Shader "Hidden/Nightvision" {
	Properties {
		_MainTex ("Texture", 2D) = "white" {}
		_Color ("Color", Vector) = (0,1,0,1)
		_VignetteColor ("Vignette Color", Vector) = (0,0,0,1)
		_VignetteTex ("Vignette", 2D) = "white" {}
		_VignetteRadius ("Vignette Radius", Float) = 1
		_VignetteSharpness ("Vignette Sharpness", Float) = 1
		_NoiseTex ("Noise", 2D) = "white" {}
		_NoisePower ("Noise Power", Float) = 1
		_NoiseTileX ("Noise Tile X", Float) = 1
		_NoiseTileY ("Noise Tile Y", Float) = 1
		_NoiseOffsetX ("Noise Offset X", Float) = 0
		_NoiseOffsetY ("Noise Offset Y", Float) = 0
		_Power ("Power", Float) = 1
	}
	SubShader {
		Pass {
			ZTest Always
			ZWrite Off
			Cull Off
			GpuProgramID 65355
			Program "vp" {
				SubProgram "d3d11 " {
					Keywords { "Noise_Off" "Vignette_Off" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_1_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_1_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    gl_Position = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "Noise_Off" "UNITY_SINGLE_PASS_STEREO" "Vignette_Off" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_1_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_1_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "Noise_Texture" "Vignette_Off" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_1_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_1_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    gl_Position = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "Noise_Texture" "UNITY_SINGLE_PASS_STEREO" "Vignette_Off" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_1_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_1_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "Noise_Procedural" "Vignette_Off" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_1_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_1_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    gl_Position = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "Noise_Procedural" "UNITY_SINGLE_PASS_STEREO" "Vignette_Off" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_1_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_1_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "Noise_Off" "Vignette_Texture" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_1_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_1_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    gl_Position = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "Noise_Off" "UNITY_SINGLE_PASS_STEREO" "Vignette_Texture" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_1_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_1_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "Noise_Texture" "Vignette_Texture" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_1_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_1_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    gl_Position = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "Noise_Texture" "UNITY_SINGLE_PASS_STEREO" "Vignette_Texture" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_1_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_1_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "Noise_Procedural" "Vignette_Texture" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_1_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_1_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    gl_Position = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "Noise_Procedural" "UNITY_SINGLE_PASS_STEREO" "Vignette_Texture" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_1_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_1_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "Noise_Off" "Vignette_Procedural" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_1_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_1_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    gl_Position = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "Noise_Off" "UNITY_SINGLE_PASS_STEREO" "Vignette_Procedural" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_1_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_1_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "Noise_Texture" "Vignette_Procedural" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_1_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_1_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    gl_Position = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "Noise_Texture" "UNITY_SINGLE_PASS_STEREO" "Vignette_Procedural" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_1_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_1_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "Noise_Procedural" "Vignette_Procedural" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_1_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_1_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    gl_Position = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "Noise_Procedural" "UNITY_SINGLE_PASS_STEREO" "Vignette_Procedural" }
					"vs_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						vec4 unused_0_1[7];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_1_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_1_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec2 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    u_xlat0 = in_POSITION0.yyyy * unity_ObjectToWorld[1];
					    u_xlat0 = unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
					    u_xlat0 = unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
					    u_xlat0 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    return;
					}"
				}
			}
			Program "fp" {
				SubProgram "d3d11 " {
					Keywords { "Noise_Off" "Vignette_Off" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _Color;
						vec4 unused_0_2[2];
						float _Power;
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					void main()
					{
					    u_xlat0 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat0.x = dot(u_xlat0.xyz, vec3(0.209999993, 0.720000029, 0.0700000003));
					    u_xlat0.x = u_xlat0.x * _Power;
					    SV_Target0 = u_xlat0.xxxx * _Color;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "Noise_Off" "UNITY_SINGLE_PASS_STEREO" "Vignette_Off" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _Color;
						vec4 unused_0_2[2];
						float _Power;
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					void main()
					{
					    u_xlat0 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat0.x = dot(u_xlat0.xyz, vec3(0.209999993, 0.720000029, 0.0700000003));
					    u_xlat0.x = u_xlat0.x * _Power;
					    SV_Target0 = u_xlat0.xxxx * _Color;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "Noise_Texture" "Vignette_Off" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _Color;
						vec4 unused_0_2;
						float _NoisePower;
						float _NoiseTileX;
						float _NoiseTileY;
						float _NoiseOffsetX;
						float _NoiseOffsetY;
						float _Power;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _NoiseTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					float u_xlat3;
					void main()
					{
					    u_xlat0.x = vs_TEXCOORD0.x * _NoiseTileX;
					    u_xlat0.y = vs_TEXCOORD0.y * _NoiseTileY;
					    u_xlat0.xy = u_xlat0.xy + vec2(_NoiseOffsetX, _NoiseOffsetY);
					    u_xlat0 = texture(_NoiseTex, u_xlat0.xy);
					    u_xlat0.x = dot(u_xlat0.xyz, vec3(0.209999993, 0.720000029, 0.0700000003));
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = u_xlat0.x * _NoisePower;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat3 = dot(u_xlat1.xyz, vec3(0.209999993, 0.720000029, 0.0700000003));
					    u_xlat3 = u_xlat3 * _Power;
					    u_xlat1 = vec4(u_xlat3) * _Color;
					    u_xlat2 = (-vec4(u_xlat3)) * _Color + vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlat3 = dot(u_xlat1.xyz, vec3(0.209999993, 0.720000029, 0.0700000003));
					    u_xlat3 = (-u_xlat3) + 1.0;
					    u_xlat0.x = u_xlat3 * u_xlat0.x;
					    SV_Target0 = u_xlat0.xxxx * u_xlat2 + u_xlat1;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "Noise_Texture" "UNITY_SINGLE_PASS_STEREO" "Vignette_Off" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _Color;
						vec4 unused_0_2;
						float _NoisePower;
						float _NoiseTileX;
						float _NoiseTileY;
						float _NoiseOffsetX;
						float _NoiseOffsetY;
						float _Power;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _NoiseTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					float u_xlat3;
					void main()
					{
					    u_xlat0.x = vs_TEXCOORD0.x * _NoiseTileX;
					    u_xlat0.y = vs_TEXCOORD0.y * _NoiseTileY;
					    u_xlat0.xy = u_xlat0.xy + vec2(_NoiseOffsetX, _NoiseOffsetY);
					    u_xlat0 = texture(_NoiseTex, u_xlat0.xy);
					    u_xlat0.x = dot(u_xlat0.xyz, vec3(0.209999993, 0.720000029, 0.0700000003));
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = u_xlat0.x * _NoisePower;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat3 = dot(u_xlat1.xyz, vec3(0.209999993, 0.720000029, 0.0700000003));
					    u_xlat3 = u_xlat3 * _Power;
					    u_xlat1 = vec4(u_xlat3) * _Color;
					    u_xlat2 = (-vec4(u_xlat3)) * _Color + vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlat3 = dot(u_xlat1.xyz, vec3(0.209999993, 0.720000029, 0.0700000003));
					    u_xlat3 = (-u_xlat3) + 1.0;
					    u_xlat0.x = u_xlat3 * u_xlat0.x;
					    SV_Target0 = u_xlat0.xxxx * u_xlat2 + u_xlat1;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "Noise_Procedural" "Vignette_Off" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _Color;
						vec4 unused_0_2;
						float _NoisePower;
						float _NoiseOffsetX;
						float _NoiseOffsetY;
						float _Power;
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec2 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					float u_xlat3;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy + vec2(_NoiseOffsetX, _NoiseOffsetY);
					    u_xlat0.x = dot(u_xlat0.xy, vec2(135.194, 339.342987));
					    u_xlat0.x = sin(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 9124.53027;
					    u_xlat0.x = fract(u_xlat0.x);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = u_xlat0.x * _NoisePower;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat3 = dot(u_xlat1.xyz, vec3(0.209999993, 0.720000029, 0.0700000003));
					    u_xlat3 = u_xlat3 * _Power;
					    u_xlat1 = vec4(u_xlat3) * _Color;
					    u_xlat2 = (-vec4(u_xlat3)) * _Color + vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlat3 = dot(u_xlat1.xyz, vec3(0.209999993, 0.720000029, 0.0700000003));
					    u_xlat3 = (-u_xlat3) + 1.0;
					    u_xlat0.x = u_xlat3 * u_xlat0.x;
					    SV_Target0 = u_xlat0.xxxx * u_xlat2 + u_xlat1;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "Noise_Procedural" "UNITY_SINGLE_PASS_STEREO" "Vignette_Off" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _Color;
						vec4 unused_0_2;
						float _NoisePower;
						float _NoiseOffsetX;
						float _NoiseOffsetY;
						float _Power;
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec2 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					float u_xlat3;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy + vec2(_NoiseOffsetX, _NoiseOffsetY);
					    u_xlat0.x = dot(u_xlat0.xy, vec2(135.194, 339.342987));
					    u_xlat0.x = sin(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 9124.53027;
					    u_xlat0.x = fract(u_xlat0.x);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = u_xlat0.x * _NoisePower;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat3 = dot(u_xlat1.xyz, vec3(0.209999993, 0.720000029, 0.0700000003));
					    u_xlat3 = u_xlat3 * _Power;
					    u_xlat1 = vec4(u_xlat3) * _Color;
					    u_xlat2 = (-vec4(u_xlat3)) * _Color + vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlat3 = dot(u_xlat1.xyz, vec3(0.209999993, 0.720000029, 0.0700000003));
					    u_xlat3 = (-u_xlat3) + 1.0;
					    u_xlat0.x = u_xlat3 * u_xlat0.x;
					    SV_Target0 = u_xlat0.xxxx * u_xlat2 + u_xlat1;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "Noise_Off" "Vignette_Texture" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _Color;
						vec4 _VignetteColor;
						vec4 unused_0_3;
						float _Power;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _VignetteTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					void main()
					{
					    u_xlat0 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat0.x = dot(u_xlat0.xyz, vec3(0.209999993, 0.720000029, 0.0700000003));
					    u_xlat0.x = u_xlat0.x * _Power;
					    u_xlat0 = u_xlat0.xxxx * _Color;
					    u_xlat1 = texture(_VignetteTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat1 * _VignetteColor + (-u_xlat0);
					    u_xlat1.x = u_xlat1.w * _VignetteColor.w;
					    SV_Target0 = u_xlat1.xxxx * u_xlat2 + u_xlat0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "Noise_Off" "UNITY_SINGLE_PASS_STEREO" "Vignette_Texture" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _Color;
						vec4 _VignetteColor;
						vec4 unused_0_3;
						float _Power;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _VignetteTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					void main()
					{
					    u_xlat0 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat0.x = dot(u_xlat0.xyz, vec3(0.209999993, 0.720000029, 0.0700000003));
					    u_xlat0.x = u_xlat0.x * _Power;
					    u_xlat0 = u_xlat0.xxxx * _Color;
					    u_xlat1 = texture(_VignetteTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat1 * _VignetteColor + (-u_xlat0);
					    u_xlat1.x = u_xlat1.w * _VignetteColor.w;
					    SV_Target0 = u_xlat1.xxxx * u_xlat2 + u_xlat0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "Noise_Texture" "Vignette_Texture" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _Color;
						vec4 _VignetteColor;
						float _NoisePower;
						float _NoiseTileX;
						float _NoiseTileY;
						float _NoiseOffsetX;
						float _NoiseOffsetY;
						float _Power;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _NoiseTex;
					uniform  sampler2D _VignetteTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					float u_xlat3;
					void main()
					{
					    u_xlat0.x = vs_TEXCOORD0.x * _NoiseTileX;
					    u_xlat0.y = vs_TEXCOORD0.y * _NoiseTileY;
					    u_xlat0.xy = u_xlat0.xy + vec2(_NoiseOffsetX, _NoiseOffsetY);
					    u_xlat0 = texture(_NoiseTex, u_xlat0.xy);
					    u_xlat0.x = dot(u_xlat0.xyz, vec3(0.209999993, 0.720000029, 0.0700000003));
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = u_xlat0.x * _NoisePower;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat3 = dot(u_xlat1.xyz, vec3(0.209999993, 0.720000029, 0.0700000003));
					    u_xlat3 = u_xlat3 * _Power;
					    u_xlat1 = vec4(u_xlat3) * _Color;
					    u_xlat2 = (-vec4(u_xlat3)) * _Color + vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlat3 = dot(u_xlat1.xyz, vec3(0.209999993, 0.720000029, 0.0700000003));
					    u_xlat3 = (-u_xlat3) + 1.0;
					    u_xlat0.x = u_xlat3 * u_xlat0.x;
					    u_xlat0 = u_xlat0.xxxx * u_xlat2 + u_xlat1;
					    u_xlat1 = texture(_VignetteTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat1 * _VignetteColor + (-u_xlat0);
					    u_xlat1.x = u_xlat1.w * _VignetteColor.w;
					    SV_Target0 = u_xlat1.xxxx * u_xlat2 + u_xlat0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "Noise_Texture" "UNITY_SINGLE_PASS_STEREO" "Vignette_Texture" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _Color;
						vec4 _VignetteColor;
						float _NoisePower;
						float _NoiseTileX;
						float _NoiseTileY;
						float _NoiseOffsetX;
						float _NoiseOffsetY;
						float _Power;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _NoiseTex;
					uniform  sampler2D _VignetteTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					float u_xlat3;
					void main()
					{
					    u_xlat0.x = vs_TEXCOORD0.x * _NoiseTileX;
					    u_xlat0.y = vs_TEXCOORD0.y * _NoiseTileY;
					    u_xlat0.xy = u_xlat0.xy + vec2(_NoiseOffsetX, _NoiseOffsetY);
					    u_xlat0 = texture(_NoiseTex, u_xlat0.xy);
					    u_xlat0.x = dot(u_xlat0.xyz, vec3(0.209999993, 0.720000029, 0.0700000003));
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = u_xlat0.x * _NoisePower;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat3 = dot(u_xlat1.xyz, vec3(0.209999993, 0.720000029, 0.0700000003));
					    u_xlat3 = u_xlat3 * _Power;
					    u_xlat1 = vec4(u_xlat3) * _Color;
					    u_xlat2 = (-vec4(u_xlat3)) * _Color + vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlat3 = dot(u_xlat1.xyz, vec3(0.209999993, 0.720000029, 0.0700000003));
					    u_xlat3 = (-u_xlat3) + 1.0;
					    u_xlat0.x = u_xlat3 * u_xlat0.x;
					    u_xlat0 = u_xlat0.xxxx * u_xlat2 + u_xlat1;
					    u_xlat1 = texture(_VignetteTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat1 * _VignetteColor + (-u_xlat0);
					    u_xlat1.x = u_xlat1.w * _VignetteColor.w;
					    SV_Target0 = u_xlat1.xxxx * u_xlat2 + u_xlat0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "Noise_Procedural" "Vignette_Texture" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _Color;
						vec4 _VignetteColor;
						float _NoisePower;
						float _NoiseOffsetX;
						float _NoiseOffsetY;
						float _Power;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _VignetteTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					float u_xlat3;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy + vec2(_NoiseOffsetX, _NoiseOffsetY);
					    u_xlat0.x = dot(u_xlat0.xy, vec2(135.194, 339.342987));
					    u_xlat0.x = sin(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 9124.53027;
					    u_xlat0.x = fract(u_xlat0.x);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = u_xlat0.x * _NoisePower;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat3 = dot(u_xlat1.xyz, vec3(0.209999993, 0.720000029, 0.0700000003));
					    u_xlat3 = u_xlat3 * _Power;
					    u_xlat1 = vec4(u_xlat3) * _Color;
					    u_xlat2 = (-vec4(u_xlat3)) * _Color + vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlat3 = dot(u_xlat1.xyz, vec3(0.209999993, 0.720000029, 0.0700000003));
					    u_xlat3 = (-u_xlat3) + 1.0;
					    u_xlat0.x = u_xlat3 * u_xlat0.x;
					    u_xlat0 = u_xlat0.xxxx * u_xlat2 + u_xlat1;
					    u_xlat1 = texture(_VignetteTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat1 * _VignetteColor + (-u_xlat0);
					    u_xlat1.x = u_xlat1.w * _VignetteColor.w;
					    SV_Target0 = u_xlat1.xxxx * u_xlat2 + u_xlat0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "Noise_Procedural" "UNITY_SINGLE_PASS_STEREO" "Vignette_Texture" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _Color;
						vec4 _VignetteColor;
						float _NoisePower;
						float _NoiseOffsetX;
						float _NoiseOffsetY;
						float _Power;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _VignetteTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					float u_xlat3;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy + vec2(_NoiseOffsetX, _NoiseOffsetY);
					    u_xlat0.x = dot(u_xlat0.xy, vec2(135.194, 339.342987));
					    u_xlat0.x = sin(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * 9124.53027;
					    u_xlat0.x = fract(u_xlat0.x);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat0.x = u_xlat0.x * _NoisePower;
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat3 = dot(u_xlat1.xyz, vec3(0.209999993, 0.720000029, 0.0700000003));
					    u_xlat3 = u_xlat3 * _Power;
					    u_xlat1 = vec4(u_xlat3) * _Color;
					    u_xlat2 = (-vec4(u_xlat3)) * _Color + vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlat3 = dot(u_xlat1.xyz, vec3(0.209999993, 0.720000029, 0.0700000003));
					    u_xlat3 = (-u_xlat3) + 1.0;
					    u_xlat0.x = u_xlat3 * u_xlat0.x;
					    u_xlat0 = u_xlat0.xxxx * u_xlat2 + u_xlat1;
					    u_xlat1 = texture(_VignetteTex, vs_TEXCOORD0.xy);
					    u_xlat2 = u_xlat1 * _VignetteColor + (-u_xlat0);
					    u_xlat1.x = u_xlat1.w * _VignetteColor.w;
					    SV_Target0 = u_xlat1.xxxx * u_xlat2 + u_xlat0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "Noise_Off" "Vignette_Procedural" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _Color;
						vec4 _VignetteColor;
						float _VignetteRadius;
						float _VignetteSharpness;
						vec4 unused_0_5;
						float _Power;
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec2 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					float u_xlat3;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy + vec2(-0.5, -0.5);
					    u_xlat0.x = dot(u_xlat0.xy, u_xlat0.xy);
					    u_xlat0.x = sqrt(u_xlat0.x);
					    u_xlat3 = _VignetteRadius * 0.5;
					    u_xlat3 = float(1.0) / u_xlat3;
					    u_xlat0.x = u_xlat3 * u_xlat0.x;
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _VignetteSharpness;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.x = u_xlat0.x * _VignetteColor.w;
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat3 = dot(u_xlat1.xyz, vec3(0.209999993, 0.720000029, 0.0700000003));
					    u_xlat3 = u_xlat3 * unused_0_5.w;
					    u_xlat1 = vec4(u_xlat3) * _Color;
					    u_xlat2 = (-vec4(u_xlat3)) * _Color + _VignetteColor;
					    SV_Target0 = u_xlat0.xxxx * u_xlat2 + u_xlat1;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "Noise_Off" "UNITY_SINGLE_PASS_STEREO" "Vignette_Procedural" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _Color;
						vec4 _VignetteColor;
						float _VignetteRadius;
						float _VignetteSharpness;
						vec4 unused_0_5;
						float _Power;
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec2 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					float u_xlat3;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy + vec2(-0.5, -0.5);
					    u_xlat0.x = dot(u_xlat0.xy, u_xlat0.xy);
					    u_xlat0.x = sqrt(u_xlat0.x);
					    u_xlat3 = _VignetteRadius * 0.5;
					    u_xlat3 = float(1.0) / u_xlat3;
					    u_xlat0.x = u_xlat3 * u_xlat0.x;
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _VignetteSharpness;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.x = u_xlat0.x * _VignetteColor.w;
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat3 = dot(u_xlat1.xyz, vec3(0.209999993, 0.720000029, 0.0700000003));
					    u_xlat3 = u_xlat3 * unused_0_5.w;
					    u_xlat1 = vec4(u_xlat3) * _Color;
					    u_xlat2 = (-vec4(u_xlat3)) * _Color + _VignetteColor;
					    SV_Target0 = u_xlat0.xxxx * u_xlat2 + u_xlat1;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "Noise_Texture" "Vignette_Procedural" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _Color;
						vec4 _VignetteColor;
						float _VignetteRadius;
						float _VignetteSharpness;
						float _NoisePower;
						float _NoiseTileX;
						float _NoiseTileY;
						float _NoiseOffsetX;
						float _NoiseOffsetY;
						float _Power;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _NoiseTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec2 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec2 u_xlat3;
					float u_xlat6;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy + vec2(-0.5, -0.5);
					    u_xlat0.x = dot(u_xlat0.xy, u_xlat0.xy);
					    u_xlat0.x = sqrt(u_xlat0.x);
					    u_xlat3.x = _VignetteRadius * 0.5;
					    u_xlat3.x = float(1.0) / u_xlat3.x;
					    u_xlat0.x = u_xlat3.x * u_xlat0.x;
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _VignetteSharpness;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.x = u_xlat0.x * _VignetteColor.w;
					    u_xlat1.x = vs_TEXCOORD0.x * _NoiseTileX;
					    u_xlat1.y = vs_TEXCOORD0.y * _NoiseTileY;
					    u_xlat3.xy = u_xlat1.xy + vec2(_NoiseOffsetX, _NoiseOffsetY);
					    u_xlat1 = texture(_NoiseTex, u_xlat3.xy);
					    u_xlat3.x = dot(u_xlat1.xyz, vec3(0.209999993, 0.720000029, 0.0700000003));
					    u_xlat3.x = (-u_xlat3.x) + 1.0;
					    u_xlat3.x = u_xlat3.x * _NoisePower;
					    u_xlat3.x = clamp(u_xlat3.x, 0.0, 1.0);
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat6 = dot(u_xlat1.xyz, vec3(0.209999993, 0.720000029, 0.0700000003));
					    u_xlat6 = u_xlat6 * _Power;
					    u_xlat1 = vec4(u_xlat6) * _Color;
					    u_xlat2 = (-vec4(u_xlat6)) * _Color + vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlat6 = dot(u_xlat1.xyz, vec3(0.209999993, 0.720000029, 0.0700000003));
					    u_xlat6 = (-u_xlat6) + 1.0;
					    u_xlat3.x = u_xlat6 * u_xlat3.x;
					    u_xlat1 = u_xlat3.xxxx * u_xlat2 + u_xlat1;
					    u_xlat2 = (-u_xlat1) + _VignetteColor;
					    SV_Target0 = u_xlat0.xxxx * u_xlat2 + u_xlat1;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "Noise_Texture" "UNITY_SINGLE_PASS_STEREO" "Vignette_Procedural" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _Color;
						vec4 _VignetteColor;
						float _VignetteRadius;
						float _VignetteSharpness;
						float _NoisePower;
						float _NoiseTileX;
						float _NoiseTileY;
						float _NoiseOffsetX;
						float _NoiseOffsetY;
						float _Power;
					};
					uniform  sampler2D _MainTex;
					uniform  sampler2D _NoiseTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec2 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec2 u_xlat3;
					float u_xlat6;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy + vec2(-0.5, -0.5);
					    u_xlat0.x = dot(u_xlat0.xy, u_xlat0.xy);
					    u_xlat0.x = sqrt(u_xlat0.x);
					    u_xlat3.x = _VignetteRadius * 0.5;
					    u_xlat3.x = float(1.0) / u_xlat3.x;
					    u_xlat0.x = u_xlat3.x * u_xlat0.x;
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _VignetteSharpness;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.x = u_xlat0.x * _VignetteColor.w;
					    u_xlat1.x = vs_TEXCOORD0.x * _NoiseTileX;
					    u_xlat1.y = vs_TEXCOORD0.y * _NoiseTileY;
					    u_xlat3.xy = u_xlat1.xy + vec2(_NoiseOffsetX, _NoiseOffsetY);
					    u_xlat1 = texture(_NoiseTex, u_xlat3.xy);
					    u_xlat3.x = dot(u_xlat1.xyz, vec3(0.209999993, 0.720000029, 0.0700000003));
					    u_xlat3.x = (-u_xlat3.x) + 1.0;
					    u_xlat3.x = u_xlat3.x * _NoisePower;
					    u_xlat3.x = clamp(u_xlat3.x, 0.0, 1.0);
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat6 = dot(u_xlat1.xyz, vec3(0.209999993, 0.720000029, 0.0700000003));
					    u_xlat6 = u_xlat6 * _Power;
					    u_xlat1 = vec4(u_xlat6) * _Color;
					    u_xlat2 = (-vec4(u_xlat6)) * _Color + vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlat6 = dot(u_xlat1.xyz, vec3(0.209999993, 0.720000029, 0.0700000003));
					    u_xlat6 = (-u_xlat6) + 1.0;
					    u_xlat3.x = u_xlat6 * u_xlat3.x;
					    u_xlat1 = u_xlat3.xxxx * u_xlat2 + u_xlat1;
					    u_xlat2 = (-u_xlat1) + _VignetteColor;
					    SV_Target0 = u_xlat0.xxxx * u_xlat2 + u_xlat1;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "Noise_Procedural" "Vignette_Procedural" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _Color;
						vec4 _VignetteColor;
						float _VignetteRadius;
						float _VignetteSharpness;
						float _NoisePower;
						float _NoiseOffsetX;
						float _NoiseOffsetY;
						float _Power;
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec2 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec2 u_xlat3;
					float u_xlat6;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy + vec2(-0.5, -0.5);
					    u_xlat0.x = dot(u_xlat0.xy, u_xlat0.xy);
					    u_xlat0.x = sqrt(u_xlat0.x);
					    u_xlat3.x = _VignetteRadius * 0.5;
					    u_xlat3.x = float(1.0) / u_xlat3.x;
					    u_xlat0.x = u_xlat3.x * u_xlat0.x;
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _VignetteSharpness;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.x = u_xlat0.x * _VignetteColor.w;
					    u_xlat3.xy = vs_TEXCOORD0.xy + vec2(_NoiseOffsetX, _NoiseOffsetY);
					    u_xlat3.x = dot(u_xlat3.xy, vec2(135.194, 339.342987));
					    u_xlat3.x = sin(u_xlat3.x);
					    u_xlat3.x = u_xlat3.x * 9124.53027;
					    u_xlat3.x = fract(u_xlat3.x);
					    u_xlat3.x = (-u_xlat3.x) + 1.0;
					    u_xlat3.x = u_xlat3.x * _NoisePower;
					    u_xlat3.x = clamp(u_xlat3.x, 0.0, 1.0);
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat6 = dot(u_xlat1.xyz, vec3(0.209999993, 0.720000029, 0.0700000003));
					    u_xlat6 = u_xlat6 * _Power;
					    u_xlat1 = vec4(u_xlat6) * _Color;
					    u_xlat2 = (-vec4(u_xlat6)) * _Color + vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlat6 = dot(u_xlat1.xyz, vec3(0.209999993, 0.720000029, 0.0700000003));
					    u_xlat6 = (-u_xlat6) + 1.0;
					    u_xlat3.x = u_xlat6 * u_xlat3.x;
					    u_xlat1 = u_xlat3.xxxx * u_xlat2 + u_xlat1;
					    u_xlat2 = (-u_xlat1) + _VignetteColor;
					    SV_Target0 = u_xlat0.xxxx * u_xlat2 + u_xlat1;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "Noise_Procedural" "UNITY_SINGLE_PASS_STEREO" "Vignette_Procedural" }
					"ps_4_0
					
					#version 330
					#extension GL_ARB_explicit_attrib_location : require
					#extension GL_ARB_explicit_uniform_location : require
					
					#define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
					#if HLSLCC_ENABLE_UNIFORM_BUFFERS
					#define UNITY_UNIFORM
					#else
					#define UNITY_UNIFORM uniform
					#endif
					#define UNITY_SUPPORTS_UNIFORM_LOCATION 1
					#if UNITY_SUPPORTS_UNIFORM_LOCATION
					#define UNITY_LOCATION(x) layout(location = x)
					#define UNITY_BINDING(x) layout(binding = x, std140)
					#else
					#define UNITY_LOCATION(x)
					#define UNITY_BINDING(x) layout(std140)
					#endif
					layout(std140) uniform PGlobals {
						vec4 unused_0_0[2];
						vec4 _Color;
						vec4 _VignetteColor;
						float _VignetteRadius;
						float _VignetteSharpness;
						float _NoisePower;
						float _NoiseOffsetX;
						float _NoiseOffsetY;
						float _Power;
					};
					uniform  sampler2D _MainTex;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec2 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec2 u_xlat3;
					float u_xlat6;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy + vec2(-0.5, -0.5);
					    u_xlat0.x = dot(u_xlat0.xy, u_xlat0.xy);
					    u_xlat0.x = sqrt(u_xlat0.x);
					    u_xlat3.x = _VignetteRadius * 0.5;
					    u_xlat3.x = float(1.0) / u_xlat3.x;
					    u_xlat0.x = u_xlat3.x * u_xlat0.x;
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat0.x = u_xlat0.x * _VignetteSharpness;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.x = u_xlat0.x * _VignetteColor.w;
					    u_xlat3.xy = vs_TEXCOORD0.xy + vec2(_NoiseOffsetX, _NoiseOffsetY);
					    u_xlat3.x = dot(u_xlat3.xy, vec2(135.194, 339.342987));
					    u_xlat3.x = sin(u_xlat3.x);
					    u_xlat3.x = u_xlat3.x * 9124.53027;
					    u_xlat3.x = fract(u_xlat3.x);
					    u_xlat3.x = (-u_xlat3.x) + 1.0;
					    u_xlat3.x = u_xlat3.x * _NoisePower;
					    u_xlat3.x = clamp(u_xlat3.x, 0.0, 1.0);
					    u_xlat1 = texture(_MainTex, vs_TEXCOORD0.xy);
					    u_xlat6 = dot(u_xlat1.xyz, vec3(0.209999993, 0.720000029, 0.0700000003));
					    u_xlat6 = u_xlat6 * _Power;
					    u_xlat1 = vec4(u_xlat6) * _Color;
					    u_xlat2 = (-vec4(u_xlat6)) * _Color + vec4(0.0, 0.0, 0.0, 1.0);
					    u_xlat6 = dot(u_xlat1.xyz, vec3(0.209999993, 0.720000029, 0.0700000003));
					    u_xlat6 = (-u_xlat6) + 1.0;
					    u_xlat3.x = u_xlat6 * u_xlat3.x;
					    u_xlat1 = u_xlat3.xxxx * u_xlat2 + u_xlat1;
					    u_xlat2 = (-u_xlat1) + _VignetteColor;
					    SV_Target0 = u_xlat0.xxxx * u_xlat2 + u_xlat1;
					    return;
					}"
				}
			}
		}
	}
}