = 1
SubShader
	Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "Transparent" }
	Pass
		Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "Transparent" }
		Blend One OneMinusSrcAlpha, One OneMinusSrcAlpha
		ZWrite Off
		Cull Off
"Particles/Stars" (Assets/Resources/SilverLiningSun.shader) #
_MainTex ("Particle Texture",      2D            ) = "white" {}
_InvFade ("Soft Particles Factor", Range(0.01, 3)) = 1
SubShader
	Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "Transparent" }
	Pass
		Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "Transparent" }
		Blend SrcColor One, SrcColor One
		ColorMask RGB -1
		ZWrite Off
		Cull Off
SubShader
	Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "Transparent" }
	Pass
		Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "Transparent" }
		Blend SrcColor One, SrcColor One
		ColorMask RGB -1
		ZWrite Off
		Cull Off
SubShader
	Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "Transparent" }
	Pass
		Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "Transparent" }
		Blend SrcColor One, SrcColor One
		ColorMask RGB -1
		ZWrite Off
		Cull Off
"Particles/Stars No Fog" (Assets/Resources/SilverLiningSunNoFog.shader) #
_MainTex ("Particle Texture",      2D            ) = "white" {}
_InvFade ("Soft Particles Factor", Range(0.01, 3)) = 1
SubShader
	Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "Transparent" }
	Pass
		Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "Transparent" }
		Blend SrcColor One, SrcColor One
		ColorMask RGB -1
		ZWrite Off
		Cull Off
SubShader
	Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "Transparent" }
	Pass
		Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "Transparent" }
		Blend SrcColor One, SrcColor One
		ColorMask RGB -1
		ZWrite Off
		Cull Off
SubShader
	Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "Transparent" }
	Pass
		Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "Transparent" }
		Blend SrcColor One, SrcColor One
		ColorMask RGB -1
		ZWrite Off
		Cull Off
"PostBleachBypass" (Assets/Resources/shaders/colorful/postbleachbypass.shader) #
_MainTex ("Base (RGB)", 2D         ) = "white" {}
_Amount  ("Amount",     Range(0, 1)) = 1
SubShader
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
"PostCrosshatch" (Assets/Resources/shaders/colorful/postcrosshatch.shader) #
_MainTex ("Base (RGB)",           2D   ) = "white" {}
_Scale   ("Scale",                Float) = 80
_Ratio   ("Width / Height ratio", Float) = 1
SubShader
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
"PostDoubleVision" (Assets/Resources/shaders/colorful/postdoublevision.shader) #
_MainTex  ("Base (RGB)", 2D         ) = "white" {}
_Displace ("Displace",   Vector     ) = (0.7,0,0,0)
_Amount   ("Amount",     Range(0, 1)) = 1
SubShader
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
"PostLed" (Assets/Resources/shaders/colorful/postled.shader) #
_MainTex    ("Base (RGB)", 2D   ) = "white" {}
_Scale      ("Scale",      Float) = 80
_Brightness ("Brightness", Float) = 1
SubShader
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
"PostLedAlpha" (Assets/Resources/shaders/colorful/postledalpha.shader) #
_MainTex    ("Base (RGB)", 2D   ) = "white" {}
_Scale      ("Scale",      Float) = 80
_Brightness ("Brightness", Float) = 1
SubShader
	Pass
		Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
		ZTest Always
		ZWrite Off
		Cull Off
"PostPixelate" (Assets/Resources/shaders/colorful/postpixelate.shader) #
_MainTex ("Base (RGB)",           2D   ) = "white" {}
_Scale   ("Scale",                Float) = 80
_Ratio   ("Width / Height ratio", Float) = 1
SubShader
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
"PostPixelateAlphaBlack" (Assets/Resources/shaders/colorful/postpixelatealphablack.shader) #
_MainTex ("Base (RGB)",           2D   ) = "white" {}
_Scale   ("Scale",                Float) = 80
_Ratio   ("Width / Height ratio", Float) = 1
SubShader
	Pass
		Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
		ZWrite Off
		Cull Off
"PostRadialBlur" (Assets/Resources/shaders/colorful/postradialblur.shader) #
_MainTex ("Base (RGB)",   2D         ) = "white" {}
_Amount  ("Amount",       Range(0, 1)) = 0.1
_Center  ("Center Point", Vector     ) = (0.5,0.5,0,0)
SubShader
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
"PostThreshold" (Assets/Resources/shaders/colorful/postthreshold.shader) #
_MainTex   ("Base (RGB)",  2D           ) = "white" {}
_Threshold ("Threshold",   Range(0, 1)  ) = 0.5
_Range     ("Noise Range", Range(0, 0.5)) = 0.2
SubShader
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
	Pass
		ZTest Always
		ZWrite Off
		Cull Off
"PostThresholdColor" (Assets/Resources/shaders/colorful/postthresholdcolor.shader) #
_MainTex   ("Base (RGB)",  2D           ) = "white" {}
_Threshold ("Threshold",   Range(0, 1)  ) = 0.5
_Range     ("Noise Range", Range(0, 0.5)) = 0.2
SubShader
	Pass
		Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
		ZTest Always
		ZWrite Off
		Cull Off
"proximity/1way/Color-SpecularEmissionBump" (Assets/Resources/shaders/proximity/proximity 1way/Color-SpecularEmissionBump.shader) #
_Color         ("_Color",         Vector) = (1,1,1,1)
_Normal        ("_Normal",        2D    ) = "black" {}
_Emission      ("_Emission",      2D    ) = "black" {}
_Specular      ("_Specular",      2D    ) = "black" {}
_FullDistance  ("_FullDistance",  Float ) = 10
_StartDistance ("_StartDistance", Float ) = 20
SubShader
	Tags { "IGNOREPROJECTOR" = "False" "QUEUE" = "Geometry" "RenderType" = "Opaque" }
	Pass
		Tags { "IGNOREPROJECTOR" = "False" "QUEUE" = "Geometry" "RenderType" = "Opaque" }
Fallback "Diffuse"
"proximity/1way/Diffuse-EmissionBump" (Assets/Resources/shaders/proximity/proximity 1way/Diffuse-EmissionBump.shader) #
_Diffuse       ("_Diffuse",       2D   ) = "black" {}
_Normal        ("_Normal",        2D   ) = "black" {}
_Emission      ("_Emission",      2D   ) = "black" {}
_FullDistance  ("_FullDistance",  Float) = 10
_StartDistance ("_StartDistance", Float) = 20
SubShader
	Tags { "IGNOREPROJECTOR" = "False" "QUEUE" = "Geometry" "RenderType" = "Opaque" }
	Pass
		Tags { "IGNOREPROJECTOR" = "False" "QUEUE" = "Geometry" "RenderType" = "Opaque" }
Fallback "Diffuse"
"proximity/1way/Diffuse-SpecularEmissionBump" (Assets/Resources/shaders/proximity/proximity 1way/Diffuse-SpecularEmissionBump.shader) #
_Diffuse       ("_Diffuse",       2D   ) = "black" {}
_Normal        ("_Normal",        2D   ) = "black" {}
_Emission      ("_Emission",      2D   ) = "black" {}
_Specular      ("_Specular",      2D   ) = "black" {}
_FullDistance  ("_FullDistance",  Float) = 10
_StartDistance ("_StartDistance", Float) = 20
SubShader
	Tags { "IGNOREPROJECTOR" = "False" "QUEUE" = "Geometry" "RenderType" = "Opaque" }
	Pass
		Tags { "IGNOREPROJECTOR" = "False" "QUEUE" = "Geometry" "RenderType" = "Opaque" }
Fallback "Diffuse"
"proximity/2way/2BumpDiffuse" (Assets/Resources/shaders/proximity/proximity 2way/2way - 2BumpDiffuse.shader) #
_diffuse      ("_diffuse",      2D   ) = "black" {}
_nearNormal   ("_nearNormal",   2D   ) = "black" {}
_farNormal    ("_farNormal",    2D   ) = "black" {}
_nearDistance ("_nearDistance", Float) = 10
_farDistance  ("_farDistance",  Float) = 20
SubShader
	Tags { "IGNOREPROJECTOR" = "False" "QUEUE" = "Geometry" "RenderType" = "Opaque" }
	Pass
		Tags { "IGNOREPROJECTOR" = "False" "QUEUE" = "Geometry" "RenderType" = "Opaque" }
Fallback "Diffuse"
"proximity/2way/2EmissionDiffuse" (Assets/Resources/shaders/proximity/proximity 2way/2way - 2EmissionDiffuse.shader) #
_diffuse      ("_diffuse",      2D   ) = "black" {}
_nearEmission ("_nearEmission", 2D   ) = "black" {}
_farEmission  ("_farEmission",  2D   ) = "black" {}
_nearDistance ("_nearDistance", Float) = 10
_farDistance  ("_farDistance",  Float) = 20
SubShader
	Tags { "IGNOREPROJECTOR" = "False" "QUEUE" = "Geometry" "RenderType" = "Opaque" }
	Pass
		Tags { "IGNOREPROJECTOR" = "False" "QUEUE" = "Geometry" "RenderType" = "Opaque" }
Fallback "Diffuse"
"proximity/2way/BumpDiffuse" (Assets/Resources/shaders/proximity/proximity 2way/2way - BumpDiffuse.shader) #
_nearDiffuse  ("_nearDiffuse",  2D   ) = "black" {}
_farDiffuse   ("_farDiffuse",   2D   ) = "black" {}
_nearNormal   ("_nearNormal",   2D   ) = "black" {}
_farNormal    ("_farNormal",    2D   ) = "black" {}
_nearDistance ("_nearDistance", Float) = 10
_farDistance  ("_farDistance",  Float) = 20
SubShader
	Tags { "IGNOREPROJECTOR" = "False" "QUEUE" = "Geometry" "RenderType" = "Opaque" }
	Pass
		Tags { "IGNOREPROJECTOR" = "False" "QUEUE" = "Geometry" "RenderType" = "Opaque" }
Fallback "Diffuse"
"proximity/2way/ColorAlpha" (Assets/Resources/shaders/proximity/proximity 2way/2way - Color alpha.shader) #
_nearColor    ("_nearColor",    Vector) = (0.9850746,0,0,1)
_farColor     ("_farColor",     Vector) = (0.00980173,0.6567164,0.6024298,1)
_nearDistance ("_nearDistance", Float ) = 10
_farDistance  ("_farDistance",  Float ) = 20
SubShader
	Tags { "IGNOREPROJECTOR" = "False" "QUEUE" = "Geometry" "RenderType" = "Transparent" }
	Pass
		Name "FORWARD"
		Tags { "IGNOREPROJECTOR" = "False" "LIGHTMODE" = "FORWARDBASE" "QUEUE" = "Geometry" "RenderType" = "Transparent" "SHADOWSUPPORT" = "true" }
		Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
	Pass
		Name "FORWARD"
		Tags { "IGNOREPROJECTOR" = "False" "LIGHTMODE" = "FORWARDADD" "QUEUE" = "Geometry" "RenderType" = "Transparent" }
		Blend One One, One One
		ZWrite Off
	Pass
		Name "PREPASS"
		Tags { "IGNOREPROJECTOR" = "False" "LIGHTMODE" = "PREPASSBASE" "QUEUE" = "Geometry" "RenderType" = "Transparent" }
		Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
	Pass
		Name "PREPASS"
		Tags { "IGNOREPROJECTOR" = "False" "LIGHTMODE" = "PREPASSFINAL" "QUEUE" = "Geometry" "RenderType" = "Transparent" }
		Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
		ZWrite Off
	Pass
		Name "META"
		Tags { "IGNOREPROJECTOR" = "False" "LIGHTMODE" = "META" "QUEUE" = "Geometry" "RenderType" = "Transparent" }
		Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
		Cull Off
Fallback "Diffuse"
"proximity/2way/EmissionDiffuse" (Assets/Resources/shaders/proximity/proximity 2way/2way - EmissionDiffuse.shader) #
_nearDiffuse  ("_nearDiffuse",  2D   ) = "black" {}
_farDiffuse   ("_farDiffuse",   2D   ) = "black" {}
_nearEmission ("_nearEmission", 2D   ) = "black" {}
_farEmission  ("_farEmission",  2D   ) = "black" {}
_nearDistance ("_nearDistance", Float) = 10
_farDistance  ("_farDistance",  Float) = 20
SubShader
	Tags { "IGNOREPROJECTOR" = "False" "QUEUE" = "Geometry" "RenderType" = "Opaque" }
	Pass
		Tags { "IGNOREPROJECTOR" = "False" "QUEUE" = "Geometry" "RenderType" = "Opaque" }
Fallback "Diffuse"
"proximity/2way/SpecularBumpDiffuse" (Assets/Resources/shaders/proximity/proximity 2way/2way - SpecularBumpDiffuse.shader) #
_nearDiffuse  ("_nearDiffuse",  2D   ) = "black" {}
_farDiffuse   ("_farDiffuse",   2D   ) = "black" {}
_nearNormal   ("_nearNormal",   2D   ) = "black" {}
_farNormal    ("_farNormal",    2D   ) = "black" {}
_nearSpecular ("_nearSpecular", 2D   ) = "black" {}
_farSpecular  ("_farSpecular",  2D   ) = "black" {}
_nearDistance ("_nearDistance", Float) = 10
_farDistance  ("_farDistance",  Float) = 20
SubShader
	Tags { "IGNOREPROJECTOR" = "False" "QUEUE" = "Geometry" "RenderType" = "Opaque" }
	Pass
		Tags { "IGNOREPROJECTOR" = "False" "QUEUE" = "Geometry" "RenderType" = "Opaque" }
Fallback "proximity/2way/BumpDiffuse"
"proximity/2way/SpecularEmisionBumpDiffuse" (Assets/Resources/shaders/proximity/proximity 2way/2way - EmissionBumpDiffuse.shader) #
_nearDiffuse  ("_nearDiffuse",  2D   ) = "black" {}
_farDiffuse   ("_farDiffuse",   2D   ) = "black" {}
_nearNormal   ("_nearNormal",   2D   ) = "black" {}
_farNormal    ("_farNormal",    2D   ) = "black" {}
_nearEmission ("_nearEmission", 2D   ) = "black" {}
_farEmission  ("_farEmission",  2D   ) = "black" {}
_nearDistance ("_nearDistance", Float) = 10
_farDistance  ("_farDistance",  Float) = 20
SubShader
	Tags { "IGNOREPROJECTOR" = "False" "QUEUE" = "Geometry" "RenderType" = "Opaque" }
	Pass
		Tags { "IGNOREPROJECTOR" = "False" "QUEUE" = "Geometry" "RenderType" = "Opaque" }
Fallback "proximity/2way/EmissionDiffuse"
"proximity/3way/3EmissionBumpDiffuse" (Assets/Resources/shaders/proximity/proximity 3way/3way - 3EmissionBumpDiffuse.shader) #
_nearEmission     ("_nearEmission",     2D   ) = "black" {}
_midEmission      ("_midEmission",      2D   ) = "black" {}
_farEmission      ("_farEmission",      2D   ) = "black" {}
_normalMap        ("_normalMap",        2D   ) = "black" {}
_diffuse          ("_diffuse",          2D   ) = "black" {}
_nearDistance     ("_nearDistance",     Float) = 10
_midStartDistance ("_midStartDistance", Float) = 20
_midEndDistance   ("_midEndDistance",   Float) = 30
_farDistance      ("_farDistance",      Float) = 40
SubShader
	Tags { "IGNOREPROJECTOR" = "False" "QUEUE" = "Geometry" "RenderType" = "Opaque" }
	Pass
		Tags { "IGNOREPROJECTOR" = "False" "QUEUE" = "Geometry" "RenderType" = "Opaque" }
Fallback "proximity/2way/2EmissionDiffuse"
"proximity/3way/Color" (Assets/Resources/shaders/proximity/proximity 3way/3way - Color.shader) #
_nearColor        ("_nearColor",        Vector) = (0.972028,1,0,1)
_midColor         ("_midColor",         Vector) = (1,0,0,1)
_farColor         ("_farColor",         Vector) = (0,0.1188812,1,1)
_nearDistance     ("_nearDistance",     Float ) = 10
_midStartDistance ("_midStartDistance", Float ) = 20
_midEndDistance   ("_midEndDistance",   Float ) = 30
_farDistance      ("_farDistance",      Float ) = 40
SubShader
	Tags { "IGNOREPROJECTOR" = "False" "QUEUE" = "Geometry" "RenderType" = "Opaque" }
	Pass
		Name "FORWARD"
		Tags { "IGNOREPROJECTOR" = "False" "LIGHTMODE" = "FORWARDBASE" "QUEUE" = "Geometry" "RenderType" = "Opaque" "SHADOWSUPPORT" = "true" }
	Pass
		Name "FORWARD"
		Tags { "IGNOREPROJECTOR" = "False" "LIGHTMODE" = "FORWARDADD" "QUEUE" = "Geometry" "RenderType" = "Opaque" }
		Blend One One, One One
		ZWrite Off
	Pass
		Name "PREPASS"
		Tags { "IGNOREPROJECTOR" = "False" "LIGHTMODE" = "PREPASSBASE" "QUEUE" = "Geometry" "RenderType" = "Opaque" }
	Pass
		Name "PREPASS"
		Tags { "IGNOREPROJECTOR" = "False" "LIGHTMODE" = "PREPASSFINAL" "QUEUE" = "Geometry" "RenderType" = "Opaque" }
		ZWrite Off
	Pass
		Name "META"
		Tags { "IGNOREPROJECTOR" = "False" "LIGHTMODE" = "META" "QUEUE" = "Geometry" "RenderType" = "Opaque" }
		Cull Off
Fallback "proximity/2way/Color"
"proximity/3way/Specular3EmissionDiffuse" (Assets/Resources/shaders/proximity/proximity 3way/3way - Specular3EmissionDiffuse.shader) #
_diffuse          ("_diffuse",          2D   ) = "black" {}
_nearEmission     ("_nearEmission",     2D   ) = "black" {}
_midEmission      ("_midEmission",      2D   ) = "black" {}
_farEmission      ("_farEmission",      2D   ) = "black" {}
_specular         ("_specular",         2D   ) = "black" {}
_nearDistance     ("_nearDistance",     Float) = 10
_midStartDistance ("_midStartDistance", Float) = 20
_midEndDistance   ("_midEndDistance",   Float) = 30
_farDistance      ("_farDistance",      Float) = 40
SubShader
	Tags { "IGNOREPROJECTOR" = "False" "QUEUE" = "Geometry" "RenderType" = "Opaque" }
	Pass
		Tags { "IGNOREPROJECTOR" = "False" "QUEUE" = "Geometry" "RenderType" = "Opaque" }
Fallback "proximity/2way/2EmissionDiffuse"
"proximity/3way/SpecularBump3Diffuse" (Assets/Resources/shaders/proximity/proximity 3way/3way - SpecularBump3Diffuse.shader) #
_nearTexture      ("_nearTexture",      2D   ) = "black" {}
_midTexture       ("_midTexture",       2D   ) = "black" {}
_farTexture       ("_farTexture",       2D   ) = "black" {}
_normalMap        ("_normalMap",        2D   ) = "black" {}
_specularMap      ("_specularMap",      2D   ) = "black" {}
_nearDistance     ("_nearDistance",     Float) = 10
_midStartDistance ("_midStartDistance", Float) = 20
_midEndDistance   ("_midEndDistance",   Float) = 30
_farDistance      ("_farDistance",      Float) = 40
SubShader
	Tags { "IGNOREPROJECTOR" = "False" "QUEUE" = "Geometry" "RenderType" = "Opaque" }
	Pass
		Tags { "IGNOREPROJECTOR" = "False" "QUEUE" = "Geometry" "RenderType" = "Opaque" }
Fallback "proximity/2way/Diffuse"
"proximity/3way/SpecularEmissionBumpDiffuse" (Assets/Resources/shaders/proximity/proximity 3way/3way - Specular3EmissionBumpDiffuse.shader) #
_nearEmission     ("_nearEmission",     2D   ) = "black" {}
_midEmission      ("_midEmission",      2D   ) = "black" {}
_farEmission      ("_farEmission",      2D   ) = "black" {}
_normalMap        ("_normalMap",        2D   ) = "black" {}
_specularMap      ("_specularMap",      2D   ) = "black" {}
_diffuse          ("_diffuse",          2D   ) = "black" {}
_nearDistance     ("_nearDistance",     Float) = 10
_midStartDistance ("_midStartDistance", Float) = 20
_midEndDistance   ("_midEndDistance",   Float) = 30
_farDistance      ("_farDistance",      Float) = 40
SubShader
	Tags { "IGNOREPROJECTOR" = "False" "QUEUE" = "Geometry" "RenderType" = "Opaque" }
	Pass
		Tags { "IGNOREPROJECTOR" = "False" "QUEUE" = "Geometry" "RenderType" = "Opaque" }
Fallback "proximity/2way/2EmissionDiffuse"
"Proximity2ColorAlpha" (Assets/Resources/shaders/proximity/proximity 1way/proximity2coloralpha.shader) #
_Color         ("_Color",         Vector) = (1,1,1,1)
_FullDistance  ("_FullDistance",  Float ) = 10
_StartDistance ("_StartDistance", Float ) = 20
SubShader
	Tags { "QUEUE" = "Transparent" }
	Pass
		Tags { "QUEUE" = "Transparent" }
		Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
Fallback "Vertex color unlit"
"proximity_2way_Color" (Assets/Resources/shaders/proximity/proximity 2way/2way - Color.shader) #
_nearColor    ("_nearColor",    Vector) = (0.9850746,0,0,1)
_farColor     ("_farColor",     Vector) = (0.00980173,0.6567164,0.6024298,1)
_nearDistance ("_nearDistance", Float ) = 10
_farDistance  ("_farDistance",  Float ) = 20
SubShader
	Tags { "QUEUE" = "Transparent" }
	Pass
		Tags { "QUEUE" = "Transparent" }
		Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
Fallback "Vertex color unlit"
"ProximityEmissionVertexColor" (Assets/Resources/shaders/proximity/proximity 1way/proximityemissionvertexcolor.shader) #
_Color         ("_Color",         Vector) = (1,1,1,1)
_FullDistance  ("_FullDistance",  Float ) = 10
_StartDistance ("_StartDistance", Float ) = 20
SubShader
	Tags { "QUEUE" = "Transparent" }
	Pass
		Tags { "QUEUE" = "Transparent" }
		Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
Fallback "Vertex color unlit"
"PsychoBuilding" (Assets/Resources/shaders/psychobuilding.shader) #
_MainTex ("Texture", 2D) = "white" {}
SubShader
	Pass
		Blend Zero SrcColor, Zero SrcColor
"PsychoBuilding2" (Assets/Resources/shaders/psychobuilding2.shader) #
_MainTex ("Texture", 2D) = "white" {}
SubShader
	Pass
		Blend Zero SrcColor, Zero SrcColor
"Rim Light" (Assets/Resources/shaders/rim light.shader) #
_Color    ("Main Color", Vector) = (1,1,1,1)
_RimColor ("Rim Color",  Vector) = (1,1,1,1)
_MainTex  ("Base (RGB)", 2D    ) = "white" {}
SubShader
	Pass
"Rim Light Pixelate" (Assets/Resources/shaders/rim light pixelate.shader) #
_Color      ("Main Color", Vector) = (1,1,1,1)
_RimColor   ("Rim Color",  Vector) = (1,1,1,1)
_MainTex    ("Base (RGB)", 2D    ) = "white" {}
_Scale      ("Scale",      Float ) = 8
_Brightness ("Brightness", Float ) = 1
SubShader
	Pass
"RimLight" (Assets/Resources/shaders/rimlight.shader) #
_Color    ("Main Color", Vector) = (1,1,1,1)
_RimColor ("Rim Color",  Vector) = (1,1,1,1)
_MainTex  ("Base (RGB)", 2D    ) = "white" {}
SubShader
	Pass
"RimLightAdd" (Assets/Resources/shaders/rimlightadd.shader) #
_Color    ("Main Color", Vector) = (1,1,1,1)
_RimColor ("Rim Color",  Vector) = (1,1,1,1)
_MainTex  ("Base (RGB)", 2D    ) = "white" {}
SubShader
	Pass
		Blend SrcAlpha One, SrcAlpha One
"RimLightHatched" (Assets/Resources/shaders/rimlighthatched.shader) #
_Threshold ("Render Threshold", Float ) = 0.3
_Color     ("Main Color",       Vector) = (1,1,1,1)
_RimColor  ("Rim Color",        Vector) = (1,1,1,1)
_MainTex   ("Base (RGB)",       2D    ) = "white" {}
SubShader
	Pass
		Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
"RimLightHatchedDark" (Assets/Resources/shaders/rimlighthatcheddark.shader) #
_Threshold ("Render Threshold", Float ) = 0.3
_Color     ("Main Color",       Vector) = (1,1,1,1)
_RimColor  ("Rim Color",        Vector) = (1,1,1,1)
_MainTex   ("Base (RGB)",       2D    ) = "white" {}
SubShader
	Pass
"RimLightHatchedDriver" (Assets/Resources/shaders/rimlighthatcheddriver.shader) #
_Threshold ("Render Threshold", Float ) = 0.3
_Color     ("Main Color",       Vector) = (1,1,1,1)
_RimColor  ("Rim Color",        Vector) = (1,1,1,1)
_MainTex   ("Base (RGB)",       2D    ) = "white" {}
SubShader
	Pass
		Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
"RimLightHatchedSurfer" (Assets/Resources/shaders/rimlighthatchedsurfer.shader) #
_Threshold ("Render Threshold", Float ) = 0.3
_Color     ("Main Color",       Vector) = (1,1,1,1)
_RimColor  ("Rim Color",        Vector) = (1,1,1,1)
_MainTex   ("Base (RGB)",       2D    ) = "white" {}
SubShader
	Pass
		Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
"RimLightHatchedSurferExternal" (Assets/Resources/shaders/rimlighthatchedsurferexternal.shader) #
_Threshold ("Render Threshold", Float ) = 0.3
_Color     ("Main Color",       Vector) = (1,1,1,1)
_RimColor  ("Rim Color",        Vector) = (1,1,1,1)
_MainTex   ("Base (RGB)",       2D    ) = "white" {}
SubShader
	Pass
		Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
"RimLightHatchedSurferRight" (Assets/Resources/shaders/rimlighthatchedsurferright.shader) #
_Threshold ("Render Threshold", Float ) = 0.3
_Color     ("Main Color",       Vector) = (1,1,1,1)
_RimColor  ("Rim Color",        Vector) = (1,1,1,1)
_MainTex   ("Base (RGB)",       2D    ) = "white" {}
SubShader
	Pass
		Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
"RimLightMeteorDist" (Assets/Resources/shaders/rimlightmeteordist.shader) #
_Color           ("Main Color",       Vector) = (1,1,1,1)
_RimColor        ("Rim Color",        Vector) = (1,1,1,1)
_MainTex         ("Base (RGB)",       2D    ) = "white" {}
maxRimDist       ("maxRimDist",       Float ) = 4
maxRimBrightness ("maxRimBrightness", Float ) = 1.5
SubShader
	Pass
"RimLightMeteorDist_ShadowCaster" (Assets/Resources/shaders/rimlightmeteordist_shadowcaster.shader) #
_Color           ("Main Color",       Vector) = (1,1,1,1)
_RimColor        ("Rim Color",        Vector) = (1,1,1,1)
_MainTex         ("Base (RGB)",       2D    ) = "white" {}
maxRimDist       ("maxRimDist",       Float ) = 4
maxRimBrightness ("maxRimBrightness", Float ) = 1.5
SubShader
	Pass
	Pass
		Name "CASTER"
		Tags { "LIGHTMODE" = "SHADOWCASTER" }
		ZTest Less
		Cull Off
"shagga" (Assets/Resources/shaders/shagga.shader) #
iPrimaryColor     ("PrimaryColor",      Vector) = (1,1,1,1)
iFloorHeight      ("FloorHeight",       Float ) = -11
iIntensity        ("Intensity",         Float ) = 0.5
iIntensityTime    ("IntensityTime",     Float ) = 0.5
iTrackTex         ("Track Shape",       2D    ) = "" {}
iFractRotCalm     ("FractRotCalm",      Float ) = 2.06
iFractRotIntense  ("FractRotIntense",   Float ) = 8.4
tubePosCalm       ("tubePosCalm",       Vector) = (-0.35,-0.01,0,0)
tubePosIntense    ("tubePosIntense",    Vector) = (0.34,-0.22,0,0)
finnesse          ("finnesse",          Float ) = 0.12
brightness        ("brightness",        Float ) = 0.9
gamma             ("gamma",             Float ) = 1.15
saturation        ("saturation",        Float ) = 0.95
iTrackNodes       ("Track Shape",       2D    ) = "" {}
iTrackColors      ("Track Colors",      2D    ) = "" {}
iNumTrackNodes    ("Num Track Nodes",   Float ) = 2048
trackOffset       ("trackOffset",       Vector) = (0,-5.54,0,0)
progressionScaler ("progressionScaler", Float ) = 1
closeThreshold    ("closeThreshold",    Float ) = 0
cameraTrackOffset ("cameraTrackOffset", Float ) = 0
DETAIL            ("DETAIL",            Float ) = 0.004
iFloat            ("iFloat",            Float ) = 1
scale             ("scale",             Vector) = (1,1,1,0)
qThresh           ("qThresh",           Float ) = -1.83
yFactor           ("yFactor",           Float ) = 0.71
ySplit            ("ySplit",            Float ) = 0
qFactor           ("qFactor",           Float ) = 17.15
maxY              ("maxY",              Float ) = 5
roadAlpha         ("roadAlpha",         Float ) = 0.68
iTrackIntensities ("Track Intensities", 2D    ) = "" {}
iFract1           ("Fract1",            Vector) = (20,2.2,2,2.59)
iFract2           ("Fract2",            Vector) = (0.02,-2,-2.02,-0.5)
LIGHTDIR          ("LIGHTDIR",          Vector) = (0,-1,0,0)
SubShader
	Tags { "QUEUE" = "Geometry+1" }
	Pass
		Tags { "QUEUE" = "Geometry+1" }
		Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
"shaggafold" (Assets/Resources/shaders/shaggafold.shader) #
iPrimaryColor     ("PrimaryColor",      Vector) = (1,1,1,1)
iFloorHeight      ("FloorHeight",       Float ) = -11
iIntensity        ("Intensity",         Float ) = 0.5
iIntensityTime    ("IntensityTime",     Float ) = 0.5
iTrackTex         ("Track Shape",       2D    ) = "" {}
iFractRotCalm     ("FractRotCalm",      Float ) = 2.06
iFractRotIntense  ("FractRotIntense",   Float ) = 8.4
tubePosCalm       ("tubePosCalm",       Vector) = (-0.63,-0.06,0,0)
tubePosIntense    ("tubePosIntense",    Vector) = (0.34,-0.22,0,0)
finnesse          ("finnesse",          Float ) = 0.12
brightness        ("brightness",        Float ) = 0.9
gamma             ("gamma",             Float ) = 1.15
saturation        ("saturation",        Float ) = 0.95
iTrackNodes       ("Track Shape",       2D    ) = "" {}
iTrackColors      ("Track Colors",      2D    ) = "" {}
iNumTrackNodes    ("Num Track Nodes",   Float ) = 2048
trackOffset       ("trackOffset",       Vector) = (0,-5.54,0,0)
progressionScaler ("progressionScaler", Float ) = 1
closeThreshold    ("closeThreshold",    Float ) = 0
cameraTrackOffset ("cameraTrackOffset", Float ) = 0
DETAIL            ("DETAIL",            Float ) = 0.004
iFloat            ("iFloat",            Float ) = 1
scale             ("scale",             Vector) = (1,1,1,0)
qThresh           ("qThresh",           Float ) = -1.83
yFactor           ("yFactor",           Float ) = 0.71
ySplit            ("ySplit",            Float ) = 0
qFactor           ("qFactor",           Float ) = 17.15
maxY              ("maxY",              Float ) = 5
roadAlpha         ("roadAlpha",         Float ) = 0.68
iTrackIntensities ("Track Intensities", 2D    ) = "" {}
iFract1           ("Fract1",            Vector) = (20,2.2,2,2.59)
iFract2           ("Fract2",            Vector) = (0.02,-2.38,-2.02,-0.5)
LIGHTDIR          ("LIGHTDIR",          Vector) = (0,-1,0,0)
SubShader
	Tags { "QUEUE" = "Geometry+1" }
	Pass
		Tags { "QUEUE" = "Geometry+1" }
		Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
"SimpleGrabPassBlur" (Assets/Resources/simplegrabpassblur.shader) #
_Color ("Main Color", Vector      ) = (1,1,1,1)
_Size  ("Size",       Range(0, 20)) = 1
SubShader
	Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "Opaque" }
	GrabPass
	Pass
		Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "ALWAYS" "QUEUE" = "Transparent" "RenderType" = "Opaque" }
	GrabPass
	Pass
		Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "ALWAYS" "QUEUE" = "Transparent" "RenderType" = "Opaque" }
"Skybox_NoAlpha" (Assets/Resources/shaders/skybox_noalpha.shader) #
                _Tint     ("Tint Color",         Vector       ) = (0.5,0.5,0.5,0.5)
[Gamma]         _Exposure ("Exposure",           Range(0, 8)  ) = 1
                _Rotation ("Rotation",           Range(0, 360)) = 0
[NoScaleOffset] _FrontTex ("Front [+Z]   (HDR)", 2D           ) = "grey" {}
[NoScaleOffset] _BackTex  ("Back [-Z]   (HDR)",  2D           ) = "grey" {}
[NoScaleOffset] _LeftTex  ("Left [+X]   (HDR)",  2D           ) = "grey" {}
[NoScaleOffset] _RightTex ("Right [-X]   (HDR)", 2D           ) = "grey" {}
[NoScaleOffset] _UpTex    ("Up [+Y]   (HDR)",    2D           ) = "grey" {}
[NoScaleOffset] _DownTex  ("Down [-Y]   (HDR)",  2D           ) = "grey" {}
SubShader
	Tags { "PreviewType" = "Skybox" "QUEUE" = "Background" "RenderType" = "Background" }
	Pass
		Tags { "PreviewType" = "Skybox" "QUEUE" = "Background" "RenderType" = "Background" }
		ZWrite Off
		Cull Off
	Pass
		Tags { "PreviewType" = "Skybox" "QUEUE" = "Background" "RenderType" = "Background" }
		ZWrite Off
		Cull Off
	Pass
		Tags { "PreviewType" = "Skybox" "QUEUE" = "Background" "RenderType" = "Background" }
		ZWrite Off
		Cull Off
	Pass
		Tags { "PreviewType" = "Skybox" "QUEUE" = "Background" "RenderType" = "Background" }
		ZWrite Off
		Cull Off
	Pass
		Tags { "PreviewType" = "Skybox" "QUEUE" = "Background" "RenderType" = "Background" }
		ZWrite Off
		Cull Off
	Pass
		Tags { "PreviewType" = "Skybox" "QUEUE" = "Background" "RenderType" = "Background" }
		ZWrite Off
		Cull Off
"Skyscreen/Manifold5" (Assets/Resources/shaders/Manifold5.shader) #
iPrimaryColor      ("PrimaryColor",       Vector) = (1,1,1,1)
iFloorHeight       ("FloorHeight",        Float ) = -11
iIntensity         ("Intensity",          Float ) = 0.5
iIntensityTime     ("IntensityTime",      Float ) = 0.5
iTrackTex          ("Track Shape",        2D    ) = "" {}
iFractRotCalm      ("FractRotCalm",       Float ) = 5.71
iFractRotIntense   ("FractRotIntense",    Float ) = 5.81
tubePosCalm        ("tubePosCalm",        Vector) = (0.51,-0.21,0,0)
tubePosIntense     ("tubePosIntense",     Vector) = (0.34,-0.22,0,0)
finnesse           ("finnesse",           Float ) = 0.56
brightness         ("brightness",         Float ) = 0.9
gamma              ("gamma",              Float ) = 1.15
saturation         ("saturation",         Float ) = 0.95
iTrackNodes        ("Track Shape",        2D    ) = "" {}
iTrackColors       ("Track Colors",       2D    ) = "" {}
iNumTrackNodes     ("Num Track Nodes",    Float ) = 2048
trackOffset        ("trackOffset",        Vector) = (0,-5.54,0,0)
progressionScaler  ("progressionScaler",  Float ) = 1
closeThreshold     ("closeThreshold",     Float ) = 0
cameraTrackOffset  ("cameraTrackOffset",  Float ) = 0
DETAIL             ("DETAIL",             Float ) = 0.014
iFloat             ("iFloat",             Float ) = 1
scale              ("scale",              Vector) = (2.47,2.14,3,0)
qThresh            ("qThresh",            Float ) = -1.83
yFactor            ("yFactor",            Float ) = 0.71
ySplit             ("ySplit",             Float ) = 0
qFactor            ("qFactor",            Float ) = 17.15
maxY               ("maxY",               Float ) = 5
roadAlpha          ("roadAlpha",          Float ) = 0.68
iTrackIntensities  ("Track Intensities",  2D    ) = "" {}
fullDetailDistance ("fullDetailDistance", Float ) = 6
detailFalloff      ("detailFalloff",      Float ) = 0.4
distantDetail      ("distantDetail",      Float ) = 0.04
xthresh            ("xthresh",            Float ) = 0.5
SubShader
	Tags { "QUEUE" = "Geometry+1" }
	Pass
		Tags { "QUEUE" = "Geometry+1" }
		Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
"Skyscreen/Manifold5_RailTestScene" (Assets/Shader/SkyscreenManifold5_RailTestScene.shader) #
iPrimaryColor      ("PrimaryColor",       Vector) = (1,1,1,1)
iFloorHeight       ("FloorHeight",        Float ) = -11
iIntensity         ("Intensity",          Float ) = 0.5
iIntensityTime     ("IntensityTime",      Float ) = 0.5
iTrackTex          ("Track Shape",        2D    ) = "" {}
iFractRotCalm      ("FractRotCalm",       Float ) = 5.71
iFractRotIntense   ("FractRotIntense",    Float ) = 5.81
tubePosCalm        ("tubePosCalm",        Vector) = (0.51,-0.21,0,0)
tubePosIntense     ("tubePosIntense",     Vector) = (0.34,-0.22,0,0)
finnesse           ("finnesse",           Float ) = 0.56
brightness         ("brightness",         Float ) = 0.9
gamma              ("gamma",              Float ) = 1.15
saturation         ("saturation",         Float ) = 0.95
iTrackNodes        ("Track Shape",        2D    ) = "" {}
iTrackColors       ("Track Colors",       2D    ) = "" {}
iNumTrackNodes     ("Num Track Nodes",    Float ) = 2048
trackOffset        ("trackOffset",        Vector) = (0,-5.54,0,0)
progressionScaler  ("progressionScaler",  Float ) = 1
closeThreshold     ("closeThreshold",     Float ) = 0
cameraTrackOffset  ("cameraTrackOffset",  Float ) = 0
DETAIL             ("DETAIL",             Float ) = 0.014
iFloat             ("iFloat",             Float ) = 1
scale              ("scale",              Vector) = (2.47,2.14,3,0)
qThresh            ("qThresh",            Float ) = -1.83
yFactor            ("yFactor",            Float ) = 0.71
ySplit             ("ySplit",             Float ) = 0
qFactor            ("qFactor",            Float ) = 17.15
maxY               ("maxY",               Float ) = 5
roadAlpha          ("roadAlpha",          Float ) = 0.68
iTrackIntensities  ("Track Intensities",  2D    ) = "" {}
fullDetailDistance ("fullDetailDistance", Float ) = 6
detailFalloff      ("detailFalloff",      Float ) = 0.4
distantDetail      ("distantDetail",      Float ) = 0.04
xthresh            ("xthresh",            Float ) = 0.5
SubShader
	Tags { "QUEUE" = "Geometry+1" }
	Pass
		Tags { "QUEUE" = "Geometry+1" }
		Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
"Skyscreen/Manifold5_road" (Assets/Resources/shaders/Manifold5_road.shader) #
iPrimaryColor      ("PrimaryColor",       Vector) = (1,1,1,1)
iFloorHeight       ("FloorHeight",        Float ) = -11
iIntensity         ("Intensity",          Float ) = 0.5
iIntensityTime     ("IntensityTime",      Float ) = 0.5
iTrackTex          ("Track Shape",        2D    ) = "" {}
iFractRotCalm      ("FractRotCalm",       Float ) = -1.83
iFractRotIntense   ("FractRotIntense",    Float ) = 5.81
tubePosCalm        ("tubePosCalm",        Vector) = (0.51,-0.4,0,0)
tubePosIntense     ("tubePosIntense",     Vector) = (0.51,-0.18,0,0)
finnesse           ("finnesse",           Float ) = 0.08
brightness         ("brightness",         Float ) = 0.9
gamma              ("gamma",              Float ) = 1.15
saturation         ("saturation",         Float ) = 0.95
iTrackNodes        ("Track Shape",        2D    ) = "" {}
iTrackColors       ("Track Colors",       2D    ) = "" {}
iNumTrackNodes     ("Num Track Nodes",    Float ) = 2048
trackOffset        ("trackOffset",        Vector) = (0,-5.53,0,0)
progressionScaler  ("progressionScaler",  Float ) = 1
closeThreshold     ("closeThreshold",     Float ) = 0
cameraTrackOffset  ("cameraTrackOffset",  Float ) = 0
DETAIL             ("DETAIL",             Float ) = 0.014
iFloat             ("iFloat",             Float ) = 1
scale              ("scale",              Vector) = (2.13,2.17,3,0)
qThresh            ("qThresh",            Float ) = -1.83
yFactor            ("yFactor",            Float ) = 0.71
ySplit             ("ySplit",             Float ) = 0
qFactor            ("qFactor",            Float ) = 17.15
maxY               ("maxY",               Float ) = 5
roadAlpha          ("roadAlpha",          Float ) = 0.68
iTrackIntensities  ("Track Intensities",  2D    ) = "" {}
iFract1            ("Fract1",             Vector) = (2,2,2,2.5)
iFract2            ("Fract2",             Vector) = (0.08,1.2,0.5,-0.5)
fullDetailDistance ("fullDetailDistance", Float ) = 6
detailFalloff      ("detailFalloff",      Float ) = 0.23
distantDetail      ("distantDetail",      Float ) = 0.03
zFixMult           ("zFixMult",           Float ) = 1
zFixSub            ("zFixSub",            Float ) = 0
SubShader
	Tags { "QUEUE" = "Geometry+1" }
	Pass
		Tags { "QUEUE" = "Geometry+1" }
		Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
Fallback "Diffuse"
"Skyscreen/Manifold5_road_railtestscene" (Assets/Shader/SkyscreenManifold5_road_railtestscene.shader) #
iPrimaryColor      ("PrimaryColor",       Vector) = (1,1,1,1)
iFloorHeight       ("FloorHeight",        Float ) = -11
iIntensity         ("Intensity",          Float ) = 0.5
iIntensityTime     ("IntensityTime",      Float ) = 0.5
iTrackTex          ("Track Shape",        2D    ) = "" {}
iFractRotCalm      ("FractRotCalm",       Float ) = -1.83
iFractRotIntense   ("FractRotIntense",    Float ) = 5.81
tubePosCalm        ("tubePosCalm",        Vector) = (0.51,-0.4,0,0)
tubePosIntense     ("tubePosIntense",     Vector) = (0.51,-0.18,0,0)
finnesse           ("finnesse",           Float ) = 0.08
brightness         ("brightness",         Float ) = 0.9
gamma              ("gamma",              Float ) = 1.15
saturation         ("saturation",         Float ) = 0.95
iTrackNodes        ("Track Shape",        2D    ) = "" {}
iTrackColors       ("Track Colors",       2D    ) = "" {}
iNumTrackNodes     ("Num Track Nodes",    Float ) = 2048
trackOffset        ("trackOffset",        Vector) = (0,-5.53,0,0)
progressionScaler  ("progressionScaler",  Float ) = 1
closeThreshold     ("closeThreshold",     Float ) = 0
cameraTrackOffset  ("cameraTrackOffset",  Float ) = 0
DETAIL             ("DETAIL",             Float ) = 0.014
iFloat             ("iFloat",             Float ) = 1
scale              ("scale",              Vector) = (2.13,2.17,3,0)
qThresh            ("qThresh",            Float ) = -1.83
yFactor            ("yFactor",            Float ) = 0.71
ySplit             ("ySplit",             Float ) = 0
qFactor            ("qFactor",            Float ) = 17.15
maxY               ("maxY",               Float ) = 5
roadAlpha          ("roadAlpha",          Float ) = 0.68
iTrackIntensities  ("Track Intensities",  2D    ) = "" {}
iFract1            ("Fract1",             Vector) = (2,2,2,2.5)
iFract2            ("Fract2",             Vector) = (0.08,1.2,0.5,-0.5)
fullDetailDistance ("fullDetailDistance", Float ) = 6
detailFalloff      ("detailFalloff",      Float ) = 0.23
distantDetail      ("distantDetail",      Float ) = 0.03
SubShader
	Tags { "QUEUE" = "Geometry+1" }
	Pass
		Tags { "QUEUE" = "Geometry+1" }
		Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
Fallback "Diffuse"
"Skyscreen/Manifold5_wakeboard3" (Assets/Resources/shaders/Manifold5_wakeboard3.shader) #
iPrimaryColor     ("PrimaryColor",      Vector) = (1,1,1,1)
iFloorHeight      ("FloorHeight",       Float ) = -11
iIntensity        ("Intensity",         Float ) = 0.5
iIntensityTime    ("IntensityTime",     Float ) = 0.5
iTrackTex         ("Track Shape",       2D    ) = "" {}
iFractRotCalm     ("FractRotCalm",      Float ) = 10.72
iFractRotIntense  ("FractRotIntense",   Float ) = 5.81
tubePosCalm       ("tubePosCalm",       Vector) = (-0.16,-0.09,0,1)
tubePosIntense    ("tubePosIntense",    Vector) = (0.42,-0.09,0,0)
finnesse          ("finnesse",          Float ) = 0.03
brightness        ("brightness",        Float ) = 0.9
gamma             ("gamma",             Float ) = 1.15
saturation        ("saturation",        Float ) = 0.95
iTrackNodes       ("Track Shape",       2D    ) = "" {}
iTrackColors      ("Track Colors",      2D    ) = "" {}
iNumTrackNodes    ("Num Track Nodes",   Float ) = 2048
trackOffset       ("trackOffset",       Vector) = (-31.97,1.38,0,0)
progressionScaler ("progressionScaler", Float ) = 1
closeThreshold    ("closeThreshold",    Float ) = 0
cameraTrackOffset ("cameraTrackOffset", Float ) = 0
DETAIL            ("DETAIL",            Float ) = 0.004
iFloat            ("iFloat",            Float ) = 1
scale             ("scale",             Vector) = (8,8,3,0)
qThresh           ("qThresh",           Float ) = 5
yFactor           ("yFactor",           Float ) = 0.71
ySplit            ("ySplit",            Float ) = 0
qFactor           ("qFactor",           Float ) = 17.15
maxY              ("maxY",              Float ) = 5
roadAlpha         ("roadAlpha",         Float ) = 0.68
iTrackIntensities ("Track Intensities", 2D    ) = "" {}
iFixedColor       ("FixedColor",        Vector) = (0.121,0.45,0.78,1)
SubShader
	Tags { "QUEUE" = "Geometry+1" }
	Pass
		Tags { "QUEUE" = "Geometry+1" }
Fallback "Diffuse"
"Skyscreen/Manifold5_wakeboard3TpRail" (Assets/Resources/shaders/Manifold5_wakeboard3TpRail.shader) #
iPrimaryColor     ("PrimaryColor",      Vector) = (1,1,1,1)
iFloorHeight      ("FloorHeight",       Float ) = -11
iIntensity        ("Intensity",         Float ) = 0.5
iIntensityTime    ("IntensityTime",     Float ) = 0.5
iTrackTex         ("Track Shape",       2D    ) = "" {}
iFractRotCalm     ("FractRotCalm",      Float ) = 10.72
iFractRotIntense  ("FractRotIntense",   Float ) = 5.81
tubePosCalm       ("tubePosCalm",       Vector) = (0.7,-0.09,0,1)
tubePosIntense    ("tubePosIntense",    Vector) = (-0.08,-0.09,0,0)
finnesse          ("finnesse",          Float ) = 0.03
brightness        ("brightness",        Float ) = 0.9
gamma             ("gamma",             Float ) = 1.15
saturation        ("saturation",        Float ) = 0.95
iTrackNodes       ("Track Shape",       2D    ) = "" {}
iTrackColors      ("Track Colors",      2D    ) = "" {}
iNumTrackNodes    ("Num Track Nodes",   Float ) = 2048
trackOffset       ("trackOffset",       Vector) = (-31.97,1.38,0,0)
progressionScaler ("progressionScaler", Float ) = 1
closeThreshold    ("closeThreshold",    Float ) = 0
cameraTrackOffset ("cameraTrackOffset", Float ) = 0
DETAIL            ("DETAIL",            Float ) = 0.004
iFloat            ("iFloat",            Float ) = 1
scale             ("scale",             Vector) = (4,4,3,0)
qThresh           ("qThresh",           Float ) = 5
yFactor           ("yFactor",           Float ) = 0.71
ySplit            ("ySplit",            Float ) = 0
qFactor           ("qFactor",           Float ) = 17.15
maxY              ("maxY",              Float ) = 5
roadAlpha         ("roadAlpha",         Float ) = 0.68
iTrackIntensities ("Track Intensities", 2D    ) = "" {}
SubShader
	Tags { "QUEUE" = "Geometry+1" }
	Pass
		Tags { "QUEUE" = "Geometry+1" }
Fallback "Diffuse"
"Skyscreen/TheGrid" (Assets/Resources/shaders/TheGrid.shader) #
iPrimaryColor      ("PrimaryColor",       Vector) = (1,1,1,1)
iFloorHeight       ("FloorHeight",        Float ) = -11
iIntensity         ("Intensity",          Float ) = 0.5
iIntensityTime     ("IntensityTime",      Float ) = 0.5
iTrigMod           ("iTrigMod",           Float ) = 9999
iMaxColorIntensity ("iMaxColorIntensity", Float ) = 100
SubShader
	Pass
Fallback "Diffuse"
"Skyscreen/TheGrid2D" (Assets/Resources/shaders/TheGrid2D.shader) #
iPrimaryColor         ("PrimaryColor",          Vector) = (1,1,1,1)
iFloorHeight          ("FloorHeight",           Float ) = -11
iIntensity            ("Intensity",             Float ) = 0.5
iIntensityTime        ("IntensityTime",         Float ) = 0.5
iTrigMod              ("iTrigMod",              Float ) = 2.67
iMaxColorIntensity    ("iMaxColorIntensity",    Float ) = 100
iScale                ("iScale",                Float ) = 3.9
iSpeedScale           ("iSpeedScale",           Float ) = 0.04
iNumLayers            ("iNumLayers",            Float ) = 5
iTimeMod              ("iTimeMod",              Float ) = 100
iSpectrumBrightness   ("iSpectrumBrightness",   Float ) = 0.2
iBackgroundBrightness ("iBackgroundBrightness", Float ) = 0.5
SubShader
	Pass
Fallback "Diffuse"
"Skyscreen/TheGrid_AudioshieldBars" (Assets/Resources/shaders/TheGrid_AudioshieldBars.shader) #
iPrimaryColor      ("PrimaryColor",       Vector) = (1,1,1,1)
iFloorHeight       ("FloorHeight",        Float ) = -11
iIntensity         ("Intensity",          Float ) = 0.5
iIntensityTime     ("IntensityTime",      Float ) = 0.5
iTrigMod           ("iTrigMod",           Float ) = 9999
iMaxColorIntensity ("iMaxColorIntensity", Float ) = 100
SubShader
	Pass
Fallback "Diffuse"
"Skyscreen/TheGridAdditive" (Assets/Resources/shaders/TheGridAdditive.shader) #
iPrimaryColor      ("PrimaryColor",       Vector) = (1,1,1,1)
iFloorHeight       ("FloorHeight",        Float ) = -11
iIntensity         ("Intensity",          Float ) = 0.5
iIntensityTime     ("IntensityTime",      Float ) = 0.5
iTrigMod           ("iTrigMod",           Float ) = 9999
iMaxColorIntensity ("iMaxColorIntensity", Float ) = 100
iHorizonUp         ("Horizon Up",         Vector) = (0,1,0,0)
SubShader
	Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "Transparent" }
	Pass
		Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "Transparent" }
		Blend One OneMinusSrcColor, One OneMinusSrcColor
		ColorMask RGB -1
		ZWrite Off
		Cull Off
Fallback "Diffuse"
"Skyscreen/TheGridSky" (Assets/Resources/shaders/TheGridSky.shader) #
iPrimaryColor  ("PrimaryColor",  Vector) = (1,1,1,1)
iFloorHeight   ("FloorHeight",   Float ) = -11
iIntensity     ("Intensity",     Float ) = 0.5
iIntensityTime ("IntensityTime", Float ) = 0.5
iCeilingHeight ("CeilingHeight", Float ) = 111
iTrigMod       ("iTrigMod",      Float ) = 9999
SubShader
	Pass
Fallback "Diffuse"
"Skyscreen/TheGridSky" (Assets/Resources/shaders/TheGridSkyMono.shader) #
iPrimaryColor  ("PrimaryColor",  Vector) = (1,1,1,1)
iFloorHeight   ("FloorHeight",   Float ) = -11
iIntensity     ("Intensity",     Float ) = 0.5
iIntensityTime ("IntensityTime", Float ) = 0.5
iCeilingHeight ("CeilingHeight", Float ) = 111
iTrigMod       ("iTrigMod",      Float ) = 9999
SubShader
	Pass
Fallback "Diffuse"
"Skyscreen/TheGridSky_min" (Assets/Resources/shaders/TheGridSky_min.shader) #
iPrimaryColor  ("PrimaryColor",  Vector) = (1,1,1,1)
iFloorHeight   ("FloorHeight",   Float ) = -11
iIntensity     ("Intensity",     Float ) = 0.5
iIntensityTime ("IntensityTime", Float ) = 0.5
iCeilingHeight ("CeilingHeight", Float ) = 111
iTrigMod       ("iTrigMod",      Float ) = 9999
SubShader
	Pass
Fallback "Diffuse"
"Skyscreen/TheGridSkyBlue" (Assets/Resources/shaders/TheGridSkyBlue.shader) #
iPrimaryColor  ("PrimaryColor",  Vector) = (1,1,1,1)
iFloorHeight   ("FloorHeight",   Float ) = -11
iIntensity     ("Intensity",     Float ) = 0.5
iIntensityTime ("IntensityTime", Float ) = 0.5
iCeilingHeight ("CeilingHeight", Float ) = 111
iSkyColor      ("SkyColor",      Vector) = (0.121,0.45,0.78,1)
iTrigMod       ("iTrigMod",      Float ) = 9999
SubShader
	Pass
Fallback "Diffuse"
"Skyscreen/TheGridSkyBlue_min" (Assets/Resources/shaders/TheGridSkyBlue_min.shader) #
iPrimaryColor  ("PrimaryColor",  Vector) = (1,1,1,1)
iFloorHeight   ("FloorHeight",   Float ) = -11
iIntensity     ("Intensity",     Float ) = 0.5
iIntensityTime ("IntensityTime", Float ) = 0.5
iCeilingHeight ("CeilingHeight", Float ) = 111
iSkyColor      ("SkyColor",      Vector) = (0.121,0.45,0.78,1)
iTrigMod       ("iTrigMod",      Float ) = 9999
SubShader
	Pass
Fallback "Diffuse"
"Skyscreen/TheGridSkyUI" (Assets/Resources/shaders/TheGridSkyUI.shader) #
iPrimaryColor  ("PrimaryColor",  Vector) = (1,1,1,1)
iFloorHeight   ("FloorHeight",   Float ) = -11
iIntensity     ("Intensity",     Float ) = 0.5
iIntensityTime ("IntensityTime", Float ) = 0.5
iCeilingHeight ("CeilingHeight", Float ) = 111
iSkyColor      ("SkyColor",      Vector) = (0.121,0.45,0.78,1)
iTrigMod       ("iTrigMod",      Float ) = 9999
SubShader
	Pass
Fallback "Diffuse"
"Skyscreen/TheGridSkyUILight" (Assets/Resources/shaders/TheGridSkyUILight.shader) #
iPrimaryColor  ("PrimaryColor",  Vector) = (1,1,1,1)
iFloorHeight   ("FloorHeight",   Float ) = -11
iIntensity     ("Intensity",     Float ) = 0.5
iIntensityTime ("IntensityTime", Float ) = 0.5
iCeilingHeight ("CeilingHeight", Float ) = 111
iSkyColor      ("SkyColor",      Vector) = (0.121,0.45,0.78,1)
iTrigMod       ("iTrigMod",      Float ) = 9999
SubShader
	Pass
Fallback "Diffuse"
"Skyscreen/TheGridSkyUIMinimal" (Assets/Resources/shaders/TheGridSkyUIMinimal.shader) #
iPrimaryColor  ("PrimaryColor",  Vector) = (1,1,1,1)
iFloorHeight   ("FloorHeight",   Float ) = -11
iIntensity     ("Intensity",     Float ) = 0.5
iIntensityTime ("IntensityTime", Float ) = 0.5
iCeilingHeight ("CeilingHeight", Float ) = 111
iSkyColor      ("SkyColor",      Vector) = (0.121,0.45,0.78,1)
iTrigMod       ("iTrigMod",      Float ) = 9999
SubShader
	Pass
Fallback "Diffuse"
"Skyscreen/TheGridSkyUIUltra" (Assets/Resources/shaders/TheGridSkyUIUltra.shader) #
iPrimaryColor  ("PrimaryColor",  Vector) = (1,1,1,1)
iFloorHeight   ("FloorHeight",   Float ) = -11
iIntensity     ("Intensity",     Float ) = 0.5
iIntensityTime ("IntensityTime", Float ) = 0.5
iCeilingHeight ("CeilingHeight", Float ) = 111
iSkyColor      ("SkyColor",      Vector) = (0.121,0.45,0.78,1)
iTrigMod       ("iTrigMod",      Float ) = 9999
SubShader
	Pass
Fallback "Diffuse"
"Skyscreen/TheGridSkyUIVR" (Assets/Resources/shaders/TheGridSkyUI_VR.shader) #
iPrimaryColor  ("PrimaryColor",  Vector) = (1,1,1,1)
iFloorHeight   ("FloorHeight",   Float ) = -11
iIntensity     ("Intensity",     Float ) = 0.5
iIntensityTime ("IntensityTime", Float ) = 0.5
iCeilingHeight ("CeilingHeight", Float ) = 111
iSkyColor      ("SkyColor",      Vector) = (0.121,0.45,0.78,1)
iTrigMod       ("iTrigMod",      Float ) = 9999
SubShader
	Pass
Fallback "Diffuse"
"Skyscreen/TheGridSkyWhite" (Assets/Resources/shaders/TheGridSkyWhite.shader) #
iPrimaryColor  ("PrimaryColor",  Vector) = (1,1,1,1)
iFloorHeight   ("FloorHeight",   Float ) = -11
iIntensity     ("Intensity",     Float ) = 0.5
iIntensityTime ("IntensityTime", Float ) = 0.5
iCeilingHeight ("CeilingHeight", Float ) = 111
iTrigMod       ("iTrigMod",      Float ) = 9999
SubShader
	Pass
Fallback "Diffuse"
"Skyscreen/TheGridWater" (Assets/Resources/shaders/TheGridWater.shader) #
iPrimaryColor  ("PrimaryColor",  Vector) = (1,1,1,1)
iFloorHeight   ("FloorHeight",   Float ) = -11
iIntensity     ("Intensity",     Float ) = 0.5
iIntensityTime ("IntensityTime", Float ) = 0.5
iCeilingHeight ("CeilingHeight", Float ) = 111
iChannel0      ("iChannel0",     2D    ) = "white" {}
iChannel1      ("iChannel1",     2D    ) = "white" {}
iTrigMod       ("iTrigMod",      Float ) = 9999
SubShader
	Pass
Fallback "Diffuse"
"Standard_NoCull" (Assets/Resources/standard_nocull.shader) #
                                        _Color                    ("Color",                         Vector            ) = (1,1,1,1)
                                        _MainTex                  ("Albedo",                        2D                ) = "white" {}
                                        _Cutoff                   ("Alpha Cutoff",                  Range(0, 1)       ) = 0.5
                                        _Glossiness               ("Smoothness",                    Range(0, 1)       ) = 0.5
                                        _GlossMapScale            ("Smoothness Scale",              Range(0, 1)       ) = 1
[Enum(Metallic Alpha,0,Albedo Alpha,1)] _SmoothnessTextureChannel ("Smoothness texture channel",    Float             ) = 0
[Gamma]                                 _Metallic                 ("Metallic",                      Range(0, 1)       ) = 0
                                        _MetallicGlossMap         ("Metallic",                      2D                ) = "white" {}
[ToggleOff]                             _SpecularHighlights       ("Specular Highlights",           Float             ) = 1
[ToggleOff]                             _GlossyReflections        ("Glossy Reflections",            Float             ) = 1
                                        _BumpScale                ("Scale",                         Float             ) = 1
                                        _BumpMap                  ("Normal Map",                    2D                ) = "bump" {}
                                        _Parallax                 ("Height Scale",                  Range(0.005, 0.08)) = 0.02
                                        _ParallaxMap              ("Height Map",                    2D                ) = "black" {}
                                        _OcclusionStrength        ("Strength",                      Range(0, 1)       ) = 1
                                        _OcclusionMap             ("Occlusion",                     2D                ) = "white" {}
                                        _EmissionColor            ("Color",                         Vector            ) = (0,0,0,1)
                                        _EmissionMap              ("Emission",                      2D                ) = "white" {}
                                        _DetailMask               ("Detail Mask",                   2D                ) = "white" {}
                                        _DetailAlbedoMap          ("Detail Albedo x2",              2D                ) = "grey" {}
                                        _DetailNormalMapScale     ("Scale",                         Float             ) = 1
                                        _DetailNormalMap          ("Normal Map",                    2D                ) = "bump" {}
[Enum(UV0,0,UV1,1)]                     _UVSec                    ("UV Set for secondary textures", Float             ) = 0
[HideInInspector]                       _Mode                     ("__mode",                        Float             ) = 0
[HideInInspector]                       _SrcBlend                 ("__src",                         Float             ) = 1
[HideInInspector]                       _DstBlend                 ("__dst",                         Float             ) = 0
[HideInInspector]                       _ZWrite                   ("__zw",                          Float             ) = 1
SubShader
	Tags { "PerformanceChecks" = "False" "RenderType" = "Opaque" }
	Pass
		Name "FORWARD"
		Tags { "LIGHTMODE" = "FORWARDBASE" "PerformanceChecks" = "False" "RenderType" = "Opaque" "SHADOWSUPPORT" = "true" }
		Blend Zero Zero, Zero Zero
		ZWrite Off
		Cull Off
	Pass
		Name "FORWARD_DELTA"
		Tags { "LIGHTMODE" = "FORWARDADD" "PerformanceChecks" = "False" "RenderType" = "Opaque" "SHADOWSUPPORT" = "true" }
		Blend Zero One, Zero One
		ZWrite Off
		Cull Off
	Pass
		Name "SHADOWCASTER"
		Tags { "LIGHTMODE" = "SHADOWCASTER" "PerformanceChecks" = "False" "RenderType" = "Opaque" "SHADOWSUPPORT" = "true" }
	Pass
		Name "DEFERRED"
		Tags { "LIGHTMODE" = "DEFERRED" "PerformanceChecks" = "False" "RenderType" = "Opaque" }
		Cull Off
	Pass
		Name "META"
		Tags { "LIGHTMODE" = "META" "PerformanceChecks" = "False" "RenderType" = "Opaque" }
		Cull Off
SubShader
	Tags { "PerformanceChecks" = "False" "RenderType" = "Opaque" }
	Pass
		Name "FORWARD"
		Tags { "LIGHTMODE" = "FORWARDBASE" "PerformanceChecks" = "False" "RenderType" = "Opaque" "SHADOWSUPPORT" = "true" }
		Blend Zero Zero, Zero Zero
		ZWrite Off
		Cull Off
	Pass
		Name "FORWARD_DELTA"
		Tags { "LIGHTMODE" = "FORWARDADD" "PerformanceChecks" = "False" "RenderType" = "Opaque" "SHADOWSUPPORT" = "true" }
		Blend Zero One, Zero One
		ZWrite Off
	Pass
		Name "SHADOWCASTER"
		Tags { "LIGHTMODE" = "SHADOWCASTER" "PerformanceChecks" = "False" "RenderType" = "Opaque" "SHADOWSUPPORT" = "true" }
	Pass
		Name "META"
		Tags { "LIGHTMODE" = "META" "PerformanceChecks" = "False" "RenderType" = "Opaque" }
		Cull Off
Fallback "VertexLit"
"Standard_NoCull_old" (Assets/Resources/standard_nocull_old.shader) #
                    _Color                ("Color",                         Vector            ) = (1,1,1,1)
                    _MainTex              ("Albedo",                        2D                ) = "white" {}
                    _Cutoff               ("Alpha Cutoff",                  Range(0, 1)       ) = 0.5
                    _Glossiness           ("Smoothness",                    Range(0, 1)       ) = 0.5
[Gamma]             _Metallic             ("Metallic",                      Range(0, 1)       ) = 0
                    _MetallicGlossMap     ("Metallic",                      2D                ) = "white" {}
                    _BumpScale            ("Scale",                         Float             ) = 1
                    _BumpMap              ("Normal Map",                    2D                ) = "bump" {}
                    _Parallax             ("Height Scale",                  Range(0.005, 0.08)) = 0.02
                    _ParallaxMap          ("Height Map",                    2D                ) = "black" {}
                    _OcclusionStrength    ("Strength",                      Range(0, 1)       ) = 1
                    _OcclusionMap         ("Occlusion",                     2D                ) = "white" {}
                    _EmissionColor        ("Color",                         Vector            ) = (0,0,0,1)
                    _EmissionMap          ("Emission",                      2D                ) = "white" {}
                    _DetailMask           ("Detail Mask",                   2D                ) = "white" {}
                    _DetailAlbedoMap      ("Detail Albedo x2",              2D                ) = "grey" {}
                    _DetailNormalMapScale ("Scale",                         Float             ) = 1
                    _DetailNormalMap      ("Normal Map",                    2D                ) = "bump" {}
[Enum(UV0,0,UV1,1)] _UVSec                ("UV Set for secondary textures", Float             ) = 0
[HideInInspector]   _Mode                 ("__mode",                        Float             ) = 0
[HideInInspector]   _SrcBlend             ("__src",                         Float             ) = 1
[HideInInspector]   _DstBlend             ("__dst",                         Float             ) = 0
[HideInInspector]   _ZWrite               ("__zw",                          Float             ) = 1
SubShader
	Tags { "PerformanceChecks" = "False" "RenderType" = "Opaque" }
	Pass
		Name "FORWARD"
		Tags { "LIGHTMODE" = "FORWARDBASE" "PerformanceChecks" = "False" "RenderType" = "Opaque" "SHADOWSUPPORT" = "true" }
		Blend Zero Zero, Zero Zero
		ZWrite Off
		Cull Off
	Pass
		Name "FORWARD_DELTA"
		Tags { "LIGHTMODE" = "FORWARDADD" "PerformanceChecks" = "False" "RenderType" = "Opaque" "SHADOWSUPPORT" = "true" }
		Blend Zero One, Zero One
		ZWrite Off
		Cull Off
	Pass
		Name "SHADOWCASTER"
		Tags { "LIGHTMODE" = "SHADOWCASTER" "PerformanceChecks" = "False" "RenderType" = "Opaque" "SHADOWSUPPORT" = "true" }
	Pass
		Name "DEFERRED"
		Tags { "LIGHTMODE" = "DEFERRED" "PerformanceChecks" = "False" "RenderType" = "Opaque" }
	Pass
		Name "META"
		Tags { "LIGHTMODE" = "META" "PerformanceChecks" = "False" "RenderType" = "Opaque" }
		Cull Off
SubShader
	Tags { "PerformanceChecks" = "False" "RenderType" = "Opaque" }
	Pass
		Name "FORWARD"
		Tags { "LIGHTMODE" = "FORWARDBASE" "PerformanceChecks" = "False" "RenderType" = "Opaque" "SHADOWSUPPORT" = "true" }
		Blend Zero Zero, Zero Zero
		ZWrite Off
		Cull Off
	Pass
		Name "FORWARD_DELTA"
		Tags { "LIGHTMODE" = "FORWARDADD" "PerformanceChecks" = "False" "RenderType" = "Opaque" "SHADOWSUPPORT" = "true" }
		Blend Zero One, Zero One
		ZWrite Off
		Cull Off
	Pass
		Name "SHADOWCASTER"
		Tags { "LIGHTMODE" = "SHADOWCASTER" "PerformanceChecks" = "False" "RenderType" = "Opaque" "SHADOWSUPPORT" = "true" }
	Pass
		Name "META"
		Tags { "LIGHTMODE" = "META" "PerformanceChecks" = "False" "RenderType" = "Opaque" }
		Cull Off
Fallback "VertexLit"
"Standard_VertexOutlined" (Assets/Resources/shaders/standard_vertexoutlined.shader) #
[LM_Albedo] [LM_Transparency]        _Color                ("Color",                         Vector            ) = (1,1,1,1)
[LM_MasterTilingOffset] [LM_Albedo]  _MainTex              ("Albedo",                        2D                ) = "white" {}
[LM_TransparencyCutOff]              _Cutoff               ("Alpha Cutoff",                  Range(0, 1)       ) = 0.5
[LM_Glossiness]                      _Glossiness           ("Smoothness",                    Range(0, 1)       ) = 0.5
[LM_Metallic]                        _Metallic             ("Metallic",                      Range(0, 1)       ) = 0
[LM_Metallic] [LM_Glossiness]        _MetallicGlossMap     ("Metallic",                      2D                ) = "white" {}
                                     _BumpScale            ("Scale",                         Float             ) = 1
[LM_NormalMap]                       _BumpMap              ("Normal Map",                    2D                ) = "bump" {}
                                     _Parallax             ("Height Scale",                  Range(0.005, 0.08)) = 0.02
                                     _ParallaxMap          ("Height Map",                    2D                ) = "black" {}
                                     _OcclusionStrength    ("Strength",                      Range(0, 1)       ) = 1
                                     _OcclusionMap         ("Occlusion",                     2D                ) = "white" {}
[LM_Emission]                        _EmissionColor        ("Color",                         Vector            ) = (0,0,0,1)
[LM_Emission]                        _EmissionMap          ("Emission",                      2D                ) = "white" {}
                                     _DetailMask           ("Detail Mask",                   2D                ) = "white" {}
                                     _DetailAlbedoMap      ("Detail Albedo x2",              2D                ) = "grey" {}
                                     _DetailNormalMapScale ("Scale",                         Float             ) = 1
                                     _DetailNormalMap      ("Normal Map",                    2D                ) = "bump" {}
[Enum(UV0,0,UV1,1)]                  _UVSec                ("UV Set for secondary textures", Float             ) = 0
[KeywordEnum(None, Realtime, Baked)] _Lightmapping         ("GI",                            Float             ) = 1
[HideInInspector]                    _EmissionScaleUI      ("Scale",                         Float             ) = 0
[HideInInspector]                    _EmissionColorUI      ("Color",                         Vector            ) = (1,1,1,1)
[HideInInspector]                    _Mode                 ("__mode",                        Float             ) = 0
[HideInInspector]                    _SrcBlend             ("__src",                         Float             ) = 1
[HideInInspector]                    _DstBlend             ("__dst",                         Float             ) = 0
[HideInInspector]                    _ZWrite               ("__zw",                          Float             ) = 1
                                     _Outline              ("Outline Extrusion",             Range(-1, 1)      ) = 0.05
                                     _OutColor             ("Outline Color",                 Vector            ) = (1,1,1,1)
SubShader
	Tags { "PerformanceChecks" = "False" "RenderType" = "Opaque" }
	Pass
		Name "FORWARD"
		Tags { "LIGHTMODE" = "FORWARDBASE" "PerformanceChecks" = "False" "RenderType" = "Opaque" "SHADOWSUPPORT" = "true" }
		Cull Front
	Pass
		Name "FORWARD"
		Tags { "LIGHTMODE" = "FORWARDADD" "PerformanceChecks" = "False" "RenderType" = "Opaque" }
		Blend One One, One One
		ZWrite Off
		Cull Front
	Pass
		Name "META"
		Tags { "LIGHTMODE" = "META" "PerformanceChecks" = "False" "RenderType" = "Opaque" }
		Cull Off
	Pass
		Name "FORWARD"
		Tags { "LIGHTMODE" = "FORWARDBASE" "PerformanceChecks" = "False" "RenderType" = "Opaque" "SHADOWSUPPORT" = "true" }
		Blend Zero Zero, Zero Zero
		ZWrite Off
	Pass
		Name "FORWARD_DELTA"
		Tags { "LIGHTMODE" = "FORWARDADD" "PerformanceChecks" = "False" "RenderType" = "Opaque" "SHADOWSUPPORT" = "true" }
		Blend Zero One, Zero One
		ZWrite Off
	Pass
		Name "SHADOWCASTER"
		Tags { "LIGHTMODE" = "SHADOWCASTER" "PerformanceChecks" = "False" "RenderType" = "Opaque" "SHADOWSUPPORT" = "true" }
	Pass
		Name "DEFERRED"
		Tags { "LIGHTMODE" = "DEFERRED" "PerformanceChecks" = "False" "RenderType" = "Opaque" }
	Pass
		Name "META"
		Tags { "LIGHTMODE" = "META" "PerformanceChecks" = "False" "RenderType" = "Opaque" }
		Cull Off
SubShader
	Tags { "PerformanceChecks" = "False" "RenderType" = "Opaque" }
	Pass
		Name "FORWARD"
		Tags { "LIGHTMODE" = "FORWARDBASE" "PerformanceChecks" = "False" "RenderType" = "Opaque" "SHADOWSUPPORT" = "true" }
		Blend Zero Zero, Zero Zero
		ZWrite Off
	Pass
		Name "FORWARD_DELTA"
		Tags { "LIGHTMODE" = "FORWARDADD" "PerformanceChecks" = "False" "RenderType" = "Opaque" "SHADOWSUPPORT" = "true" }
		Blend Zero One, Zero One
		ZWrite Off
	Pass
		Name "SHADOWCASTER"
		Tags { "LIGHTMODE" = "SHADOWCASTER" "PerformanceChecks" = "False" "RenderType" = "Opaque" "SHADOWSUPPORT" = "true" }
	Pass
		Name "META"
		Tags { "LIGHTMODE" = "META" "PerformanceChecks" = "False" "RenderType" = "Opaque" }
		Cull Off
Fallback "VertexLit"
"StandardFoglessemission" (Assets/Resources/shaders/standardfoglessemission.shader) #
                       _Color                ("Color",                         Vector            ) = (1,1,1,1)
                       _MainTex              ("Albedo",                        2D                ) = "white" {}
                       _Cutoff               ("Alpha Cutoff",                  Range(0, 1)       ) = 0.5
                       _Glossiness           ("Smoothness",                    Range(0, 1)       ) = 0.5
[Gamma]                _Metallic             ("Metallic",                      Range(0, 1)       ) = 0
                       _MetallicGlossMap     ("Metallic",                      2D                ) = "white" {}
                       _BumpScale            ("Scale",                         Float             ) = 1
                       _BumpMap              ("Normal Map",                    2D                ) = "bump" {}
                       _Parallax             ("Height Scale",                  Range(0.005, 0.08)) = 0.02
                       _ParallaxMap          ("Height Map",                    2D                ) = "black" {}
                       _OcclusionStrength    ("Strength",                      Range(0, 1)       ) = 1
                       _OcclusionMap         ("Occlusion",                     2D                ) = "white" {}
                       _EmissionColor        ("Color",                         Vector            ) = (0,0,0,1)
                       _EmissionMap          ("Emission",                      2D                ) = "white" {}
                       _DetailMask           ("Detail Mask",                   2D                ) = "white" {}
                       _DetailAlbedoMap      ("Detail Albedo x2",              2D                ) = "grey" {}
                       _DetailNormalMapScale ("Scale",                         Float             ) = 1
                       _DetailNormalMap      ("Normal Map",                    2D                ) = "bump" {}
[Enum(UV0, 0, UV1, 1)] _UVSec                ("UV Set for secondary textures", Float             ) = 0
[HideInInspector]      _Mode                 ("__mode",                        Float             ) = 0
[HideInInspector]      _SrcBlend             ("__src",                         Float             ) = 1
[HideInInspector]      _DstBlend             ("__dst",                         Float             ) = 0
[HideInInspector]      _ZWrite               ("__zw",                          Float             ) = 1
SubShader
	Tags { "PerformanceChecks" = "False" "RenderType" = "Opaque" }
	Pass
		Name "FORWARD"
		Tags { "LIGHTMODE" = "FORWARDBASE" "PerformanceChecks" = "False" "RenderType" = "Opaque" "SHADOWSUPPORT" = "true" }
		Blend Zero Zero, Zero Zero
		ZWrite Off
	Pass
		Name "FORWARD_DELTA"
		Tags { "LIGHTMODE" = "FORWARDADD" "PerformanceChecks" = "False" "RenderType" = "Opaque" "SHADOWSUPPORT" = "true" }
		Blend Zero One, Zero One
		ZWrite Off
	Pass
		Name "SHADOWCASTER"
		Tags { "LIGHTMODE" = "SHADOWCASTER" "PerformanceChecks" = "False" "RenderType" = "Opaque" "SHADOWSUPPORT" = "true" }
	Pass
		Tags { "PerformanceChecks" = "False" "RenderType" = "Opaque" }
		Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
	Pass
		Name "DEFERRED"
		Tags { "LIGHTMODE" = "DEFERRED" "PerformanceChecks" = "False" "RenderType" = "Opaque" }
	Pass
		Name "META"
		Tags { "LIGHTMODE" = "META" "PerformanceChecks" = "False" "RenderType" = "Opaque" }
		Cull Off
SubShader
	Tags { "PerformanceChecks" = "False" "RenderType" = "Opaque" }
	Pass
		Name "FORWARD"
		Tags { "LIGHTMODE" = "FORWARDBASE" "PerformanceChecks" = "False" "RenderType" = "Opaque" "SHADOWSUPPORT" = "true" }
		Blend Zero Zero, Zero Zero
		ZWrite Off
	Pass
		Name "FORWARD_DELTA"
		Tags { "LIGHTMODE" = "FORWARDADD" "PerformanceChecks" = "False" "RenderType" = "Opaque" "SHADOWSUPPORT" = "true" }
		Blend Zero One, Zero One
		ZWrite Off
	Pass
		Name "SHADOWCASTER"
		Tags { "LIGHTMODE" = "SHADOWCASTER" "PerformanceChecks" = "False" "RenderType" = "Opaque" "SHADOWSUPPORT" = "true" }
	Pass
		Name "META"
		Tags { "LIGHTMODE" = "META" "PerformanceChecks" = "False" "RenderType" = "Opaque" }
		Cull Off
Fallback "VertexLit"
"StandardFoglessemissionRimOverlay" (Assets/Resources/shaders/standardfoglessemissionrimoverlay.shader) #
                       _Color                ("Color",                         Vector            ) = (1,1,1,1)
                       _MainTex              ("Albedo",                        2D                ) = "white" {}
                       _Cutoff               ("Alpha Cutoff",                  Range(0, 1)       ) = 0.5
                       _Glossiness           ("Smoothness",                    Range(0, 1)       ) = 0.5
[Gamma]                _Metallic             ("Metallic",                      Range(0, 1)       ) = 0
                       _MetallicGlossMap     ("Metallic",                      2D                ) = "white" {}
                       _BumpScale            ("Scale",                         Float             ) = 1
                       _BumpMap              ("Normal Map",                    2D                ) = "bump" {}
                       _Parallax             ("Height Scale",                  Range(0.005, 0.08)) = 0.02
                       _ParallaxMap          ("Height Map",                    2D                ) = "black" {}
                       _OcclusionStrength    ("Strength",                      Range(0, 1)       ) = 1
                       _OcclusionMap         ("Occlusion",                     2D                ) = "white" {}
                       _EmissionColor        ("Color",                         Vector            ) = (0,0,0,1)
                       _EmissionMap          ("Emission",                      2D                ) = "white" {}
                       _DetailMask           ("Detail Mask",                   2D                ) = "white" {}
                       _DetailAlbedoMap      ("Detail Albedo x2",              2D                ) = "grey" {}
                       _DetailNormalMapScale ("Scale",                         Float             ) = 1
                       _DetailNormalMap      ("Normal Map",                    2D                ) = "bump" {}
[Enum(UV0, 0, UV1, 1)] _UVSec                ("UV Set for secondary textures", Float             ) = 0
[HideInInspector]      _Mode                 ("__mode",                        Float             ) = 0
[HideInInspector]      _SrcBlend             ("__src",                         Float             ) = 1
[HideInInspector]      _DstBlend             ("__dst",                         Float             ) = 0
[HideInInspector]      _ZWrite               ("__zw",                          Float             ) = 1
SubShader
	Tags { "PerformanceChecks" = "False" "RenderType" = "Opaque" }
	Pass
		Name "FORWARD"
		Tags { "LIGHTMODE" = "FORWARDBASE" "PerformanceChecks" = "False" "RenderType" = "Opaque" "SHADOWSUPPORT" = "true" }
		Blend Zero Zero, Zero Zero
		ZWrite Off
	Pass
		Name "FORWARD_DELTA"
		Tags { "LIGHTMODE" = "FORWARDADD" "PerformanceChecks" = "False" "RenderType" = "Opaque" "SHADOWSUPPORT" = "true" }
		Blend Zero One, Zero One
		ZWrite Off
	Pass
		Name "SHADOWCASTER"
		Tags { "LIGHTMODE" = "SHADOWCASTER" "PerformanceChecks" = "False" "RenderType" = "Opaque" "SHADOWSUPPORT" = "true" }
	Pass
		Tags { "PerformanceChecks" = "False" "RenderType" = "Opaque" }
		Blend OneMinusDstColor One, OneMinusDstColor One
	Pass
		Name "DEFERRED"
		Tags { "LIGHTMODE" = "DEFERRED" "PerformanceChecks" = "False" "RenderType" = "Opaque" }
	Pass
		Name "META"
		Tags { "LIGHTMODE" = "META" "PerformanceChecks" = "False" "RenderType" = "Opaque" }
		Cull Off
SubShader
	Tags { "PerformanceChecks" = "False" "RenderType" = "Opaque" }
	Pass
		Name "FORWARD"
		Tags { "LIGHTMODE" = "FORWARDBASE" "PerformanceChecks" = "False" "RenderType" = "Opaque" "SHADOWSUPPORT" = "true" }
		Blend Zero Zero, Zero Zero
		ZWrite Off
	Pass
		Name "FORWARD_DELTA"
		Tags { "LIGHTMODE" = "FORWARDADD" "PerformanceChecks" = "False" "RenderType" = "Opaque" "SHADOWSUPPORT" = "true" }
		Blend Zero One, Zero One
		ZWrite Off
	Pass
		Name "SHADOWCASTER"
		Tags { "LIGHTMODE" = "SHADOWCASTER" "PerformanceChecks" = "False" "RenderType" = "Opaque" "SHADOWSUPPORT" = "true" }
	Pass
		Name "META"
		Tags { "LIGHTMODE" = "META" "PerformanceChecks" = "False" "RenderType" = "Opaque" }
		Cull Off
Fallback "VertexLit"
"StarFieldBlack" (Assets/Shader/StarFieldBlack.shader) #
_MainTex      ("Texture",       2D    ) = "white" {}
cameraUp      ("cameraUp",      Vector) = (0,1,0,0)
cameraLeft    ("cameraLeft",    Vector) = (1,0,0,0)
cameraCenter  ("cameraCenter",  Vector) = (0,0,0,0)
cellSize      ("cellSize",      Float ) = 1
particleScale ("particleScale", Float ) = 1
particleColor ("particleColor", Float ) = 1
_Color        ("Main Color",    Vector) = (1,1,1,1)
SubShader
	Pass
		Blend One One, One One
		ZWrite Off
		Cull Off
"TransparentShadowCaster" (Assets/Resources/shaders/transparentshadowcaster.shader) #
_Color     ("Main Color",           Vector       ) = (1,1,1,1)
_SpecColor ("Spec Color",           Vector       ) = (1,1,1,0)
_Emission  ("Emmisive Color",       Vector       ) = (0,0,0,0)
_Shininess ("Shininess",            Range(0.1, 1)) = 0.7
_MainTex   ("Base (RGB) Trans (A)", 2D           ) = "white" {}
_Cutoff    ("Alpha cutoff",         Range(0, 1)  ) = 0.5
SubShader
	Pass
		Tags { "QUEUE" = "Transparent" }
		Blend One OneMinusSrcColor, One OneMinusSrcColor
		ZWrite Off
	Pass
		Name "CASTER"
		Tags { "LIGHTMODE" = "SHADOWCASTER" }
		ZTest Less
		Cull Off
"TransparentShadowReceiver" (Assets/Resources/shaders/transparentshadowreceiver.shader) #
_Color           ("Main Color",                Vector        ) = (1,1,1,1)
_SpecColor       ("Specular Color",            Vector        ) = (0.5,0.5,0.5,0)
_Shininess       ("Shininess",                 Range(0.01, 1)) = 0.078125
_MainTex         ("Base (RGB) TransGloss (A)", 2D            ) = "white" {}
_BumpMap         ("Normalmap",                 2D            ) = "bump" {}
_ShadowIntensity ("Shadow Intensity",          Range(0, 1)   ) = 0.6
SubShader
	Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "AlphaTest" "RenderType" = "Transparent" }
	Pass
		Name "FORWARD"
		Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "FORWARDBASE" "QUEUE" = "AlphaTest" "RenderType" = "Transparent" }
		Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
		ColorMask RGB -1
		ZWrite Off
	Pass
		Name "FORWARD"
		Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "FORWARDADD" "QUEUE" = "AlphaTest" "RenderType" = "Transparent" }
		Blend SrcAlpha One, SrcAlpha One
		ColorMask RGB -1
		ZWrite Off
	Pass
		Name "META"
		Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "META" "QUEUE" = "AlphaTest" "RenderType" = "Transparent" }
		ColorMask RGB -1
		ZWrite Off
		Cull Off
	Pass
		Name "SHADOWPASS"
		Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "FORWARDBASE" "QUEUE" = "AlphaTest" "RenderType" = "Transparent" "SHADOWSUPPORT" = "true" }
		Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
		ColorMask RGB -1
		ZWrite Off
Fallback "Transparent/Cutout/VertexLit"
"UI/Overlay" (Assets/Shader/UIOverlay.shader) #
[PerRendererData] _MainTex          ("Font Texture",       2D    ) = "white" {}
                  _Color            ("Tint",               Vector) = (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
SubShader
	Tags { "CanUseSpriteAtlas" = "true" "IGNOREPROJECTOR" = "true" "PreviewType" = "Plane" "QUEUE" = "Transparent" "RenderType" = "Transparent" }
	Pass
		Tags { "CanUseSpriteAtlas" = "true" "IGNOREPROJECTOR" = "true" "PreviewType" = "Plane" "QUEUE" = "Transparent" "RenderType" = "Transparent" }
		Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
		ColorMask 0 -1
		ZWrite Off
		Offset -1, -1
			Pass Keep
"Unlit/TransparentColor" (Assets/Shader/UnlitTransparentColor.shader) #
_Color   ("Color Tint",           Vector) = (1,1,1,1)
_MainTex ("Base (RGB) Alpha (A)", 2D    ) = "white" {}
SubShader
	Tags { "QUEUE" = "Transparent" }
	Pass
		Tags { "QUEUE" = "Transparent" }
		Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
"UnlitAlpha" (Assets/Resources/shaders/unlitalpha.shader) #
_MainTex ("Texture",    2D    ) = "white" {}
_Color   ("Main Color", Vector) = (1,1,1,1)
SubShader
	Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "Transparent" }
	Pass
		Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "Transparent" }
		Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
		Cull Off
"UnlitAlphaMask" (Assets/Resources/shaders/unlitalphamask.shader) #
_MainTex  ("Base (RGB)",     2D) = "white" {}
_AlphaTex ("Alpha mask (R)", 2D) = "white" {}
SubShader
	Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "Transparent" }
	Pass
		Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "Transparent" }
		Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
		ZWrite Off
"UnlitEdgedBlock" (Assets/Resources/shaders/unlitedgedblock.shader) #
_Color      ("Main Color", Vector) = (1,1,1,0.5)
_MainTex    ("Texture",    2D    ) = "white" {}
_Brightness ("Brightness", Float ) = 1
SubShader
	Tags { "RenderType" = "Opaque" }
	Pass
		Tags { "RenderType" = "Opaque" }
Fallback "Vertex color unlit"
"UnlitEdgedSpike" (Assets/Resources/shaders/unlitedgedspike.shader) #
_Color      ("Main Color", Vector) = (1,1,1,0.5)
_MainTex    ("Texture",    2D    ) = "white" {}
_Brightness ("Brightness", Float ) = 1
SubShader
	Tags { "RenderType" = "Opaque" }
	Pass
		Tags { "RenderType" = "Opaque" }
Fallback "Vertex color unlit"
"UnlitTex" (Assets/Resources/shaders/unlittex.shader) #
_MainTex ("Texture", 2D) = "white" {}
SubShader
	Tags { "RenderType" = "Opaque" }
	Pass
		Tags { "RenderType" = "Opaque" }
"UnlitTexFoggable" (Assets/Resources/shaders/unlittexfoggable.shader) #
_MainTex ("Texture", 2D) = "white" {}
SubShader
	Tags { "RenderType" = "Opaque" }
	Pass
		Tags { "RenderType" = "Opaque" }
	Pass
		Name "CASTER"
		Tags { "LIGHTMODE" = "SHADOWCASTER" "RenderType" = "Opaque" }
		ZTest Less
		Cull Off
"UnlitTintedTex" (Assets/Resources/shaders/unlittintedtex.shader) #
_Color   ("Main Color", Vector) = (1,1,1,0.5)
_MainTex ("Texture",    2D    ) = "white" {}
SubShader
	Tags { "RenderType" = "Opaque" }
	Pass
		Tags { "RenderType" = "Opaque" }
Fallback "Vertex color unlit"
"UnlitTintedTexDistanceDarken" (Assets/Resources/shaders/unlittintedtexdistancedarken.shader) #
_MainTex       ("_MainTex",       2D    ) = "white" {}
_Color         ("_Color",         Vector) = (1,1,1,1)
_FullDistance  ("_FullDistance",  Float ) = 20
_StartDistance ("_StartDistance", Float ) = 2
_MaxDarkness   ("_MaxDarkness",   Float ) = 0.35
SubShader
	Tags { "RenderType" = "Opaque" }
	Pass
		Tags { "LIGHTMODE" = "ALWAYS" "RenderType" = "Opaque" }
		Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
"UnlitTintedTexEmission" (Assets/Resources/shaders/unlittintedtexemission.shader) #
_Color       ("Main Color",       Vector) = (1,1,1,0.5)
_MainTex     ("Texture",          2D    ) = "white" {}
_EmissionTex ("Emission Texture", 2D    ) = "black" {}
_Brightness  ("Brightness",       Float ) = 1
SubShader
	Pass
Fallback "Vertex color unlit"
"UnlitTintedTexEmissionDistanceDarken" (Assets/Resources/shaders/unlittintedtexemissiondistancedarken.shader) #
_MainTex       ("_MainTex",         2D    ) = "white" {}
_Color         ("_Color",           Vector) = (1,1,1,1)
_EmissionTex   ("Emission Texture", 2D    ) = "black" {}
_FullDistance  ("_FullDistance",    Float ) = 20
_StartDistance ("_StartDistance",   Float ) = 2
_MaxDarkness   ("_MaxDarkness",     Float ) = 0
SubShader
	Pass
		Tags { "LIGHTMODE" = "ALWAYS" }
		Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
"UnlitTintedTexGlow" (Assets/Resources/shaders/unlittintedtexglow.shader) #
_Color      ("Main Color",           Vector) = (1,1,1,1)
_SpecColor  ("Specular Color",       Vector) = (0.5,0.5,0.5,1)
_Shininess  ("Shininess",            Float ) = 0.3
_MainTex    ("Base (RGB) Gloss (A)", 2D    ) = "white" {}
_Glow       ("Glow",                 2D    ) = "white" {}
_BumpMap    ("Normalmap",            2D    ) = "bump" {}
_GlowColor  ("Glow Color",           Vector) = (1,1,1,1)
_GlowScaler ("Glow Scaler",          Float ) = 1
_MainScaler ("Main Color Scaler",    Float ) = 2
SubShader
	Pass
Fallback "Vertex color unlit"
"UnlitTintedTexGlowWire" (Assets/Resources/shaders/unlittintedtexglowwire.shader) #
_Color      ("Main Color",           Vector) = (1,1,1,1)
_SpecColor  ("Specular Color",       Vector) = (0.5,0.5,0.5,1)
_Shininess  ("Shininess",            Float ) = 0.3
_MainTex    ("Base (RGB) Gloss (A)", 2D    ) = "white" {}
_Glow       ("Glow",                 2D    ) = "white" {}
_BumpMap    ("Normalmap",            2D    ) = "bump" {}
_GlowColor  ("Glow Color",           Vector) = (1,1,1,1)
_GlowScaler ("Glow Scaler",          Float ) = 1
_MainScaler ("Main Color Scaler",    Float ) = 2
SubShader
	Pass
Fallback "Vertex color unlit"
"Valve/Internal/vr_quality_vis" (Assets/Resources/vr_quality_vis.shader) #
No properties.
SubShader
	Pass
		Name "VALVESHADOWVIS"
		ZTest Always
		Cull Off
"Vertex color unlit" (Assets/Shader/Vertex color unlit.shader) #
_MainTex ("Texture", 2D) = "white" {}
SubShader
	Pass
"VertexColoredLit" (Assets/Resources/shaders/vertexcoloredlit.shader) #
_MainTex ("Base (RGB)", 2D) = "white" {}
SubShader
	Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" }
	Pass
		Name "FORWARD"
		Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "FORWARDBASE" "QUEUE" = "Transparent" "SHADOWSUPPORT" = "true" }
	Pass
		Name "FORWARD"
		Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "FORWARDADD" "QUEUE" = "Transparent" }
		Blend One One, One One
		ZWrite Off
	Pass
		Name "PREPASS"
		Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "PREPASSBASE" "QUEUE" = "Transparent" }
	Pass
		Name "PREPASS"
		Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "PREPASSFINAL" "QUEUE" = "Transparent" }
		ZWrite Off
	Pass
		Name "DEFERRED"
		Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "DEFERRED" "QUEUE" = "Transparent" }
	Pass
		Name "META"
		Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "META" "QUEUE" = "Transparent" }
		Cull Off
Fallback "Diffuse"
"VertexColoredLitHatched" (Assets/Resources/shaders/vertexcoloredlithatched.shader) #
_Color   ("Main Color", Vector) = (1,1,1,0.5)
_MainTex ("Base (RGB)", 2D    ) = "white" {}
SubShader
	Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" }
	Pass
		Name "FORWARD"
		Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "FORWARDBASE" "QUEUE" = "Transparent" }
		Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
		ColorMask RGB -1
		ZWrite Off
	Pass
		Name "FORWARD"
		Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "FORWARDADD" "QUEUE" = "Transparent" }
		Blend SrcAlpha One, SrcAlpha One
		ColorMask RGB -1
		ZWrite Off
	Pass
		Name "META"
		Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "META" "QUEUE" = "Transparent" }
		ColorMask RGB -1
		ZWrite Off
		Cull Off
Fallback "Diffuse"
"VertexColorLitTinted" (Assets/Resources/shaders/vertexcolorlittinted.shader) #
_Color      ("Main Color",             Vector       ) = (1,1,1,1)
_SpecColor  ("Spec Color",             Vector       ) = (1,1,1,1)
_Shininess  ("Shininess",              Range(0.1, 1)) = 0.7
_MainTex    ("Base (RGB)",             2D           ) = "white" {}
_Illum      ("Illumin (A)",            2D           ) = "white" {}
_EmissionLM ("Emission (Lightmapper)", Float        ) = 0
SubShader
	Tags { "RenderType" = "Opaque" }
	Pass
		Name "BASE"
		Tags { "LIGHTMODE" = "Vertex" "RenderType" = "Opaque" }
Fallback "VertexLit"
"VertexColorUnlitSkysphere" (Assets/Resources/shaders/vertexcolorunlitskysphere.shader) #
_Color   ("Main Color", Vector) = (1,1,1,0.5)
_MainTex ("Texture",    2D    ) = "white" {}
SubShader
	Pass
		ZTest Always
		ZWrite Off
		Cull Front
Fallback "Vertex color unlit"
"VertexColorUnlitTinted" (Assets/Resources/shaders/vertexcolorunlittinted.shader) #
_Color      ("Main Color", Vector) = (1,1,1,0.5)
_MainTex    ("Texture",    2D    ) = "white" {}
_Brightness ("Brightness", Float ) = 1
SubShader
	Tags { "RenderType" = "Opaque" }
	Pass
		Tags { "RenderType" = "Opaque" }
Fallback "Vertex color unlit"
"VertexColorUnlitTintedAdd" (Assets/Resources/shaders/vertexcolorunlittintedadd.shader) #
_Color   ("Main Color", Vector) = (1,1,1,0.5)
_MainTex ("Texture",    2D    ) = "white" {}
SubShader
	Tags { "QUEUE" = "Transparent" }
	Pass
		Tags { "QUEUE" = "Transparent" }
		Blend SrcAlpha One, SrcAlpha One
		ZWrite Off
		Cull Off
Fallback "Vertex color unlit"
"VertexColorUnlitTintedAddDepthWrite" (Assets/Resources/shaders/vertexcolorunlittintedadddepthwrite.shader) #
_Color   ("Main Color", Vector) = (1,1,1,0.5)
_MainTex ("Texture",    2D    ) = "white" {}
SubShader
	Pass
		Blend SrcAlpha One, SrcAlpha One
		Cull Off
Fallback "Vertex color unlit"
"VertexColorUnlitTintedAddDouble" (Assets/Resources/shaders/vertexcolorunlittintedadddouble.shader) #
_Color   ("Main Color", Vector) = (1,1,1,0.5)
_MainTex ("Texture",    2D    ) = "white" {}
SubShader
	Tags { "QUEUE" = "Transparent" }
	Pass
		Tags { "QUEUE" = "Transparent" }
		Blend SrcAlpha One, SrcAlpha One
		ZWrite Off
		Cull Off
Fallback "Vertex color unlit"
"VertexColorUnlitTintedAddFlyup" (Assets/Resources/shaders/vertexcolorunlittintedaddflyup.shader) #
_Color   ("Main Color", Vector) = (1,1,1,0.5)
_MainTex ("Texture",    2D    ) = "white" {}
SubShader
	Pass
		Blend SrcAlpha One, SrcAlpha One
		ZWrite Off
		Cull Off
Fallback "Vertex color unlit"
"VertexColorUnlitTintedAddSmooth" (Assets/Resources/shaders/vertexcolorunlittintedaddsmooth.shader) #
_Color   ("Main Color", Vector) = (1,1,1,0.5)
_MainTex ("Texture",    2D    ) = "white" {}
SubShader
	Tags { "QUEUE" = "Transparent" }
	Pass
		Tags { "QUEUE" = "Transparent" }
		Blend One OneMinusSrcColor, One OneMinusSrcColor
		ZWrite Off
Fallback "Vertex color unlit"
"VertexColorUnlitTintedAddSmoothNoCull" (Assets/Resources/shaders/vertexcolorunlittintedaddsmoothnocull.shader) #
_Color   ("Main Color", Vector) = (1,1,1,0.5)
_MainTex ("Texture",    2D    ) = "white" {}
SubShader
	Pass
		Blend One OneMinusSrcColor, One OneMinusSrcColor
		Cull Off
Fallback "Vertex color unlit"
"VertexColorUnlitTintedAddSmoothNoDepth" (Assets/Resources/shaders/vertexcolorunlittintedaddsmoothnodepth.shader) #
_Color   ("Main Color", Vector) = (1,1,1,0.5)
_MainTex ("Texture",    2D    ) = "white" {}
SubShader
	Pass
		Blend One OneMinusSrcColor, One OneMinusSrcColor
		ZTest Always
		ZWrite Off
Fallback "Vertex color unlit"
"VertexColorUnlitTintedAddSmoothNoDepthRead" (Assets/Resources/shaders/vertexcolorunlittintedaddsmoothnodepthread.shader) #
_Color   ("Main Color", Vector) = (1,1,1,0.5)
_MainTex ("Texture",    2D    ) = "white" {}
SubShader
	Pass
		Blend One OneMinusSrcColor, One OneMinusSrcColor
		ZTest Always
		ZWrite Off
Fallback "Vertex color unlit"
"VertexColorUnlitTintedAddSmoothNoVertColors" (Assets/Resources/shaders/vertexcolorunlittintedaddsmoothnovertcolors.shader) #
_Color   ("Main Color", Vector) = (1,1,1,0.5)
_MainTex ("Texture",    2D    ) = "white" {}
SubShader
	Pass
		Blend One OneMinusSrcColor, One OneMinusSrcColor
		ZWrite Off
		Cull Off
Fallback "Vertex color unlit"
"VertexColorUnlitTintedAddSmoothPixelate" (Assets/Resources/shaders/vertexcolorunlittintedaddsmoothpixelate.shader) #
_Color      ("Main Color", Vector) = (1,1,1,0.5)
_MainTex    ("Texture",    2D    ) = "white" {}
_Scale      ("Scale",      Float ) = 8
_Brightness ("Brightness", Float ) = 1
SubShader
	Pass
		Blend One OneMinusSrcColor, One OneMinusSrcColor
		ZWrite Off
Fallback "Vertex color unlit"
"VertexColorUnlitTintedAddSmoothQuarter" (Assets/Resources/shaders/vertexcolorunlittintedaddsmoothquarter.shader) #
_Color   ("Main Color", Vector) = (1,1,1,0.5)
_MainTex ("Texture",    2D    ) = "white" {}
SubShader
	Pass
		Blend One OneMinusSrcColor, One OneMinusSrcColor
		ZWrite Off
Fallback "Vertex color unlit"
"VertexColorUnlitTintedAlpha" (Assets/Resources/shaders/vertexcolorunlittintedalpha.shader) #
_Color   ("Main Color", Vector) = (1,1,1,0.5)
_MainTex ("Texture",    2D    ) = "white" {}
SubShader
	Pass
		Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
Fallback "Vertex color unlit"
"VertexColorUnlitTintedAlpha2" (Assets/Resources/shaders/vertexcolorunlittintedalpha2.shader) #
_Color   ("Main Color", Vector) = (1,1,1,0.5)
_MainTex ("Texture",    2D    ) = "white" {}
SubShader
	Pass
		Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
		ZWrite Off
Fallback "Vertex color unlit"
"VertexColorUnlitTintedAlpha3" (Assets/Resources/shaders/vertexcolorunlittintedalpha3.shader) #
_Color   ("Main Color", Vector) = (1,1,1,0.5)
_MainTex ("Texture",    2D    ) = "white" {}
SubShader
	Pass
		Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
Fallback "Vertex color unlit"
"VertexColorUnlitTintedAlpha_Greenscreen" (Assets/Resources/shaders/VertexColorUnlitTinted_GreenScreen.shader) #
_Color                 ("Main Color",             Vector) = (1,1,1,0.5)
_MainTex               ("Texture",                2D    ) = "white" {}
hueTarget              ("hueTarget",              Float ) = 0.5
satTarget              ("satTarget",              Float ) = 0.5
valueTarget            ("valueTarget",            Float ) = 0.5
hueAllowedDelta        ("hueAllowedDelta",        Float ) = 0.1
satAllowedDelta        ("satAllowedDelta",        Float ) = 0.1
valueAllowedDelta      ("valueAllowedDelta",      Float ) = 0.1
maxR                   ("maxR",                   Float ) = 0.1
minR                   ("minR",                   Float ) = 0.1
maxG                   ("maxG",                   Float ) = 0.1
minG                   ("minG",                   Float ) = 0.1
maxB                   ("maxB",                   Float ) = 0.1
minB                   ("minB",                   Float ) = 0.1
freePassIfDarkerThan   ("freePassIfDarkerThan",   Float ) = 0.3
freePassIfBrighterThan ("freePassIfBrighterThan", Float ) = 2.3
SubShader
	Pass
		Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
Fallback "Vertex color unlit"
"VertexColorUnlitTintedAlphaDistanceFade" (Assets/Resources/shaders/vertexcolorunlittintedalphadistancefade.shader) #
_Color         ("Main Color",    Vector) = (1,1,1,0.5)
_MainTex       ("Texture",       2D    ) = "white" {}
_ThresholdNear ("ThresholdNear", Float ) = 2000
_ThresholdFar  ("ThresholdFar",  Float ) = 2100
SubShader
	Pass
		Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
Fallback "VertexColorUnlitTintedAlpha"
"VertexColorUnlitTintedAlphaGradient" (Assets/Resources/shaders/vertexcolorunlittintedalphagradient.shader) #
_Color    ("Main Color", Vector) = (1,1,1,0.5)
_TopColor ("Top Color",  Vector) = (1,1,1,0.5)
_MainTex  ("Texture",    2D    ) = "white" {}
SubShader
	Pass
		Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
Fallback "Vertex color unlit"
"VertexColorUnlitTintedAlphaNoCull" (Assets/Resources/shaders/vertexcolorunlittintedalphanocull.shader) #
_Color   ("Main Color", Vector) = (1,1,1,0.5)
_MainTex ("Texture",    2D    ) = "white" {}
SubShader
	Pass
		Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
		Cull Off
Fallback "Vertex color unlit"
"VertexColorUnlitTintedAlphaNoDepthRead" (Assets/Resources/shaders/vertexcolorunlittintedalphanodepthread.shader) #
_Color   ("Main Color", Vector) = (1,1,1,0.5)
_MainTex ("Texture",    2D    ) = "white" {}
SubShader
	Pass
		Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
		ZTest Always
Fallback "Vertex color unlit"
"VertexColorUnlitTintedAlphaOverlay" (Assets/Resources/shaders/vertexcolorunlittintedalphaoverlay.shader) #
_Color   ("Main Color", Vector) = (1,1,1,0.5)
_MainTex ("Texture",    2D    ) = "white" {}
SubShader
	Pass
		Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
		ZTest Greater
		ZWrite Off
	Pass
		Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
Fallback "Vertex color unlit"
"VertexColorUnlitTintedAlphaOverride" (Assets/Resources/shaders/vertexcolorunlittintedalphaoverride.shader) #
_Color         ("Main Color",     Vector) = (1,1,1,0.5)
_MainTex       ("Texture",        2D    ) = "white" {}
_AlphaOverride ("Alpha Override", Float ) = 1
SubShader
	Pass
		Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
		ZWrite Off
Fallback "Vertex color unlit"
"VertexColorUnlitTintedAlphaScaled" (Assets/Resources/shaders/vertexcolorunlittintedalphascaled.shader) #
_Color      ("Main Color", Vector) = (1,1,1,0.5)
_MainTex    ("Texture",    2D    ) = "white" {}
_Brightness ("Brightness", Float ) = 1
SubShader
	Pass
		Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
		ZWrite Off
Fallback "Vertex color unlit"
"VertexColorUnlitTintedAlphaTestDistanceDarken" (Assets/Resources/shaders/vertexcolorunlittintedalphatestdistancedarken.shader) #
_Color         ("Main Color",           Vector       ) = (1,1,1,1)
_MainTex       ("Base (RGB) Alpha (A)", 2D           ) = "white" {}
_Cutoff        ("Base Alpha cutoff",    Range(0, 0.9)) = 0.5
_FullDistance  ("_FullDistance",        Float        ) = 20
_StartDistance ("_StartDistance",       Float        ) = 2
_MaxDarkness   ("_MaxDarkness",         Float        ) = 0.35
SubShader
	Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "AlphaTest" "RenderType" = "TransparentCutout" }
	Pass
		Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "AlphaTest" "RenderType" = "TransparentCutout" }
		Cull Off
	Pass
		Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "AlphaTest" "RenderType" = "TransparentCutout" "RequireOption" = "SoftVegetation" }
		Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
		ZWrite Off
		Cull Off
"VertexColorUnlitTintedDouble" (Assets/Resources/shaders/vertexcolorunlittinteddouble.shader) #
_Color   ("Main Color", Vector) = (1,1,1,0.5)
_MainTex ("Texture",    2D    ) = "white" {}
SubShader
	Pass
Fallback "VertexColorUnlitTinted"
"VertexColorUnlitTintedGlowTex" (Assets/Resources/shaders/vertexcolorunlittintedglowtex.shader) #
_Color      ("Main Color", Vector) = (1,1,1,0.5)
_MainTex    ("Texture",    2D    ) = "white" {}
_Brightness ("Brightness", Float ) = 1
SubShader
	Pass
Fallback "Vertex color unlit"
"VertexColorUnlitTintedHatched" (Assets/Resources/shaders/vertexcolorunlittintedhatched.shader) #
_Color   ("Main Color", Vector) = (1,1,1,0.5)
_MainTex ("Texture",    2D    ) = "white" {}
SubShader
	Pass
		Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
Fallback "VertexColorUnlitTinted"
"VertexColorUnlitTintedHatchedQuad" (Assets/Resources/shaders/vertexcolorunlittintedhatchedquad.shader) #
_Color   ("Main Color", Vector) = (1,1,1,0.5)
_MainTex ("Texture",    2D    ) = "white" {}
SubShader
	Pass
		Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
Fallback "VertexColorUnlitTinted"
"VertexColorUnlitTintedIntensityTex" (Assets/Resources/shaders/vertexcolorunlittintedintensitytex.shader) #
_Color          ("Main Color",      Vector) = (1,1,1,0.5)
_MainTex        ("Texture",         2D    ) = "white" {}
_IntensityTex   ("Texture",         2D    ) = "white" {}
baseIntensity   ("baseIntensity",   Float ) = 0.5
intensityScaler ("intensityScaler", Float ) = 2
SubShader
	Pass
Fallback "Vertex color unlit"
"VertexColorUnlitTintedIntensityTexDuo" (Assets/Resources/shaders/vertexcolorunlittintedintensitytexduo.shader) #
_Color           ("Main Color",      Vector) = (1,1,1,0.5)
_MainTex         ("Texture",         2D    ) = "white" {}
_IntensityTex    ("Texture",         2D    ) = "white" {}
_MainTexTwo      ("Texture",         2D    ) = "white" {}
_IntensityTexTwo ("Texture",         2D    ) = "white" {}
baseIntensity    ("baseIntensity",   Float ) = 0.5
intensityScaler  ("intensityScaler", Float ) = 2
SubShader
	Pass
Fallback "Vertex color unlit"
"VertexColorUnlitTintedMultiply" (Assets/Resources/shaders/vertexcolorunlittintedmultiply.shader) #
_Color   ("Main Color", Vector) = (1,1,1,0.5)
_MainTex ("Texture",    2D    ) = "white" {}
SubShader
	Pass
		Blend Zero SrcColor, Zero SrcColor
Fallback "Vertex color unlit"
"VertexColorUnlitTintedMultiplyNoDepthWrite" (Assets/Resources/shaders/vertexcolorunlittintedmultiplynodepthwrite.shader) #
_Color   ("Main Color", Vector) = (1,1,1,0.5)
_MainTex ("Texture",    2D    ) = "white" {}
SubShader
	Pass
		Blend Zero SrcColor, Zero SrcColor
		ZWrite Off
Fallback "Vertex color unlit"
"VertexColorUnlitTintedPixelate" (Assets/Resources/shaders/vertexcolorunlittintedpixelate.shader) #
_Color      ("Main Color", Vector) = (1,1,1,0.5)
_MainTex    ("Texture",    2D    ) = "white" {}
_Scale      ("Scale",      Float ) = 8
_Brightness ("Brightness", Float ) = 1
SubShader
	Pass
Fallback "Vertex color unlit"
"VertexColorUnlitTintedQuadruple" (Assets/Resources/shaders/vertexcolorunlittintedquadruple.shader) #
_Color   ("Main Color", Vector) = (1,1,1,0.5)
_MainTex ("Texture",    2D    ) = "white" {}
SubShader
	Pass
Fallback "VertexColorUnlitTinted"
"VertexColorUnlitTintedScreenBlend" (Assets/Resources/shaders/vertexcolorunlittintedscreenblend.shader) #
_Color      ("Main Color",      Vector) = (1,1,1,0.5)
_MainTex    ("Texture",         2D    ) = "white" {}
_Brightness ("Brightness",      Float ) = 1
_OverlayTex ("Overlay Texture", 2D    ) = "white" {}
SubShader
	Tags { "RenderType" = "Opaque" }
	Pass
		Tags { "RenderType" = "Opaque" }
Fallback "Vertex color unlit"
"VertexColorUnlitTintedSkywire" (Assets/Resources/shaders/vertexcolorunlittintedskywire.shader) #
_Color   ("Main Color", Vector) = (1,1,1,0.5)
_MainTex ("Texture",    2D    ) = "white" {}
SubShader
	Pass
		Blend OneMinusDstColor One, OneMinusDstColor One
Fallback "Vertex color unlit"
"VertexColorUnlitTintedYardstick" (Assets/Resources/shaders/vertexcolorunlittintedyardstick.shader) #
_Color   ("Main Color", Vector) = (1,1,1,0.5)
_MainTex ("Texture",    2D    ) = "white" {}
SubShader
	Pass
		Blend DstAlpha One, DstAlpha One
		ZWrite Off
		Cull Off
Fallback "Vertex color unlit"
"VRTK/AdaptiveQualityDebugVisualization" (Assets/Shader/VRTKAdaptiveQualityDebugVisualization.shader) #
No properties.
SubShader
	Tags { "PreviewType" = "Plane" "QUEUE" = "Overlay" }
	Pass
		Tags { "PreviewType" = "Plane" "QUEUE" = "Overlay" }
		ZTest Always
		ZWrite Off
		Cull Off
"VRTK/OutlineBasic" (Assets/Shader/VRTKOutlineBasic.shader) #
_OutlineColor ("Outline Color", Vector) = (1,0,0,1)
_Thickness    ("Thickness",     Float ) = 1
SubShader
	Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "Transparent" }
	Pass
		Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "Transparent" }
		ColorMask 0 -1
			Pass Replace
	Pass
		Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "Transparent" }
		Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
		ZWrite Off
			Pass Keep
Fallback "Diffuse"