Shader "Shader Forge/Candle flame" {
	Properties {
		_node_438 ("node_438", 2D) = "white" {}
	}
	SubShader {
		Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent" "RenderType" = "Transparent" }
		Pass {
			Name "FORWARD"
			Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "FORWARDBASE" "QUEUE" = "Transparent" "RenderType" = "Transparent" "SHADOWSUPPORT" = "true" }
			Blend One One, One One
			ZWrite Off
			Cull Off
			GpuProgramID 62398
			Program "vp" {
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" }
					"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()
					{
					    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;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "UNITY_SINGLE_PASS_STEREO" }
					"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()
					{
					    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;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" }
					"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()
					{
					    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;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "UNITY_SINGLE_PASS_STEREO" }
					"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()
					{
					    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;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "SHADOWS_SHADOWMASK" }
					"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()
					{
					    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;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"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()
					{
					    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;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" }
					"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()
					{
					    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;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "UNITY_SINGLE_PASS_STEREO" }
					"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()
					{
					    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;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTMAP_ON" }
					"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()
					{
					    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;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTMAP_ON" "UNITY_SINGLE_PASS_STEREO" }
					"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()
					{
					    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;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTMAP_ON" "LIGHTPROBE_SH" }
					"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()
					{
					    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;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTMAP_ON" "LIGHTPROBE_SH" "UNITY_SINGLE_PASS_STEREO" }
					"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()
					{
					    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;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "LIGHTMAP_ON" }
					"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()
					{
					    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;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "LIGHTMAP_ON" "UNITY_SINGLE_PASS_STEREO" }
					"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()
					{
					    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;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" }
					"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()
					{
					    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;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "UNITY_SINGLE_PASS_STEREO" }
					"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()
					{
					    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;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" }
					"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()
					{
					    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;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "UNITY_SINGLE_PASS_STEREO" }
					"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()
					{
					    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;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" }
					"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()
					{
					    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;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "UNITY_SINGLE_PASS_STEREO" }
					"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()
					{
					    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;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTMAP_ON" "SHADOWS_SHADOWMASK" }
					"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()
					{
					    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;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTMAP_ON" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"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()
					{
					    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;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "LIGHTMAP_ON" "SHADOWS_SHADOWMASK" }
					"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()
					{
					    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;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "LIGHTMAP_ON" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"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()
					{
					    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;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTMAP_ON" "LIGHTPROBE_SH" "SHADOWS_SHADOWMASK" }
					"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()
					{
					    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;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTMAP_ON" "LIGHTPROBE_SH" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"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()
					{
					    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;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SHADOWMASK" }
					"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()
					{
					    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;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"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()
					{
					    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;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SHADOWMASK" }
					"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()
					{
					    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;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"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()
					{
					    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;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "SHADOWS_SHADOWMASK" }
					"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()
					{
					    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;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"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()
					{
					    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;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" }
					"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()
					{
					    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;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" }
					"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()
					{
					    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;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "SHADOWS_SCREEN" }
					"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()
					{
					    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;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" }
					"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()
					{
					    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;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "SHADOWS_SCREEN" }
					"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()
					{
					    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;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" }
					"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()
					{
					    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;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" }
					"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()
					{
					    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;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"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()
					{
					    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;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" }
					"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()
					{
					    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;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"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()
					{
					    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;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "SHADOWS_SCREEN" }
					"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()
					{
					    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;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" }
					"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()
					{
					    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;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTMAP_ON" "SHADOWS_SCREEN" }
					"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()
					{
					    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;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTMAP_ON" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" }
					"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()
					{
					    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;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTMAP_ON" "LIGHTPROBE_SH" "SHADOWS_SCREEN" }
					"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()
					{
					    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;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTMAP_ON" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" }
					"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()
					{
					    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;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "LIGHTMAP_ON" "SHADOWS_SCREEN" }
					"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()
					{
					    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;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "LIGHTMAP_ON" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" }
					"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()
					{
					    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;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SCREEN" }
					"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()
					{
					    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;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" }
					"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()
					{
					    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;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "SHADOWS_SCREEN" }
					"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()
					{
					    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;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" }
					"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()
					{
					    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;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SCREEN" }
					"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()
					{
					    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;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" }
					"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()
					{
					    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;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTMAP_ON" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" }
					"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()
					{
					    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;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTMAP_ON" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"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()
					{
					    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;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTMAP_ON" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" }
					"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()
					{
					    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;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTMAP_ON" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"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()
					{
					    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;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "LIGHTMAP_ON" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" }
					"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()
					{
					    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;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "LIGHTMAP_ON" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"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()
					{
					    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;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" }
					"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()
					{
					    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;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"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()
					{
					    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;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" }
					"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()
					{
					    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;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"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()
					{
					    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;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" }
					"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()
					{
					    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;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"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()
					{
					    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;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "VERTEXLIGHT_ON" }
					"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()
					{
					    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;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "UNITY_SINGLE_PASS_STEREO" "VERTEXLIGHT_ON" }
					"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()
					{
					    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;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "VERTEXLIGHT_ON" }
					"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()
					{
					    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;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "UNITY_SINGLE_PASS_STEREO" "VERTEXLIGHT_ON" }
					"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()
					{
					    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;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "VERTEXLIGHT_ON" }
					"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()
					{
					    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;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "UNITY_SINGLE_PASS_STEREO" "VERTEXLIGHT_ON" }
					"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()
					{
					    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;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "VERTEXLIGHT_ON" }
					"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()
					{
					    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;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" "VERTEXLIGHT_ON" }
					"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()
					{
					    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;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "VERTEXLIGHT_ON" }
					"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()
					{
					    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;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" "VERTEXLIGHT_ON" }
					"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()
					{
					    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;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "SHADOWS_SCREEN" "VERTEXLIGHT_ON" }
					"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()
					{
					    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;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" "VERTEXLIGHT_ON" }
					"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()
					{
					    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;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SCREEN" "VERTEXLIGHT_ON" }
					"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()
					{
					    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;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" "VERTEXLIGHT_ON" }
					"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()
					{
					    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;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "VERTEXLIGHT_ON" }
					"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()
					{
					    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;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" "VERTEXLIGHT_ON" }
					"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()
					{
					    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;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SCREEN" "VERTEXLIGHT_ON" }
					"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()
					{
					    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;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" "VERTEXLIGHT_ON" }
					"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()
					{
					    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;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "VERTEXLIGHT_ON" }
					"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()
					{
					    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;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" "VERTEXLIGHT_ON" }
					"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()
					{
					    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;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "VERTEXLIGHT_ON" }
					"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()
					{
					    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;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" "VERTEXLIGHT_ON" }
					"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()
					{
					    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;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "VERTEXLIGHT_ON" }
					"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()
					{
					    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;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" "VERTEXLIGHT_ON" }
					"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()
					{
					    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;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "VERTEXLIGHT_ON" }
					"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()
					{
					    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;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" "VERTEXLIGHT_ON" }
					"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()
					{
					    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;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "VERTEXLIGHT_ON" }
					"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()
					{
					    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;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" "VERTEXLIGHT_ON" }
					"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()
					{
					    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;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "VERTEXLIGHT_ON" }
					"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()
					{
					    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;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" "VERTEXLIGHT_ON" }
					"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()
					{
					    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;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" }
					"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;
					out float vs_TEXCOORD1;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    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;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD1 = u_xlat0.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "UNITY_SINGLE_PASS_STEREO" }
					"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;
					out float vs_TEXCOORD1;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    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;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD1 = u_xlat0.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "LIGHTPROBE_SH" }
					"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;
					out float vs_TEXCOORD1;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    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;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD1 = u_xlat0.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "LIGHTPROBE_SH" "UNITY_SINGLE_PASS_STEREO" }
					"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;
					out float vs_TEXCOORD1;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    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;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD1 = u_xlat0.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "LIGHTPROBE_SH" "SHADOWS_SHADOWMASK" }
					"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;
					out float vs_TEXCOORD1;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    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;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD1 = u_xlat0.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "LIGHTPROBE_SH" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"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;
					out float vs_TEXCOORD1;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    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;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD1 = u_xlat0.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "FOG_EXP2" }
					"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;
					out float vs_TEXCOORD1;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    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;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD1 = u_xlat0.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "FOG_EXP2" "UNITY_SINGLE_PASS_STEREO" }
					"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;
					out float vs_TEXCOORD1;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    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;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD1 = u_xlat0.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "LIGHTMAP_ON" }
					"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;
					out float vs_TEXCOORD1;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    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;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD1 = u_xlat0.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "LIGHTMAP_ON" "UNITY_SINGLE_PASS_STEREO" }
					"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;
					out float vs_TEXCOORD1;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    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;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD1 = u_xlat0.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "LIGHTMAP_ON" "LIGHTPROBE_SH" }
					"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;
					out float vs_TEXCOORD1;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    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;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD1 = u_xlat0.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "LIGHTMAP_ON" "LIGHTPROBE_SH" "UNITY_SINGLE_PASS_STEREO" }
					"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;
					out float vs_TEXCOORD1;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    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;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD1 = u_xlat0.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "FOG_EXP2" "LIGHTMAP_ON" }
					"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;
					out float vs_TEXCOORD1;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    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;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD1 = u_xlat0.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "FOG_EXP2" "LIGHTMAP_ON" "UNITY_SINGLE_PASS_STEREO" }
					"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;
					out float vs_TEXCOORD1;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    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;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD1 = u_xlat0.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" }
					"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;
					out float vs_TEXCOORD1;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    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;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD1 = u_xlat0.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "UNITY_SINGLE_PASS_STEREO" }
					"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;
					out float vs_TEXCOORD1;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    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;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD1 = u_xlat0.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" }
					"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;
					out float vs_TEXCOORD1;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    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;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD1 = u_xlat0.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "UNITY_SINGLE_PASS_STEREO" }
					"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;
					out float vs_TEXCOORD1;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    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;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD1 = u_xlat0.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "FOG_EXP2" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" }
					"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;
					out float vs_TEXCOORD1;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    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;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD1 = u_xlat0.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "FOG_EXP2" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "UNITY_SINGLE_PASS_STEREO" }
					"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;
					out float vs_TEXCOORD1;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    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;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD1 = u_xlat0.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "LIGHTMAP_ON" "SHADOWS_SHADOWMASK" }
					"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;
					out float vs_TEXCOORD1;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    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;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD1 = u_xlat0.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "LIGHTMAP_ON" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"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;
					out float vs_TEXCOORD1;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    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;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD1 = u_xlat0.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "FOG_EXP2" "LIGHTMAP_ON" "SHADOWS_SHADOWMASK" }
					"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;
					out float vs_TEXCOORD1;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    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;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD1 = u_xlat0.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "FOG_EXP2" "LIGHTMAP_ON" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"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;
					out float vs_TEXCOORD1;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    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;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD1 = u_xlat0.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "LIGHTMAP_ON" "LIGHTPROBE_SH" "SHADOWS_SHADOWMASK" }
					"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;
					out float vs_TEXCOORD1;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    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;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD1 = u_xlat0.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "LIGHTMAP_ON" "LIGHTPROBE_SH" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"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;
					out float vs_TEXCOORD1;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    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;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD1 = u_xlat0.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SHADOWMASK" }
					"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;
					out float vs_TEXCOORD1;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    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;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD1 = u_xlat0.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"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;
					out float vs_TEXCOORD1;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    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;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD1 = u_xlat0.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "FOG_EXP2" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SHADOWMASK" }
					"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;
					out float vs_TEXCOORD1;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    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;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD1 = u_xlat0.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "FOG_EXP2" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"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;
					out float vs_TEXCOORD1;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    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;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD1 = u_xlat0.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "SHADOWS_SHADOWMASK" }
					"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;
					out float vs_TEXCOORD1;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    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;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD1 = u_xlat0.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"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;
					out float vs_TEXCOORD1;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    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;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD1 = u_xlat0.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "SHADOWS_SCREEN" }
					"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;
					out float vs_TEXCOORD1;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    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;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD1 = u_xlat0.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" }
					"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;
					out float vs_TEXCOORD1;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    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;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD1 = u_xlat0.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "LIGHTPROBE_SH" "SHADOWS_SCREEN" }
					"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;
					out float vs_TEXCOORD1;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    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;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD1 = u_xlat0.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" }
					"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;
					out float vs_TEXCOORD1;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    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;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD1 = u_xlat0.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "SHADOWS_SCREEN" }
					"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;
					out float vs_TEXCOORD1;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    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;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD1 = u_xlat0.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" }
					"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;
					out float vs_TEXCOORD1;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    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;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD1 = u_xlat0.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" }
					"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;
					out float vs_TEXCOORD1;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    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;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD1 = u_xlat0.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"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;
					out float vs_TEXCOORD1;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    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;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD1 = u_xlat0.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" }
					"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;
					out float vs_TEXCOORD1;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    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;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD1 = u_xlat0.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"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;
					out float vs_TEXCOORD1;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    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;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD1 = u_xlat0.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "FOG_EXP2" "SHADOWS_SCREEN" }
					"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;
					out float vs_TEXCOORD1;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    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;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD1 = u_xlat0.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "FOG_EXP2" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" }
					"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;
					out float vs_TEXCOORD1;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    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;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD1 = u_xlat0.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "LIGHTMAP_ON" "SHADOWS_SCREEN" }
					"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;
					out float vs_TEXCOORD1;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    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;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD1 = u_xlat0.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "LIGHTMAP_ON" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" }
					"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;
					out float vs_TEXCOORD1;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    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;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD1 = u_xlat0.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "LIGHTMAP_ON" "LIGHTPROBE_SH" "SHADOWS_SCREEN" }
					"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;
					out float vs_TEXCOORD1;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    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;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD1 = u_xlat0.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "LIGHTMAP_ON" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" }
					"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;
					out float vs_TEXCOORD1;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    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;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD1 = u_xlat0.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "FOG_EXP2" "LIGHTMAP_ON" "SHADOWS_SCREEN" }
					"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;
					out float vs_TEXCOORD1;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    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;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD1 = u_xlat0.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "FOG_EXP2" "LIGHTMAP_ON" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" }
					"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;
					out float vs_TEXCOORD1;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    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;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD1 = u_xlat0.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SCREEN" }
					"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;
					out float vs_TEXCOORD1;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    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;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD1 = u_xlat0.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" }
					"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;
					out float vs_TEXCOORD1;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    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;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD1 = u_xlat0.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "SHADOWS_SCREEN" }
					"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;
					out float vs_TEXCOORD1;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    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;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD1 = u_xlat0.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" }
					"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;
					out float vs_TEXCOORD1;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    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;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD1 = u_xlat0.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "FOG_EXP2" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SCREEN" }
					"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;
					out float vs_TEXCOORD1;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    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;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD1 = u_xlat0.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "FOG_EXP2" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" }
					"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;
					out float vs_TEXCOORD1;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    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;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD1 = u_xlat0.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "LIGHTMAP_ON" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" }
					"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;
					out float vs_TEXCOORD1;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    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;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD1 = u_xlat0.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "LIGHTMAP_ON" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"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;
					out float vs_TEXCOORD1;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    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;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD1 = u_xlat0.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "LIGHTMAP_ON" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" }
					"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;
					out float vs_TEXCOORD1;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    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;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD1 = u_xlat0.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "LIGHTMAP_ON" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"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;
					out float vs_TEXCOORD1;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    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;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD1 = u_xlat0.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "FOG_EXP2" "LIGHTMAP_ON" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" }
					"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;
					out float vs_TEXCOORD1;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    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;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD1 = u_xlat0.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "FOG_EXP2" "LIGHTMAP_ON" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"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;
					out float vs_TEXCOORD1;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    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;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD1 = u_xlat0.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" }
					"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;
					out float vs_TEXCOORD1;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    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;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD1 = u_xlat0.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"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;
					out float vs_TEXCOORD1;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    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;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD1 = u_xlat0.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" }
					"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;
					out float vs_TEXCOORD1;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    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;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD1 = u_xlat0.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"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;
					out float vs_TEXCOORD1;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    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;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD1 = u_xlat0.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "FOG_EXP2" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" }
					"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;
					out float vs_TEXCOORD1;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    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;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD1 = u_xlat0.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "FOG_EXP2" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"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;
					out float vs_TEXCOORD1;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    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;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD1 = u_xlat0.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "VERTEXLIGHT_ON" }
					"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;
					out float vs_TEXCOORD1;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    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;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD1 = u_xlat0.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "UNITY_SINGLE_PASS_STEREO" "VERTEXLIGHT_ON" }
					"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;
					out float vs_TEXCOORD1;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    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;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD1 = u_xlat0.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "LIGHTPROBE_SH" "VERTEXLIGHT_ON" }
					"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;
					out float vs_TEXCOORD1;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    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;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD1 = u_xlat0.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "LIGHTPROBE_SH" "UNITY_SINGLE_PASS_STEREO" "VERTEXLIGHT_ON" }
					"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;
					out float vs_TEXCOORD1;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    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;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD1 = u_xlat0.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "FOG_EXP2" "VERTEXLIGHT_ON" }
					"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;
					out float vs_TEXCOORD1;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    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;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD1 = u_xlat0.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "FOG_EXP2" "UNITY_SINGLE_PASS_STEREO" "VERTEXLIGHT_ON" }
					"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;
					out float vs_TEXCOORD1;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    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;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD1 = u_xlat0.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "SHADOWS_SCREEN" "VERTEXLIGHT_ON" }
					"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;
					out float vs_TEXCOORD1;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    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;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD1 = u_xlat0.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" "VERTEXLIGHT_ON" }
					"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;
					out float vs_TEXCOORD1;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    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;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD1 = u_xlat0.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "VERTEXLIGHT_ON" }
					"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;
					out float vs_TEXCOORD1;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    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;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD1 = u_xlat0.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" "VERTEXLIGHT_ON" }
					"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;
					out float vs_TEXCOORD1;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    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;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD1 = u_xlat0.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "FOG_EXP2" "SHADOWS_SCREEN" "VERTEXLIGHT_ON" }
					"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;
					out float vs_TEXCOORD1;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    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;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD1 = u_xlat0.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "FOG_EXP2" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" "VERTEXLIGHT_ON" }
					"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;
					out float vs_TEXCOORD1;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    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;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD1 = u_xlat0.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SCREEN" "VERTEXLIGHT_ON" }
					"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;
					out float vs_TEXCOORD1;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    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;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD1 = u_xlat0.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" "VERTEXLIGHT_ON" }
					"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;
					out float vs_TEXCOORD1;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    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;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD1 = u_xlat0.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "VERTEXLIGHT_ON" }
					"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;
					out float vs_TEXCOORD1;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    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;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD1 = u_xlat0.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" "VERTEXLIGHT_ON" }
					"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;
					out float vs_TEXCOORD1;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    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;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD1 = u_xlat0.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "FOG_EXP2" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SCREEN" "VERTEXLIGHT_ON" }
					"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;
					out float vs_TEXCOORD1;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    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;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD1 = u_xlat0.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "FOG_EXP2" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" "VERTEXLIGHT_ON" }
					"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;
					out float vs_TEXCOORD1;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    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;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD1 = u_xlat0.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "VERTEXLIGHT_ON" }
					"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;
					out float vs_TEXCOORD1;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    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;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD1 = u_xlat0.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" "VERTEXLIGHT_ON" }
					"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;
					out float vs_TEXCOORD1;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    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;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD1 = u_xlat0.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "VERTEXLIGHT_ON" }
					"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;
					out float vs_TEXCOORD1;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    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;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD1 = u_xlat0.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" "VERTEXLIGHT_ON" }
					"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;
					out float vs_TEXCOORD1;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    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;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD1 = u_xlat0.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "FOG_EXP2" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "VERTEXLIGHT_ON" }
					"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;
					out float vs_TEXCOORD1;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    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;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD1 = u_xlat0.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "FOG_EXP2" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" "VERTEXLIGHT_ON" }
					"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;
					out float vs_TEXCOORD1;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    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;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD1 = u_xlat0.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "VERTEXLIGHT_ON" }
					"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;
					out float vs_TEXCOORD1;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    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;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD1 = u_xlat0.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" "VERTEXLIGHT_ON" }
					"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;
					out float vs_TEXCOORD1;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    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;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD1 = u_xlat0.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "VERTEXLIGHT_ON" }
					"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;
					out float vs_TEXCOORD1;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    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;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD1 = u_xlat0.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" "VERTEXLIGHT_ON" }
					"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;
					out float vs_TEXCOORD1;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    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;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD1 = u_xlat0.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "FOG_EXP2" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "VERTEXLIGHT_ON" }
					"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;
					out float vs_TEXCOORD1;
					vec4 u_xlat0;
					vec4 u_xlat1;
					void main()
					{
					    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;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD1 = u_xlat0.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "FOG_EXP2" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" "VERTEXLIGHT_ON" }
					"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;
					out float vs_TEXCOORD1;
					vec4 u_xlat0;
					int u_xlati1;
					vec4 u_xlat2;
					void main()
					{
					    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;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD1 = u_xlat0.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
					    return;
					}"
				}
			}
			Program "fp" {
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" }
					"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 _node_438_ST;
					};
					uniform  sampler2D _node_438;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _node_438_ST.xy + _node_438_ST.zw;
					    u_xlat0 = texture(_node_438, u_xlat0.xy);
					    SV_Target0.xyz = u_xlat0.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "UNITY_SINGLE_PASS_STEREO" }
					"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 _node_438_ST;
					};
					uniform  sampler2D _node_438;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _node_438_ST.xy + _node_438_ST.zw;
					    u_xlat0 = texture(_node_438, u_xlat0.xy);
					    SV_Target0.xyz = u_xlat0.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" }
					"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 _node_438_ST;
					};
					uniform  sampler2D _node_438;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _node_438_ST.xy + _node_438_ST.zw;
					    u_xlat0 = texture(_node_438, u_xlat0.xy);
					    SV_Target0.xyz = u_xlat0.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "UNITY_SINGLE_PASS_STEREO" }
					"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 _node_438_ST;
					};
					uniform  sampler2D _node_438;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _node_438_ST.xy + _node_438_ST.zw;
					    u_xlat0 = texture(_node_438, u_xlat0.xy);
					    SV_Target0.xyz = u_xlat0.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "SHADOWS_SHADOWMASK" }
					"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 _node_438_ST;
					};
					uniform  sampler2D _node_438;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _node_438_ST.xy + _node_438_ST.zw;
					    u_xlat0 = texture(_node_438, u_xlat0.xy);
					    SV_Target0.xyz = u_xlat0.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"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 _node_438_ST;
					};
					uniform  sampler2D _node_438;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _node_438_ST.xy + _node_438_ST.zw;
					    u_xlat0 = texture(_node_438, u_xlat0.xy);
					    SV_Target0.xyz = u_xlat0.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" }
					"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 _node_438_ST;
					};
					uniform  sampler2D _node_438;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _node_438_ST.xy + _node_438_ST.zw;
					    u_xlat0 = texture(_node_438, u_xlat0.xy);
					    SV_Target0.xyz = u_xlat0.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "UNITY_SINGLE_PASS_STEREO" }
					"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 _node_438_ST;
					};
					uniform  sampler2D _node_438;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _node_438_ST.xy + _node_438_ST.zw;
					    u_xlat0 = texture(_node_438, u_xlat0.xy);
					    SV_Target0.xyz = u_xlat0.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTMAP_ON" }
					"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 _node_438_ST;
					};
					uniform  sampler2D _node_438;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _node_438_ST.xy + _node_438_ST.zw;
					    u_xlat0 = texture(_node_438, u_xlat0.xy);
					    SV_Target0.xyz = u_xlat0.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTMAP_ON" "UNITY_SINGLE_PASS_STEREO" }
					"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 _node_438_ST;
					};
					uniform  sampler2D _node_438;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _node_438_ST.xy + _node_438_ST.zw;
					    u_xlat0 = texture(_node_438, u_xlat0.xy);
					    SV_Target0.xyz = u_xlat0.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTMAP_ON" "LIGHTPROBE_SH" }
					"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 _node_438_ST;
					};
					uniform  sampler2D _node_438;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _node_438_ST.xy + _node_438_ST.zw;
					    u_xlat0 = texture(_node_438, u_xlat0.xy);
					    SV_Target0.xyz = u_xlat0.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTMAP_ON" "LIGHTPROBE_SH" "UNITY_SINGLE_PASS_STEREO" }
					"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 _node_438_ST;
					};
					uniform  sampler2D _node_438;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _node_438_ST.xy + _node_438_ST.zw;
					    u_xlat0 = texture(_node_438, u_xlat0.xy);
					    SV_Target0.xyz = u_xlat0.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "LIGHTMAP_ON" }
					"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 _node_438_ST;
					};
					uniform  sampler2D _node_438;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _node_438_ST.xy + _node_438_ST.zw;
					    u_xlat0 = texture(_node_438, u_xlat0.xy);
					    SV_Target0.xyz = u_xlat0.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "LIGHTMAP_ON" "UNITY_SINGLE_PASS_STEREO" }
					"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 _node_438_ST;
					};
					uniform  sampler2D _node_438;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _node_438_ST.xy + _node_438_ST.zw;
					    u_xlat0 = texture(_node_438, u_xlat0.xy);
					    SV_Target0.xyz = u_xlat0.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" }
					"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 _node_438_ST;
					};
					uniform  sampler2D _node_438;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _node_438_ST.xy + _node_438_ST.zw;
					    u_xlat0 = texture(_node_438, u_xlat0.xy);
					    SV_Target0.xyz = u_xlat0.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "UNITY_SINGLE_PASS_STEREO" }
					"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 _node_438_ST;
					};
					uniform  sampler2D _node_438;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _node_438_ST.xy + _node_438_ST.zw;
					    u_xlat0 = texture(_node_438, u_xlat0.xy);
					    SV_Target0.xyz = u_xlat0.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" }
					"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 _node_438_ST;
					};
					uniform  sampler2D _node_438;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _node_438_ST.xy + _node_438_ST.zw;
					    u_xlat0 = texture(_node_438, u_xlat0.xy);
					    SV_Target0.xyz = u_xlat0.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "UNITY_SINGLE_PASS_STEREO" }
					"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 _node_438_ST;
					};
					uniform  sampler2D _node_438;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _node_438_ST.xy + _node_438_ST.zw;
					    u_xlat0 = texture(_node_438, u_xlat0.xy);
					    SV_Target0.xyz = u_xlat0.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" }
					"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 _node_438_ST;
					};
					uniform  sampler2D _node_438;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _node_438_ST.xy + _node_438_ST.zw;
					    u_xlat0 = texture(_node_438, u_xlat0.xy);
					    SV_Target0.xyz = u_xlat0.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "UNITY_SINGLE_PASS_STEREO" }
					"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 _node_438_ST;
					};
					uniform  sampler2D _node_438;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _node_438_ST.xy + _node_438_ST.zw;
					    u_xlat0 = texture(_node_438, u_xlat0.xy);
					    SV_Target0.xyz = u_xlat0.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTMAP_ON" "SHADOWS_SHADOWMASK" }
					"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 _node_438_ST;
					};
					uniform  sampler2D _node_438;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _node_438_ST.xy + _node_438_ST.zw;
					    u_xlat0 = texture(_node_438, u_xlat0.xy);
					    SV_Target0.xyz = u_xlat0.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTMAP_ON" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"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 _node_438_ST;
					};
					uniform  sampler2D _node_438;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _node_438_ST.xy + _node_438_ST.zw;
					    u_xlat0 = texture(_node_438, u_xlat0.xy);
					    SV_Target0.xyz = u_xlat0.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "LIGHTMAP_ON" "SHADOWS_SHADOWMASK" }
					"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 _node_438_ST;
					};
					uniform  sampler2D _node_438;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _node_438_ST.xy + _node_438_ST.zw;
					    u_xlat0 = texture(_node_438, u_xlat0.xy);
					    SV_Target0.xyz = u_xlat0.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "LIGHTMAP_ON" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"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 _node_438_ST;
					};
					uniform  sampler2D _node_438;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _node_438_ST.xy + _node_438_ST.zw;
					    u_xlat0 = texture(_node_438, u_xlat0.xy);
					    SV_Target0.xyz = u_xlat0.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTMAP_ON" "LIGHTPROBE_SH" "SHADOWS_SHADOWMASK" }
					"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 _node_438_ST;
					};
					uniform  sampler2D _node_438;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _node_438_ST.xy + _node_438_ST.zw;
					    u_xlat0 = texture(_node_438, u_xlat0.xy);
					    SV_Target0.xyz = u_xlat0.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTMAP_ON" "LIGHTPROBE_SH" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"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 _node_438_ST;
					};
					uniform  sampler2D _node_438;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _node_438_ST.xy + _node_438_ST.zw;
					    u_xlat0 = texture(_node_438, u_xlat0.xy);
					    SV_Target0.xyz = u_xlat0.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SHADOWMASK" }
					"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 _node_438_ST;
					};
					uniform  sampler2D _node_438;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _node_438_ST.xy + _node_438_ST.zw;
					    u_xlat0 = texture(_node_438, u_xlat0.xy);
					    SV_Target0.xyz = u_xlat0.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"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 _node_438_ST;
					};
					uniform  sampler2D _node_438;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _node_438_ST.xy + _node_438_ST.zw;
					    u_xlat0 = texture(_node_438, u_xlat0.xy);
					    SV_Target0.xyz = u_xlat0.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SHADOWMASK" }
					"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 _node_438_ST;
					};
					uniform  sampler2D _node_438;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _node_438_ST.xy + _node_438_ST.zw;
					    u_xlat0 = texture(_node_438, u_xlat0.xy);
					    SV_Target0.xyz = u_xlat0.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"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 _node_438_ST;
					};
					uniform  sampler2D _node_438;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _node_438_ST.xy + _node_438_ST.zw;
					    u_xlat0 = texture(_node_438, u_xlat0.xy);
					    SV_Target0.xyz = u_xlat0.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "SHADOWS_SHADOWMASK" }
					"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 _node_438_ST;
					};
					uniform  sampler2D _node_438;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _node_438_ST.xy + _node_438_ST.zw;
					    u_xlat0 = texture(_node_438, u_xlat0.xy);
					    SV_Target0.xyz = u_xlat0.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"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 _node_438_ST;
					};
					uniform  sampler2D _node_438;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _node_438_ST.xy + _node_438_ST.zw;
					    u_xlat0 = texture(_node_438, u_xlat0.xy);
					    SV_Target0.xyz = u_xlat0.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" }
					"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 _node_438_ST;
					};
					uniform  sampler2D _node_438;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _node_438_ST.xy + _node_438_ST.zw;
					    u_xlat0 = texture(_node_438, u_xlat0.xy);
					    SV_Target0.xyz = u_xlat0.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" }
					"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 _node_438_ST;
					};
					uniform  sampler2D _node_438;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _node_438_ST.xy + _node_438_ST.zw;
					    u_xlat0 = texture(_node_438, u_xlat0.xy);
					    SV_Target0.xyz = u_xlat0.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "SHADOWS_SCREEN" }
					"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 _node_438_ST;
					};
					uniform  sampler2D _node_438;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _node_438_ST.xy + _node_438_ST.zw;
					    u_xlat0 = texture(_node_438, u_xlat0.xy);
					    SV_Target0.xyz = u_xlat0.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" }
					"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 _node_438_ST;
					};
					uniform  sampler2D _node_438;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _node_438_ST.xy + _node_438_ST.zw;
					    u_xlat0 = texture(_node_438, u_xlat0.xy);
					    SV_Target0.xyz = u_xlat0.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "SHADOWS_SCREEN" }
					"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 _node_438_ST;
					};
					uniform  sampler2D _node_438;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _node_438_ST.xy + _node_438_ST.zw;
					    u_xlat0 = texture(_node_438, u_xlat0.xy);
					    SV_Target0.xyz = u_xlat0.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" }
					"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 _node_438_ST;
					};
					uniform  sampler2D _node_438;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _node_438_ST.xy + _node_438_ST.zw;
					    u_xlat0 = texture(_node_438, u_xlat0.xy);
					    SV_Target0.xyz = u_xlat0.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" }
					"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 _node_438_ST;
					};
					uniform  sampler2D _node_438;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _node_438_ST.xy + _node_438_ST.zw;
					    u_xlat0 = texture(_node_438, u_xlat0.xy);
					    SV_Target0.xyz = u_xlat0.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"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 _node_438_ST;
					};
					uniform  sampler2D _node_438;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _node_438_ST.xy + _node_438_ST.zw;
					    u_xlat0 = texture(_node_438, u_xlat0.xy);
					    SV_Target0.xyz = u_xlat0.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" }
					"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 _node_438_ST;
					};
					uniform  sampler2D _node_438;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _node_438_ST.xy + _node_438_ST.zw;
					    u_xlat0 = texture(_node_438, u_xlat0.xy);
					    SV_Target0.xyz = u_xlat0.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"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 _node_438_ST;
					};
					uniform  sampler2D _node_438;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _node_438_ST.xy + _node_438_ST.zw;
					    u_xlat0 = texture(_node_438, u_xlat0.xy);
					    SV_Target0.xyz = u_xlat0.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "SHADOWS_SCREEN" }
					"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 _node_438_ST;
					};
					uniform  sampler2D _node_438;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _node_438_ST.xy + _node_438_ST.zw;
					    u_xlat0 = texture(_node_438, u_xlat0.xy);
					    SV_Target0.xyz = u_xlat0.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" }
					"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 _node_438_ST;
					};
					uniform  sampler2D _node_438;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _node_438_ST.xy + _node_438_ST.zw;
					    u_xlat0 = texture(_node_438, u_xlat0.xy);
					    SV_Target0.xyz = u_xlat0.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTMAP_ON" "SHADOWS_SCREEN" }
					"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 _node_438_ST;
					};
					uniform  sampler2D _node_438;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _node_438_ST.xy + _node_438_ST.zw;
					    u_xlat0 = texture(_node_438, u_xlat0.xy);
					    SV_Target0.xyz = u_xlat0.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTMAP_ON" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" }
					"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 _node_438_ST;
					};
					uniform  sampler2D _node_438;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _node_438_ST.xy + _node_438_ST.zw;
					    u_xlat0 = texture(_node_438, u_xlat0.xy);
					    SV_Target0.xyz = u_xlat0.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTMAP_ON" "LIGHTPROBE_SH" "SHADOWS_SCREEN" }
					"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 _node_438_ST;
					};
					uniform  sampler2D _node_438;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _node_438_ST.xy + _node_438_ST.zw;
					    u_xlat0 = texture(_node_438, u_xlat0.xy);
					    SV_Target0.xyz = u_xlat0.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTMAP_ON" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" }
					"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 _node_438_ST;
					};
					uniform  sampler2D _node_438;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _node_438_ST.xy + _node_438_ST.zw;
					    u_xlat0 = texture(_node_438, u_xlat0.xy);
					    SV_Target0.xyz = u_xlat0.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "LIGHTMAP_ON" "SHADOWS_SCREEN" }
					"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 _node_438_ST;
					};
					uniform  sampler2D _node_438;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _node_438_ST.xy + _node_438_ST.zw;
					    u_xlat0 = texture(_node_438, u_xlat0.xy);
					    SV_Target0.xyz = u_xlat0.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "LIGHTMAP_ON" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" }
					"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 _node_438_ST;
					};
					uniform  sampler2D _node_438;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _node_438_ST.xy + _node_438_ST.zw;
					    u_xlat0 = texture(_node_438, u_xlat0.xy);
					    SV_Target0.xyz = u_xlat0.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SCREEN" }
					"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 _node_438_ST;
					};
					uniform  sampler2D _node_438;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _node_438_ST.xy + _node_438_ST.zw;
					    u_xlat0 = texture(_node_438, u_xlat0.xy);
					    SV_Target0.xyz = u_xlat0.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" }
					"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 _node_438_ST;
					};
					uniform  sampler2D _node_438;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _node_438_ST.xy + _node_438_ST.zw;
					    u_xlat0 = texture(_node_438, u_xlat0.xy);
					    SV_Target0.xyz = u_xlat0.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "SHADOWS_SCREEN" }
					"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 _node_438_ST;
					};
					uniform  sampler2D _node_438;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _node_438_ST.xy + _node_438_ST.zw;
					    u_xlat0 = texture(_node_438, u_xlat0.xy);
					    SV_Target0.xyz = u_xlat0.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" }
					"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 _node_438_ST;
					};
					uniform  sampler2D _node_438;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _node_438_ST.xy + _node_438_ST.zw;
					    u_xlat0 = texture(_node_438, u_xlat0.xy);
					    SV_Target0.xyz = u_xlat0.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SCREEN" }
					"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 _node_438_ST;
					};
					uniform  sampler2D _node_438;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _node_438_ST.xy + _node_438_ST.zw;
					    u_xlat0 = texture(_node_438, u_xlat0.xy);
					    SV_Target0.xyz = u_xlat0.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" }
					"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 _node_438_ST;
					};
					uniform  sampler2D _node_438;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _node_438_ST.xy + _node_438_ST.zw;
					    u_xlat0 = texture(_node_438, u_xlat0.xy);
					    SV_Target0.xyz = u_xlat0.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTMAP_ON" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" }
					"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 _node_438_ST;
					};
					uniform  sampler2D _node_438;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _node_438_ST.xy + _node_438_ST.zw;
					    u_xlat0 = texture(_node_438, u_xlat0.xy);
					    SV_Target0.xyz = u_xlat0.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTMAP_ON" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"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 _node_438_ST;
					};
					uniform  sampler2D _node_438;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _node_438_ST.xy + _node_438_ST.zw;
					    u_xlat0 = texture(_node_438, u_xlat0.xy);
					    SV_Target0.xyz = u_xlat0.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTMAP_ON" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" }
					"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 _node_438_ST;
					};
					uniform  sampler2D _node_438;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _node_438_ST.xy + _node_438_ST.zw;
					    u_xlat0 = texture(_node_438, u_xlat0.xy);
					    SV_Target0.xyz = u_xlat0.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTMAP_ON" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"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 _node_438_ST;
					};
					uniform  sampler2D _node_438;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _node_438_ST.xy + _node_438_ST.zw;
					    u_xlat0 = texture(_node_438, u_xlat0.xy);
					    SV_Target0.xyz = u_xlat0.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "LIGHTMAP_ON" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" }
					"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 _node_438_ST;
					};
					uniform  sampler2D _node_438;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _node_438_ST.xy + _node_438_ST.zw;
					    u_xlat0 = texture(_node_438, u_xlat0.xy);
					    SV_Target0.xyz = u_xlat0.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "LIGHTMAP_ON" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"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 _node_438_ST;
					};
					uniform  sampler2D _node_438;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _node_438_ST.xy + _node_438_ST.zw;
					    u_xlat0 = texture(_node_438, u_xlat0.xy);
					    SV_Target0.xyz = u_xlat0.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" }
					"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 _node_438_ST;
					};
					uniform  sampler2D _node_438;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _node_438_ST.xy + _node_438_ST.zw;
					    u_xlat0 = texture(_node_438, u_xlat0.xy);
					    SV_Target0.xyz = u_xlat0.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"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 _node_438_ST;
					};
					uniform  sampler2D _node_438;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _node_438_ST.xy + _node_438_ST.zw;
					    u_xlat0 = texture(_node_438, u_xlat0.xy);
					    SV_Target0.xyz = u_xlat0.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" }
					"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 _node_438_ST;
					};
					uniform  sampler2D _node_438;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _node_438_ST.xy + _node_438_ST.zw;
					    u_xlat0 = texture(_node_438, u_xlat0.xy);
					    SV_Target0.xyz = u_xlat0.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"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 _node_438_ST;
					};
					uniform  sampler2D _node_438;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _node_438_ST.xy + _node_438_ST.zw;
					    u_xlat0 = texture(_node_438, u_xlat0.xy);
					    SV_Target0.xyz = u_xlat0.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" }
					"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 _node_438_ST;
					};
					uniform  sampler2D _node_438;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _node_438_ST.xy + _node_438_ST.zw;
					    u_xlat0 = texture(_node_438, u_xlat0.xy);
					    SV_Target0.xyz = u_xlat0.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"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 _node_438_ST;
					};
					uniform  sampler2D _node_438;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					void main()
					{
					    u_xlat0.xy = vs_TEXCOORD0.xy * _node_438_ST.xy + _node_438_ST.zw;
					    u_xlat0 = texture(_node_438, u_xlat0.xy);
					    SV_Target0.xyz = u_xlat0.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" }
					"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 _node_438_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _node_438;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					float u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					void main()
					{
					    u_xlat0 = vs_TEXCOORD1 / _ProjectionParams.y;
					    u_xlat0 = (-u_xlat0) + 1.0;
					    u_xlat0 = u_xlat0 * _ProjectionParams.z;
					    u_xlat0 = max(u_xlat0, 0.0);
					    u_xlat0 = u_xlat0 * unity_FogParams.x;
					    u_xlat0 = u_xlat0 * (-u_xlat0);
					    u_xlat0 = exp2(u_xlat0);
					    u_xlat2.xy = vs_TEXCOORD0.xy * _node_438_ST.xy + _node_438_ST.zw;
					    u_xlat1 = texture(_node_438, u_xlat2.xy);
					    u_xlat2.xyz = u_xlat1.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat0) * u_xlat2.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "UNITY_SINGLE_PASS_STEREO" }
					"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 _node_438_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _node_438;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					float u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					void main()
					{
					    u_xlat0 = vs_TEXCOORD1 / _ProjectionParams.y;
					    u_xlat0 = (-u_xlat0) + 1.0;
					    u_xlat0 = u_xlat0 * _ProjectionParams.z;
					    u_xlat0 = max(u_xlat0, 0.0);
					    u_xlat0 = u_xlat0 * unity_FogParams.x;
					    u_xlat0 = u_xlat0 * (-u_xlat0);
					    u_xlat0 = exp2(u_xlat0);
					    u_xlat2.xy = vs_TEXCOORD0.xy * _node_438_ST.xy + _node_438_ST.zw;
					    u_xlat1 = texture(_node_438, u_xlat2.xy);
					    u_xlat2.xyz = u_xlat1.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat0) * u_xlat2.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "LIGHTPROBE_SH" }
					"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 _node_438_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _node_438;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					float u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					void main()
					{
					    u_xlat0 = vs_TEXCOORD1 / _ProjectionParams.y;
					    u_xlat0 = (-u_xlat0) + 1.0;
					    u_xlat0 = u_xlat0 * _ProjectionParams.z;
					    u_xlat0 = max(u_xlat0, 0.0);
					    u_xlat0 = u_xlat0 * unity_FogParams.x;
					    u_xlat0 = u_xlat0 * (-u_xlat0);
					    u_xlat0 = exp2(u_xlat0);
					    u_xlat2.xy = vs_TEXCOORD0.xy * _node_438_ST.xy + _node_438_ST.zw;
					    u_xlat1 = texture(_node_438, u_xlat2.xy);
					    u_xlat2.xyz = u_xlat1.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat0) * u_xlat2.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "LIGHTPROBE_SH" "UNITY_SINGLE_PASS_STEREO" }
					"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 _node_438_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _node_438;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					float u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					void main()
					{
					    u_xlat0 = vs_TEXCOORD1 / _ProjectionParams.y;
					    u_xlat0 = (-u_xlat0) + 1.0;
					    u_xlat0 = u_xlat0 * _ProjectionParams.z;
					    u_xlat0 = max(u_xlat0, 0.0);
					    u_xlat0 = u_xlat0 * unity_FogParams.x;
					    u_xlat0 = u_xlat0 * (-u_xlat0);
					    u_xlat0 = exp2(u_xlat0);
					    u_xlat2.xy = vs_TEXCOORD0.xy * _node_438_ST.xy + _node_438_ST.zw;
					    u_xlat1 = texture(_node_438, u_xlat2.xy);
					    u_xlat2.xyz = u_xlat1.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat0) * u_xlat2.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "LIGHTPROBE_SH" "SHADOWS_SHADOWMASK" }
					"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 _node_438_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _node_438;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					float u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					void main()
					{
					    u_xlat0 = vs_TEXCOORD1 / _ProjectionParams.y;
					    u_xlat0 = (-u_xlat0) + 1.0;
					    u_xlat0 = u_xlat0 * _ProjectionParams.z;
					    u_xlat0 = max(u_xlat0, 0.0);
					    u_xlat0 = u_xlat0 * unity_FogParams.x;
					    u_xlat0 = u_xlat0 * (-u_xlat0);
					    u_xlat0 = exp2(u_xlat0);
					    u_xlat2.xy = vs_TEXCOORD0.xy * _node_438_ST.xy + _node_438_ST.zw;
					    u_xlat1 = texture(_node_438, u_xlat2.xy);
					    u_xlat2.xyz = u_xlat1.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat0) * u_xlat2.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "LIGHTPROBE_SH" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"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 _node_438_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _node_438;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					float u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					void main()
					{
					    u_xlat0 = vs_TEXCOORD1 / _ProjectionParams.y;
					    u_xlat0 = (-u_xlat0) + 1.0;
					    u_xlat0 = u_xlat0 * _ProjectionParams.z;
					    u_xlat0 = max(u_xlat0, 0.0);
					    u_xlat0 = u_xlat0 * unity_FogParams.x;
					    u_xlat0 = u_xlat0 * (-u_xlat0);
					    u_xlat0 = exp2(u_xlat0);
					    u_xlat2.xy = vs_TEXCOORD0.xy * _node_438_ST.xy + _node_438_ST.zw;
					    u_xlat1 = texture(_node_438, u_xlat2.xy);
					    u_xlat2.xyz = u_xlat1.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat0) * u_xlat2.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "FOG_EXP2" }
					"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 _node_438_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _node_438;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					float u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					void main()
					{
					    u_xlat0 = vs_TEXCOORD1 / _ProjectionParams.y;
					    u_xlat0 = (-u_xlat0) + 1.0;
					    u_xlat0 = u_xlat0 * _ProjectionParams.z;
					    u_xlat0 = max(u_xlat0, 0.0);
					    u_xlat0 = u_xlat0 * unity_FogParams.x;
					    u_xlat0 = u_xlat0 * (-u_xlat0);
					    u_xlat0 = exp2(u_xlat0);
					    u_xlat2.xy = vs_TEXCOORD0.xy * _node_438_ST.xy + _node_438_ST.zw;
					    u_xlat1 = texture(_node_438, u_xlat2.xy);
					    u_xlat2.xyz = u_xlat1.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat0) * u_xlat2.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "FOG_EXP2" "UNITY_SINGLE_PASS_STEREO" }
					"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 _node_438_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _node_438;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					float u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					void main()
					{
					    u_xlat0 = vs_TEXCOORD1 / _ProjectionParams.y;
					    u_xlat0 = (-u_xlat0) + 1.0;
					    u_xlat0 = u_xlat0 * _ProjectionParams.z;
					    u_xlat0 = max(u_xlat0, 0.0);
					    u_xlat0 = u_xlat0 * unity_FogParams.x;
					    u_xlat0 = u_xlat0 * (-u_xlat0);
					    u_xlat0 = exp2(u_xlat0);
					    u_xlat2.xy = vs_TEXCOORD0.xy * _node_438_ST.xy + _node_438_ST.zw;
					    u_xlat1 = texture(_node_438, u_xlat2.xy);
					    u_xlat2.xyz = u_xlat1.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat0) * u_xlat2.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "LIGHTMAP_ON" }
					"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 _node_438_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _node_438;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					float u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					void main()
					{
					    u_xlat0 = vs_TEXCOORD1 / _ProjectionParams.y;
					    u_xlat0 = (-u_xlat0) + 1.0;
					    u_xlat0 = u_xlat0 * _ProjectionParams.z;
					    u_xlat0 = max(u_xlat0, 0.0);
					    u_xlat0 = u_xlat0 * unity_FogParams.x;
					    u_xlat0 = u_xlat0 * (-u_xlat0);
					    u_xlat0 = exp2(u_xlat0);
					    u_xlat2.xy = vs_TEXCOORD0.xy * _node_438_ST.xy + _node_438_ST.zw;
					    u_xlat1 = texture(_node_438, u_xlat2.xy);
					    u_xlat2.xyz = u_xlat1.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat0) * u_xlat2.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "LIGHTMAP_ON" "UNITY_SINGLE_PASS_STEREO" }
					"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 _node_438_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _node_438;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					float u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					void main()
					{
					    u_xlat0 = vs_TEXCOORD1 / _ProjectionParams.y;
					    u_xlat0 = (-u_xlat0) + 1.0;
					    u_xlat0 = u_xlat0 * _ProjectionParams.z;
					    u_xlat0 = max(u_xlat0, 0.0);
					    u_xlat0 = u_xlat0 * unity_FogParams.x;
					    u_xlat0 = u_xlat0 * (-u_xlat0);
					    u_xlat0 = exp2(u_xlat0);
					    u_xlat2.xy = vs_TEXCOORD0.xy * _node_438_ST.xy + _node_438_ST.zw;
					    u_xlat1 = texture(_node_438, u_xlat2.xy);
					    u_xlat2.xyz = u_xlat1.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat0) * u_xlat2.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "LIGHTMAP_ON" "LIGHTPROBE_SH" }
					"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 _node_438_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _node_438;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					float u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					void main()
					{
					    u_xlat0 = vs_TEXCOORD1 / _ProjectionParams.y;
					    u_xlat0 = (-u_xlat0) + 1.0;
					    u_xlat0 = u_xlat0 * _ProjectionParams.z;
					    u_xlat0 = max(u_xlat0, 0.0);
					    u_xlat0 = u_xlat0 * unity_FogParams.x;
					    u_xlat0 = u_xlat0 * (-u_xlat0);
					    u_xlat0 = exp2(u_xlat0);
					    u_xlat2.xy = vs_TEXCOORD0.xy * _node_438_ST.xy + _node_438_ST.zw;
					    u_xlat1 = texture(_node_438, u_xlat2.xy);
					    u_xlat2.xyz = u_xlat1.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat0) * u_xlat2.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "LIGHTMAP_ON" "LIGHTPROBE_SH" "UNITY_SINGLE_PASS_STEREO" }
					"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 _node_438_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _node_438;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					float u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					void main()
					{
					    u_xlat0 = vs_TEXCOORD1 / _ProjectionParams.y;
					    u_xlat0 = (-u_xlat0) + 1.0;
					    u_xlat0 = u_xlat0 * _ProjectionParams.z;
					    u_xlat0 = max(u_xlat0, 0.0);
					    u_xlat0 = u_xlat0 * unity_FogParams.x;
					    u_xlat0 = u_xlat0 * (-u_xlat0);
					    u_xlat0 = exp2(u_xlat0);
					    u_xlat2.xy = vs_TEXCOORD0.xy * _node_438_ST.xy + _node_438_ST.zw;
					    u_xlat1 = texture(_node_438, u_xlat2.xy);
					    u_xlat2.xyz = u_xlat1.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat0) * u_xlat2.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "FOG_EXP2" "LIGHTMAP_ON" }
					"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 _node_438_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _node_438;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					float u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					void main()
					{
					    u_xlat0 = vs_TEXCOORD1 / _ProjectionParams.y;
					    u_xlat0 = (-u_xlat0) + 1.0;
					    u_xlat0 = u_xlat0 * _ProjectionParams.z;
					    u_xlat0 = max(u_xlat0, 0.0);
					    u_xlat0 = u_xlat0 * unity_FogParams.x;
					    u_xlat0 = u_xlat0 * (-u_xlat0);
					    u_xlat0 = exp2(u_xlat0);
					    u_xlat2.xy = vs_TEXCOORD0.xy * _node_438_ST.xy + _node_438_ST.zw;
					    u_xlat1 = texture(_node_438, u_xlat2.xy);
					    u_xlat2.xyz = u_xlat1.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat0) * u_xlat2.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "FOG_EXP2" "LIGHTMAP_ON" "UNITY_SINGLE_PASS_STEREO" }
					"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 _node_438_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _node_438;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					float u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					void main()
					{
					    u_xlat0 = vs_TEXCOORD1 / _ProjectionParams.y;
					    u_xlat0 = (-u_xlat0) + 1.0;
					    u_xlat0 = u_xlat0 * _ProjectionParams.z;
					    u_xlat0 = max(u_xlat0, 0.0);
					    u_xlat0 = u_xlat0 * unity_FogParams.x;
					    u_xlat0 = u_xlat0 * (-u_xlat0);
					    u_xlat0 = exp2(u_xlat0);
					    u_xlat2.xy = vs_TEXCOORD0.xy * _node_438_ST.xy + _node_438_ST.zw;
					    u_xlat1 = texture(_node_438, u_xlat2.xy);
					    u_xlat2.xyz = u_xlat1.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat0) * u_xlat2.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" }
					"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 _node_438_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _node_438;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					float u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					void main()
					{
					    u_xlat0 = vs_TEXCOORD1 / _ProjectionParams.y;
					    u_xlat0 = (-u_xlat0) + 1.0;
					    u_xlat0 = u_xlat0 * _ProjectionParams.z;
					    u_xlat0 = max(u_xlat0, 0.0);
					    u_xlat0 = u_xlat0 * unity_FogParams.x;
					    u_xlat0 = u_xlat0 * (-u_xlat0);
					    u_xlat0 = exp2(u_xlat0);
					    u_xlat2.xy = vs_TEXCOORD0.xy * _node_438_ST.xy + _node_438_ST.zw;
					    u_xlat1 = texture(_node_438, u_xlat2.xy);
					    u_xlat2.xyz = u_xlat1.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat0) * u_xlat2.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "UNITY_SINGLE_PASS_STEREO" }
					"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 _node_438_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _node_438;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					float u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					void main()
					{
					    u_xlat0 = vs_TEXCOORD1 / _ProjectionParams.y;
					    u_xlat0 = (-u_xlat0) + 1.0;
					    u_xlat0 = u_xlat0 * _ProjectionParams.z;
					    u_xlat0 = max(u_xlat0, 0.0);
					    u_xlat0 = u_xlat0 * unity_FogParams.x;
					    u_xlat0 = u_xlat0 * (-u_xlat0);
					    u_xlat0 = exp2(u_xlat0);
					    u_xlat2.xy = vs_TEXCOORD0.xy * _node_438_ST.xy + _node_438_ST.zw;
					    u_xlat1 = texture(_node_438, u_xlat2.xy);
					    u_xlat2.xyz = u_xlat1.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat0) * u_xlat2.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" }
					"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 _node_438_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _node_438;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					float u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					void main()
					{
					    u_xlat0 = vs_TEXCOORD1 / _ProjectionParams.y;
					    u_xlat0 = (-u_xlat0) + 1.0;
					    u_xlat0 = u_xlat0 * _ProjectionParams.z;
					    u_xlat0 = max(u_xlat0, 0.0);
					    u_xlat0 = u_xlat0 * unity_FogParams.x;
					    u_xlat0 = u_xlat0 * (-u_xlat0);
					    u_xlat0 = exp2(u_xlat0);
					    u_xlat2.xy = vs_TEXCOORD0.xy * _node_438_ST.xy + _node_438_ST.zw;
					    u_xlat1 = texture(_node_438, u_xlat2.xy);
					    u_xlat2.xyz = u_xlat1.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat0) * u_xlat2.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "UNITY_SINGLE_PASS_STEREO" }
					"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 _node_438_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _node_438;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					float u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					void main()
					{
					    u_xlat0 = vs_TEXCOORD1 / _ProjectionParams.y;
					    u_xlat0 = (-u_xlat0) + 1.0;
					    u_xlat0 = u_xlat0 * _ProjectionParams.z;
					    u_xlat0 = max(u_xlat0, 0.0);
					    u_xlat0 = u_xlat0 * unity_FogParams.x;
					    u_xlat0 = u_xlat0 * (-u_xlat0);
					    u_xlat0 = exp2(u_xlat0);
					    u_xlat2.xy = vs_TEXCOORD0.xy * _node_438_ST.xy + _node_438_ST.zw;
					    u_xlat1 = texture(_node_438, u_xlat2.xy);
					    u_xlat2.xyz = u_xlat1.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat0) * u_xlat2.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "FOG_EXP2" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" }
					"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 _node_438_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _node_438;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					float u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					void main()
					{
					    u_xlat0 = vs_TEXCOORD1 / _ProjectionParams.y;
					    u_xlat0 = (-u_xlat0) + 1.0;
					    u_xlat0 = u_xlat0 * _ProjectionParams.z;
					    u_xlat0 = max(u_xlat0, 0.0);
					    u_xlat0 = u_xlat0 * unity_FogParams.x;
					    u_xlat0 = u_xlat0 * (-u_xlat0);
					    u_xlat0 = exp2(u_xlat0);
					    u_xlat2.xy = vs_TEXCOORD0.xy * _node_438_ST.xy + _node_438_ST.zw;
					    u_xlat1 = texture(_node_438, u_xlat2.xy);
					    u_xlat2.xyz = u_xlat1.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat0) * u_xlat2.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "FOG_EXP2" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "UNITY_SINGLE_PASS_STEREO" }
					"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 _node_438_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _node_438;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					float u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					void main()
					{
					    u_xlat0 = vs_TEXCOORD1 / _ProjectionParams.y;
					    u_xlat0 = (-u_xlat0) + 1.0;
					    u_xlat0 = u_xlat0 * _ProjectionParams.z;
					    u_xlat0 = max(u_xlat0, 0.0);
					    u_xlat0 = u_xlat0 * unity_FogParams.x;
					    u_xlat0 = u_xlat0 * (-u_xlat0);
					    u_xlat0 = exp2(u_xlat0);
					    u_xlat2.xy = vs_TEXCOORD0.xy * _node_438_ST.xy + _node_438_ST.zw;
					    u_xlat1 = texture(_node_438, u_xlat2.xy);
					    u_xlat2.xyz = u_xlat1.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat0) * u_xlat2.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "LIGHTMAP_ON" "SHADOWS_SHADOWMASK" }
					"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 _node_438_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _node_438;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					float u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					void main()
					{
					    u_xlat0 = vs_TEXCOORD1 / _ProjectionParams.y;
					    u_xlat0 = (-u_xlat0) + 1.0;
					    u_xlat0 = u_xlat0 * _ProjectionParams.z;
					    u_xlat0 = max(u_xlat0, 0.0);
					    u_xlat0 = u_xlat0 * unity_FogParams.x;
					    u_xlat0 = u_xlat0 * (-u_xlat0);
					    u_xlat0 = exp2(u_xlat0);
					    u_xlat2.xy = vs_TEXCOORD0.xy * _node_438_ST.xy + _node_438_ST.zw;
					    u_xlat1 = texture(_node_438, u_xlat2.xy);
					    u_xlat2.xyz = u_xlat1.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat0) * u_xlat2.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "LIGHTMAP_ON" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"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 _node_438_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _node_438;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					float u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					void main()
					{
					    u_xlat0 = vs_TEXCOORD1 / _ProjectionParams.y;
					    u_xlat0 = (-u_xlat0) + 1.0;
					    u_xlat0 = u_xlat0 * _ProjectionParams.z;
					    u_xlat0 = max(u_xlat0, 0.0);
					    u_xlat0 = u_xlat0 * unity_FogParams.x;
					    u_xlat0 = u_xlat0 * (-u_xlat0);
					    u_xlat0 = exp2(u_xlat0);
					    u_xlat2.xy = vs_TEXCOORD0.xy * _node_438_ST.xy + _node_438_ST.zw;
					    u_xlat1 = texture(_node_438, u_xlat2.xy);
					    u_xlat2.xyz = u_xlat1.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat0) * u_xlat2.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "FOG_EXP2" "LIGHTMAP_ON" "SHADOWS_SHADOWMASK" }
					"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 _node_438_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _node_438;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					float u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					void main()
					{
					    u_xlat0 = vs_TEXCOORD1 / _ProjectionParams.y;
					    u_xlat0 = (-u_xlat0) + 1.0;
					    u_xlat0 = u_xlat0 * _ProjectionParams.z;
					    u_xlat0 = max(u_xlat0, 0.0);
					    u_xlat0 = u_xlat0 * unity_FogParams.x;
					    u_xlat0 = u_xlat0 * (-u_xlat0);
					    u_xlat0 = exp2(u_xlat0);
					    u_xlat2.xy = vs_TEXCOORD0.xy * _node_438_ST.xy + _node_438_ST.zw;
					    u_xlat1 = texture(_node_438, u_xlat2.xy);
					    u_xlat2.xyz = u_xlat1.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat0) * u_xlat2.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "FOG_EXP2" "LIGHTMAP_ON" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"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 _node_438_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _node_438;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					float u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					void main()
					{
					    u_xlat0 = vs_TEXCOORD1 / _ProjectionParams.y;
					    u_xlat0 = (-u_xlat0) + 1.0;
					    u_xlat0 = u_xlat0 * _ProjectionParams.z;
					    u_xlat0 = max(u_xlat0, 0.0);
					    u_xlat0 = u_xlat0 * unity_FogParams.x;
					    u_xlat0 = u_xlat0 * (-u_xlat0);
					    u_xlat0 = exp2(u_xlat0);
					    u_xlat2.xy = vs_TEXCOORD0.xy * _node_438_ST.xy + _node_438_ST.zw;
					    u_xlat1 = texture(_node_438, u_xlat2.xy);
					    u_xlat2.xyz = u_xlat1.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat0) * u_xlat2.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "LIGHTMAP_ON" "LIGHTPROBE_SH" "SHADOWS_SHADOWMASK" }
					"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 _node_438_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _node_438;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					float u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					void main()
					{
					    u_xlat0 = vs_TEXCOORD1 / _ProjectionParams.y;
					    u_xlat0 = (-u_xlat0) + 1.0;
					    u_xlat0 = u_xlat0 * _ProjectionParams.z;
					    u_xlat0 = max(u_xlat0, 0.0);
					    u_xlat0 = u_xlat0 * unity_FogParams.x;
					    u_xlat0 = u_xlat0 * (-u_xlat0);
					    u_xlat0 = exp2(u_xlat0);
					    u_xlat2.xy = vs_TEXCOORD0.xy * _node_438_ST.xy + _node_438_ST.zw;
					    u_xlat1 = texture(_node_438, u_xlat2.xy);
					    u_xlat2.xyz = u_xlat1.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat0) * u_xlat2.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "LIGHTMAP_ON" "LIGHTPROBE_SH" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"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 _node_438_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _node_438;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					float u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					void main()
					{
					    u_xlat0 = vs_TEXCOORD1 / _ProjectionParams.y;
					    u_xlat0 = (-u_xlat0) + 1.0;
					    u_xlat0 = u_xlat0 * _ProjectionParams.z;
					    u_xlat0 = max(u_xlat0, 0.0);
					    u_xlat0 = u_xlat0 * unity_FogParams.x;
					    u_xlat0 = u_xlat0 * (-u_xlat0);
					    u_xlat0 = exp2(u_xlat0);
					    u_xlat2.xy = vs_TEXCOORD0.xy * _node_438_ST.xy + _node_438_ST.zw;
					    u_xlat1 = texture(_node_438, u_xlat2.xy);
					    u_xlat2.xyz = u_xlat1.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat0) * u_xlat2.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SHADOWMASK" }
					"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 _node_438_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _node_438;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					float u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					void main()
					{
					    u_xlat0 = vs_TEXCOORD1 / _ProjectionParams.y;
					    u_xlat0 = (-u_xlat0) + 1.0;
					    u_xlat0 = u_xlat0 * _ProjectionParams.z;
					    u_xlat0 = max(u_xlat0, 0.0);
					    u_xlat0 = u_xlat0 * unity_FogParams.x;
					    u_xlat0 = u_xlat0 * (-u_xlat0);
					    u_xlat0 = exp2(u_xlat0);
					    u_xlat2.xy = vs_TEXCOORD0.xy * _node_438_ST.xy + _node_438_ST.zw;
					    u_xlat1 = texture(_node_438, u_xlat2.xy);
					    u_xlat2.xyz = u_xlat1.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat0) * u_xlat2.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"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 _node_438_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _node_438;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					float u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					void main()
					{
					    u_xlat0 = vs_TEXCOORD1 / _ProjectionParams.y;
					    u_xlat0 = (-u_xlat0) + 1.0;
					    u_xlat0 = u_xlat0 * _ProjectionParams.z;
					    u_xlat0 = max(u_xlat0, 0.0);
					    u_xlat0 = u_xlat0 * unity_FogParams.x;
					    u_xlat0 = u_xlat0 * (-u_xlat0);
					    u_xlat0 = exp2(u_xlat0);
					    u_xlat2.xy = vs_TEXCOORD0.xy * _node_438_ST.xy + _node_438_ST.zw;
					    u_xlat1 = texture(_node_438, u_xlat2.xy);
					    u_xlat2.xyz = u_xlat1.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat0) * u_xlat2.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "FOG_EXP2" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SHADOWMASK" }
					"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 _node_438_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _node_438;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					float u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					void main()
					{
					    u_xlat0 = vs_TEXCOORD1 / _ProjectionParams.y;
					    u_xlat0 = (-u_xlat0) + 1.0;
					    u_xlat0 = u_xlat0 * _ProjectionParams.z;
					    u_xlat0 = max(u_xlat0, 0.0);
					    u_xlat0 = u_xlat0 * unity_FogParams.x;
					    u_xlat0 = u_xlat0 * (-u_xlat0);
					    u_xlat0 = exp2(u_xlat0);
					    u_xlat2.xy = vs_TEXCOORD0.xy * _node_438_ST.xy + _node_438_ST.zw;
					    u_xlat1 = texture(_node_438, u_xlat2.xy);
					    u_xlat2.xyz = u_xlat1.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat0) * u_xlat2.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "FOG_EXP2" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"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 _node_438_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _node_438;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					float u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					void main()
					{
					    u_xlat0 = vs_TEXCOORD1 / _ProjectionParams.y;
					    u_xlat0 = (-u_xlat0) + 1.0;
					    u_xlat0 = u_xlat0 * _ProjectionParams.z;
					    u_xlat0 = max(u_xlat0, 0.0);
					    u_xlat0 = u_xlat0 * unity_FogParams.x;
					    u_xlat0 = u_xlat0 * (-u_xlat0);
					    u_xlat0 = exp2(u_xlat0);
					    u_xlat2.xy = vs_TEXCOORD0.xy * _node_438_ST.xy + _node_438_ST.zw;
					    u_xlat1 = texture(_node_438, u_xlat2.xy);
					    u_xlat2.xyz = u_xlat1.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat0) * u_xlat2.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "SHADOWS_SHADOWMASK" }
					"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 _node_438_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _node_438;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					float u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					void main()
					{
					    u_xlat0 = vs_TEXCOORD1 / _ProjectionParams.y;
					    u_xlat0 = (-u_xlat0) + 1.0;
					    u_xlat0 = u_xlat0 * _ProjectionParams.z;
					    u_xlat0 = max(u_xlat0, 0.0);
					    u_xlat0 = u_xlat0 * unity_FogParams.x;
					    u_xlat0 = u_xlat0 * (-u_xlat0);
					    u_xlat0 = exp2(u_xlat0);
					    u_xlat2.xy = vs_TEXCOORD0.xy * _node_438_ST.xy + _node_438_ST.zw;
					    u_xlat1 = texture(_node_438, u_xlat2.xy);
					    u_xlat2.xyz = u_xlat1.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat0) * u_xlat2.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"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 _node_438_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _node_438;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					float u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					void main()
					{
					    u_xlat0 = vs_TEXCOORD1 / _ProjectionParams.y;
					    u_xlat0 = (-u_xlat0) + 1.0;
					    u_xlat0 = u_xlat0 * _ProjectionParams.z;
					    u_xlat0 = max(u_xlat0, 0.0);
					    u_xlat0 = u_xlat0 * unity_FogParams.x;
					    u_xlat0 = u_xlat0 * (-u_xlat0);
					    u_xlat0 = exp2(u_xlat0);
					    u_xlat2.xy = vs_TEXCOORD0.xy * _node_438_ST.xy + _node_438_ST.zw;
					    u_xlat1 = texture(_node_438, u_xlat2.xy);
					    u_xlat2.xyz = u_xlat1.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat0) * u_xlat2.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "SHADOWS_SCREEN" }
					"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 _node_438_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _node_438;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					float u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					void main()
					{
					    u_xlat0 = vs_TEXCOORD1 / _ProjectionParams.y;
					    u_xlat0 = (-u_xlat0) + 1.0;
					    u_xlat0 = u_xlat0 * _ProjectionParams.z;
					    u_xlat0 = max(u_xlat0, 0.0);
					    u_xlat0 = u_xlat0 * unity_FogParams.x;
					    u_xlat0 = u_xlat0 * (-u_xlat0);
					    u_xlat0 = exp2(u_xlat0);
					    u_xlat2.xy = vs_TEXCOORD0.xy * _node_438_ST.xy + _node_438_ST.zw;
					    u_xlat1 = texture(_node_438, u_xlat2.xy);
					    u_xlat2.xyz = u_xlat1.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat0) * u_xlat2.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" }
					"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 _node_438_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _node_438;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					float u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					void main()
					{
					    u_xlat0 = vs_TEXCOORD1 / _ProjectionParams.y;
					    u_xlat0 = (-u_xlat0) + 1.0;
					    u_xlat0 = u_xlat0 * _ProjectionParams.z;
					    u_xlat0 = max(u_xlat0, 0.0);
					    u_xlat0 = u_xlat0 * unity_FogParams.x;
					    u_xlat0 = u_xlat0 * (-u_xlat0);
					    u_xlat0 = exp2(u_xlat0);
					    u_xlat2.xy = vs_TEXCOORD0.xy * _node_438_ST.xy + _node_438_ST.zw;
					    u_xlat1 = texture(_node_438, u_xlat2.xy);
					    u_xlat2.xyz = u_xlat1.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat0) * u_xlat2.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "LIGHTPROBE_SH" "SHADOWS_SCREEN" }
					"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 _node_438_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _node_438;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					float u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					void main()
					{
					    u_xlat0 = vs_TEXCOORD1 / _ProjectionParams.y;
					    u_xlat0 = (-u_xlat0) + 1.0;
					    u_xlat0 = u_xlat0 * _ProjectionParams.z;
					    u_xlat0 = max(u_xlat0, 0.0);
					    u_xlat0 = u_xlat0 * unity_FogParams.x;
					    u_xlat0 = u_xlat0 * (-u_xlat0);
					    u_xlat0 = exp2(u_xlat0);
					    u_xlat2.xy = vs_TEXCOORD0.xy * _node_438_ST.xy + _node_438_ST.zw;
					    u_xlat1 = texture(_node_438, u_xlat2.xy);
					    u_xlat2.xyz = u_xlat1.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat0) * u_xlat2.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" }
					"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 _node_438_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _node_438;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					float u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					void main()
					{
					    u_xlat0 = vs_TEXCOORD1 / _ProjectionParams.y;
					    u_xlat0 = (-u_xlat0) + 1.0;
					    u_xlat0 = u_xlat0 * _ProjectionParams.z;
					    u_xlat0 = max(u_xlat0, 0.0);
					    u_xlat0 = u_xlat0 * unity_FogParams.x;
					    u_xlat0 = u_xlat0 * (-u_xlat0);
					    u_xlat0 = exp2(u_xlat0);
					    u_xlat2.xy = vs_TEXCOORD0.xy * _node_438_ST.xy + _node_438_ST.zw;
					    u_xlat1 = texture(_node_438, u_xlat2.xy);
					    u_xlat2.xyz = u_xlat1.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat0) * u_xlat2.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "SHADOWS_SCREEN" }
					"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 _node_438_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _node_438;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					float u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					void main()
					{
					    u_xlat0 = vs_TEXCOORD1 / _ProjectionParams.y;
					    u_xlat0 = (-u_xlat0) + 1.0;
					    u_xlat0 = u_xlat0 * _ProjectionParams.z;
					    u_xlat0 = max(u_xlat0, 0.0);
					    u_xlat0 = u_xlat0 * unity_FogParams.x;
					    u_xlat0 = u_xlat0 * (-u_xlat0);
					    u_xlat0 = exp2(u_xlat0);
					    u_xlat2.xy = vs_TEXCOORD0.xy * _node_438_ST.xy + _node_438_ST.zw;
					    u_xlat1 = texture(_node_438, u_xlat2.xy);
					    u_xlat2.xyz = u_xlat1.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat0) * u_xlat2.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" }
					"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 _node_438_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _node_438;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					float u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					void main()
					{
					    u_xlat0 = vs_TEXCOORD1 / _ProjectionParams.y;
					    u_xlat0 = (-u_xlat0) + 1.0;
					    u_xlat0 = u_xlat0 * _ProjectionParams.z;
					    u_xlat0 = max(u_xlat0, 0.0);
					    u_xlat0 = u_xlat0 * unity_FogParams.x;
					    u_xlat0 = u_xlat0 * (-u_xlat0);
					    u_xlat0 = exp2(u_xlat0);
					    u_xlat2.xy = vs_TEXCOORD0.xy * _node_438_ST.xy + _node_438_ST.zw;
					    u_xlat1 = texture(_node_438, u_xlat2.xy);
					    u_xlat2.xyz = u_xlat1.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat0) * u_xlat2.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" }
					"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 _node_438_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _node_438;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					float u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					void main()
					{
					    u_xlat0 = vs_TEXCOORD1 / _ProjectionParams.y;
					    u_xlat0 = (-u_xlat0) + 1.0;
					    u_xlat0 = u_xlat0 * _ProjectionParams.z;
					    u_xlat0 = max(u_xlat0, 0.0);
					    u_xlat0 = u_xlat0 * unity_FogParams.x;
					    u_xlat0 = u_xlat0 * (-u_xlat0);
					    u_xlat0 = exp2(u_xlat0);
					    u_xlat2.xy = vs_TEXCOORD0.xy * _node_438_ST.xy + _node_438_ST.zw;
					    u_xlat1 = texture(_node_438, u_xlat2.xy);
					    u_xlat2.xyz = u_xlat1.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat0) * u_xlat2.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"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 _node_438_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _node_438;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					float u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					void main()
					{
					    u_xlat0 = vs_TEXCOORD1 / _ProjectionParams.y;
					    u_xlat0 = (-u_xlat0) + 1.0;
					    u_xlat0 = u_xlat0 * _ProjectionParams.z;
					    u_xlat0 = max(u_xlat0, 0.0);
					    u_xlat0 = u_xlat0 * unity_FogParams.x;
					    u_xlat0 = u_xlat0 * (-u_xlat0);
					    u_xlat0 = exp2(u_xlat0);
					    u_xlat2.xy = vs_TEXCOORD0.xy * _node_438_ST.xy + _node_438_ST.zw;
					    u_xlat1 = texture(_node_438, u_xlat2.xy);
					    u_xlat2.xyz = u_xlat1.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat0) * u_xlat2.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" }
					"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 _node_438_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _node_438;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					float u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					void main()
					{
					    u_xlat0 = vs_TEXCOORD1 / _ProjectionParams.y;
					    u_xlat0 = (-u_xlat0) + 1.0;
					    u_xlat0 = u_xlat0 * _ProjectionParams.z;
					    u_xlat0 = max(u_xlat0, 0.0);
					    u_xlat0 = u_xlat0 * unity_FogParams.x;
					    u_xlat0 = u_xlat0 * (-u_xlat0);
					    u_xlat0 = exp2(u_xlat0);
					    u_xlat2.xy = vs_TEXCOORD0.xy * _node_438_ST.xy + _node_438_ST.zw;
					    u_xlat1 = texture(_node_438, u_xlat2.xy);
					    u_xlat2.xyz = u_xlat1.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat0) * u_xlat2.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "FOG_EXP2" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"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 _node_438_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _node_438;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					float u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					void main()
					{
					    u_xlat0 = vs_TEXCOORD1 / _ProjectionParams.y;
					    u_xlat0 = (-u_xlat0) + 1.0;
					    u_xlat0 = u_xlat0 * _ProjectionParams.z;
					    u_xlat0 = max(u_xlat0, 0.0);
					    u_xlat0 = u_xlat0 * unity_FogParams.x;
					    u_xlat0 = u_xlat0 * (-u_xlat0);
					    u_xlat0 = exp2(u_xlat0);
					    u_xlat2.xy = vs_TEXCOORD0.xy * _node_438_ST.xy + _node_438_ST.zw;
					    u_xlat1 = texture(_node_438, u_xlat2.xy);
					    u_xlat2.xyz = u_xlat1.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat0) * u_xlat2.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "FOG_EXP2" "SHADOWS_SCREEN" }
					"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 _node_438_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _node_438;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					float u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					void main()
					{
					    u_xlat0 = vs_TEXCOORD1 / _ProjectionParams.y;
					    u_xlat0 = (-u_xlat0) + 1.0;
					    u_xlat0 = u_xlat0 * _ProjectionParams.z;
					    u_xlat0 = max(u_xlat0, 0.0);
					    u_xlat0 = u_xlat0 * unity_FogParams.x;
					    u_xlat0 = u_xlat0 * (-u_xlat0);
					    u_xlat0 = exp2(u_xlat0);
					    u_xlat2.xy = vs_TEXCOORD0.xy * _node_438_ST.xy + _node_438_ST.zw;
					    u_xlat1 = texture(_node_438, u_xlat2.xy);
					    u_xlat2.xyz = u_xlat1.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat0) * u_xlat2.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "FOG_EXP2" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" }
					"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 _node_438_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _node_438;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					float u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					void main()
					{
					    u_xlat0 = vs_TEXCOORD1 / _ProjectionParams.y;
					    u_xlat0 = (-u_xlat0) + 1.0;
					    u_xlat0 = u_xlat0 * _ProjectionParams.z;
					    u_xlat0 = max(u_xlat0, 0.0);
					    u_xlat0 = u_xlat0 * unity_FogParams.x;
					    u_xlat0 = u_xlat0 * (-u_xlat0);
					    u_xlat0 = exp2(u_xlat0);
					    u_xlat2.xy = vs_TEXCOORD0.xy * _node_438_ST.xy + _node_438_ST.zw;
					    u_xlat1 = texture(_node_438, u_xlat2.xy);
					    u_xlat2.xyz = u_xlat1.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat0) * u_xlat2.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "LIGHTMAP_ON" "SHADOWS_SCREEN" }
					"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 _node_438_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _node_438;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					float u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					void main()
					{
					    u_xlat0 = vs_TEXCOORD1 / _ProjectionParams.y;
					    u_xlat0 = (-u_xlat0) + 1.0;
					    u_xlat0 = u_xlat0 * _ProjectionParams.z;
					    u_xlat0 = max(u_xlat0, 0.0);
					    u_xlat0 = u_xlat0 * unity_FogParams.x;
					    u_xlat0 = u_xlat0 * (-u_xlat0);
					    u_xlat0 = exp2(u_xlat0);
					    u_xlat2.xy = vs_TEXCOORD0.xy * _node_438_ST.xy + _node_438_ST.zw;
					    u_xlat1 = texture(_node_438, u_xlat2.xy);
					    u_xlat2.xyz = u_xlat1.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat0) * u_xlat2.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "LIGHTMAP_ON" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" }
					"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 _node_438_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _node_438;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					float u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					void main()
					{
					    u_xlat0 = vs_TEXCOORD1 / _ProjectionParams.y;
					    u_xlat0 = (-u_xlat0) + 1.0;
					    u_xlat0 = u_xlat0 * _ProjectionParams.z;
					    u_xlat0 = max(u_xlat0, 0.0);
					    u_xlat0 = u_xlat0 * unity_FogParams.x;
					    u_xlat0 = u_xlat0 * (-u_xlat0);
					    u_xlat0 = exp2(u_xlat0);
					    u_xlat2.xy = vs_TEXCOORD0.xy * _node_438_ST.xy + _node_438_ST.zw;
					    u_xlat1 = texture(_node_438, u_xlat2.xy);
					    u_xlat2.xyz = u_xlat1.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat0) * u_xlat2.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "LIGHTMAP_ON" "LIGHTPROBE_SH" "SHADOWS_SCREEN" }
					"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 _node_438_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _node_438;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					float u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					void main()
					{
					    u_xlat0 = vs_TEXCOORD1 / _ProjectionParams.y;
					    u_xlat0 = (-u_xlat0) + 1.0;
					    u_xlat0 = u_xlat0 * _ProjectionParams.z;
					    u_xlat0 = max(u_xlat0, 0.0);
					    u_xlat0 = u_xlat0 * unity_FogParams.x;
					    u_xlat0 = u_xlat0 * (-u_xlat0);
					    u_xlat0 = exp2(u_xlat0);
					    u_xlat2.xy = vs_TEXCOORD0.xy * _node_438_ST.xy + _node_438_ST.zw;
					    u_xlat1 = texture(_node_438, u_xlat2.xy);
					    u_xlat2.xyz = u_xlat1.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat0) * u_xlat2.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "LIGHTMAP_ON" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" }
					"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 _node_438_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _node_438;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					float u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					void main()
					{
					    u_xlat0 = vs_TEXCOORD1 / _ProjectionParams.y;
					    u_xlat0 = (-u_xlat0) + 1.0;
					    u_xlat0 = u_xlat0 * _ProjectionParams.z;
					    u_xlat0 = max(u_xlat0, 0.0);
					    u_xlat0 = u_xlat0 * unity_FogParams.x;
					    u_xlat0 = u_xlat0 * (-u_xlat0);
					    u_xlat0 = exp2(u_xlat0);
					    u_xlat2.xy = vs_TEXCOORD0.xy * _node_438_ST.xy + _node_438_ST.zw;
					    u_xlat1 = texture(_node_438, u_xlat2.xy);
					    u_xlat2.xyz = u_xlat1.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat0) * u_xlat2.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "FOG_EXP2" "LIGHTMAP_ON" "SHADOWS_SCREEN" }
					"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 _node_438_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _node_438;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					float u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					void main()
					{
					    u_xlat0 = vs_TEXCOORD1 / _ProjectionParams.y;
					    u_xlat0 = (-u_xlat0) + 1.0;
					    u_xlat0 = u_xlat0 * _ProjectionParams.z;
					    u_xlat0 = max(u_xlat0, 0.0);
					    u_xlat0 = u_xlat0 * unity_FogParams.x;
					    u_xlat0 = u_xlat0 * (-u_xlat0);
					    u_xlat0 = exp2(u_xlat0);
					    u_xlat2.xy = vs_TEXCOORD0.xy * _node_438_ST.xy + _node_438_ST.zw;
					    u_xlat1 = texture(_node_438, u_xlat2.xy);
					    u_xlat2.xyz = u_xlat1.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat0) * u_xlat2.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "FOG_EXP2" "LIGHTMAP_ON" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" }
					"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 _node_438_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _node_438;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					float u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					void main()
					{
					    u_xlat0 = vs_TEXCOORD1 / _ProjectionParams.y;
					    u_xlat0 = (-u_xlat0) + 1.0;
					    u_xlat0 = u_xlat0 * _ProjectionParams.z;
					    u_xlat0 = max(u_xlat0, 0.0);
					    u_xlat0 = u_xlat0 * unity_FogParams.x;
					    u_xlat0 = u_xlat0 * (-u_xlat0);
					    u_xlat0 = exp2(u_xlat0);
					    u_xlat2.xy = vs_TEXCOORD0.xy * _node_438_ST.xy + _node_438_ST.zw;
					    u_xlat1 = texture(_node_438, u_xlat2.xy);
					    u_xlat2.xyz = u_xlat1.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat0) * u_xlat2.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SCREEN" }
					"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 _node_438_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _node_438;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					float u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					void main()
					{
					    u_xlat0 = vs_TEXCOORD1 / _ProjectionParams.y;
					    u_xlat0 = (-u_xlat0) + 1.0;
					    u_xlat0 = u_xlat0 * _ProjectionParams.z;
					    u_xlat0 = max(u_xlat0, 0.0);
					    u_xlat0 = u_xlat0 * unity_FogParams.x;
					    u_xlat0 = u_xlat0 * (-u_xlat0);
					    u_xlat0 = exp2(u_xlat0);
					    u_xlat2.xy = vs_TEXCOORD0.xy * _node_438_ST.xy + _node_438_ST.zw;
					    u_xlat1 = texture(_node_438, u_xlat2.xy);
					    u_xlat2.xyz = u_xlat1.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat0) * u_xlat2.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" }
					"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 _node_438_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _node_438;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					float u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					void main()
					{
					    u_xlat0 = vs_TEXCOORD1 / _ProjectionParams.y;
					    u_xlat0 = (-u_xlat0) + 1.0;
					    u_xlat0 = u_xlat0 * _ProjectionParams.z;
					    u_xlat0 = max(u_xlat0, 0.0);
					    u_xlat0 = u_xlat0 * unity_FogParams.x;
					    u_xlat0 = u_xlat0 * (-u_xlat0);
					    u_xlat0 = exp2(u_xlat0);
					    u_xlat2.xy = vs_TEXCOORD0.xy * _node_438_ST.xy + _node_438_ST.zw;
					    u_xlat1 = texture(_node_438, u_xlat2.xy);
					    u_xlat2.xyz = u_xlat1.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat0) * u_xlat2.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "SHADOWS_SCREEN" }
					"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 _node_438_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _node_438;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					float u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					void main()
					{
					    u_xlat0 = vs_TEXCOORD1 / _ProjectionParams.y;
					    u_xlat0 = (-u_xlat0) + 1.0;
					    u_xlat0 = u_xlat0 * _ProjectionParams.z;
					    u_xlat0 = max(u_xlat0, 0.0);
					    u_xlat0 = u_xlat0 * unity_FogParams.x;
					    u_xlat0 = u_xlat0 * (-u_xlat0);
					    u_xlat0 = exp2(u_xlat0);
					    u_xlat2.xy = vs_TEXCOORD0.xy * _node_438_ST.xy + _node_438_ST.zw;
					    u_xlat1 = texture(_node_438, u_xlat2.xy);
					    u_xlat2.xyz = u_xlat1.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat0) * u_xlat2.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" }
					"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 _node_438_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _node_438;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					float u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					void main()
					{
					    u_xlat0 = vs_TEXCOORD1 / _ProjectionParams.y;
					    u_xlat0 = (-u_xlat0) + 1.0;
					    u_xlat0 = u_xlat0 * _ProjectionParams.z;
					    u_xlat0 = max(u_xlat0, 0.0);
					    u_xlat0 = u_xlat0 * unity_FogParams.x;
					    u_xlat0 = u_xlat0 * (-u_xlat0);
					    u_xlat0 = exp2(u_xlat0);
					    u_xlat2.xy = vs_TEXCOORD0.xy * _node_438_ST.xy + _node_438_ST.zw;
					    u_xlat1 = texture(_node_438, u_xlat2.xy);
					    u_xlat2.xyz = u_xlat1.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat0) * u_xlat2.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "FOG_EXP2" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SCREEN" }
					"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 _node_438_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _node_438;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					float u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					void main()
					{
					    u_xlat0 = vs_TEXCOORD1 / _ProjectionParams.y;
					    u_xlat0 = (-u_xlat0) + 1.0;
					    u_xlat0 = u_xlat0 * _ProjectionParams.z;
					    u_xlat0 = max(u_xlat0, 0.0);
					    u_xlat0 = u_xlat0 * unity_FogParams.x;
					    u_xlat0 = u_xlat0 * (-u_xlat0);
					    u_xlat0 = exp2(u_xlat0);
					    u_xlat2.xy = vs_TEXCOORD0.xy * _node_438_ST.xy + _node_438_ST.zw;
					    u_xlat1 = texture(_node_438, u_xlat2.xy);
					    u_xlat2.xyz = u_xlat1.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat0) * u_xlat2.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "FOG_EXP2" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SCREEN" "UNITY_SINGLE_PASS_STEREO" }
					"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 _node_438_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _node_438;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					float u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					void main()
					{
					    u_xlat0 = vs_TEXCOORD1 / _ProjectionParams.y;
					    u_xlat0 = (-u_xlat0) + 1.0;
					    u_xlat0 = u_xlat0 * _ProjectionParams.z;
					    u_xlat0 = max(u_xlat0, 0.0);
					    u_xlat0 = u_xlat0 * unity_FogParams.x;
					    u_xlat0 = u_xlat0 * (-u_xlat0);
					    u_xlat0 = exp2(u_xlat0);
					    u_xlat2.xy = vs_TEXCOORD0.xy * _node_438_ST.xy + _node_438_ST.zw;
					    u_xlat1 = texture(_node_438, u_xlat2.xy);
					    u_xlat2.xyz = u_xlat1.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat0) * u_xlat2.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "LIGHTMAP_ON" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" }
					"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 _node_438_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _node_438;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					float u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					void main()
					{
					    u_xlat0 = vs_TEXCOORD1 / _ProjectionParams.y;
					    u_xlat0 = (-u_xlat0) + 1.0;
					    u_xlat0 = u_xlat0 * _ProjectionParams.z;
					    u_xlat0 = max(u_xlat0, 0.0);
					    u_xlat0 = u_xlat0 * unity_FogParams.x;
					    u_xlat0 = u_xlat0 * (-u_xlat0);
					    u_xlat0 = exp2(u_xlat0);
					    u_xlat2.xy = vs_TEXCOORD0.xy * _node_438_ST.xy + _node_438_ST.zw;
					    u_xlat1 = texture(_node_438, u_xlat2.xy);
					    u_xlat2.xyz = u_xlat1.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat0) * u_xlat2.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "LIGHTMAP_ON" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"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 _node_438_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _node_438;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					float u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					void main()
					{
					    u_xlat0 = vs_TEXCOORD1 / _ProjectionParams.y;
					    u_xlat0 = (-u_xlat0) + 1.0;
					    u_xlat0 = u_xlat0 * _ProjectionParams.z;
					    u_xlat0 = max(u_xlat0, 0.0);
					    u_xlat0 = u_xlat0 * unity_FogParams.x;
					    u_xlat0 = u_xlat0 * (-u_xlat0);
					    u_xlat0 = exp2(u_xlat0);
					    u_xlat2.xy = vs_TEXCOORD0.xy * _node_438_ST.xy + _node_438_ST.zw;
					    u_xlat1 = texture(_node_438, u_xlat2.xy);
					    u_xlat2.xyz = u_xlat1.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat0) * u_xlat2.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "LIGHTMAP_ON" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" }
					"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 _node_438_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _node_438;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					float u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					void main()
					{
					    u_xlat0 = vs_TEXCOORD1 / _ProjectionParams.y;
					    u_xlat0 = (-u_xlat0) + 1.0;
					    u_xlat0 = u_xlat0 * _ProjectionParams.z;
					    u_xlat0 = max(u_xlat0, 0.0);
					    u_xlat0 = u_xlat0 * unity_FogParams.x;
					    u_xlat0 = u_xlat0 * (-u_xlat0);
					    u_xlat0 = exp2(u_xlat0);
					    u_xlat2.xy = vs_TEXCOORD0.xy * _node_438_ST.xy + _node_438_ST.zw;
					    u_xlat1 = texture(_node_438, u_xlat2.xy);
					    u_xlat2.xyz = u_xlat1.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat0) * u_xlat2.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "LIGHTMAP_ON" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"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 _node_438_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _node_438;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					float u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					void main()
					{
					    u_xlat0 = vs_TEXCOORD1 / _ProjectionParams.y;
					    u_xlat0 = (-u_xlat0) + 1.0;
					    u_xlat0 = u_xlat0 * _ProjectionParams.z;
					    u_xlat0 = max(u_xlat0, 0.0);
					    u_xlat0 = u_xlat0 * unity_FogParams.x;
					    u_xlat0 = u_xlat0 * (-u_xlat0);
					    u_xlat0 = exp2(u_xlat0);
					    u_xlat2.xy = vs_TEXCOORD0.xy * _node_438_ST.xy + _node_438_ST.zw;
					    u_xlat1 = texture(_node_438, u_xlat2.xy);
					    u_xlat2.xyz = u_xlat1.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat0) * u_xlat2.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "FOG_EXP2" "LIGHTMAP_ON" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" }
					"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 _node_438_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _node_438;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					float u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					void main()
					{
					    u_xlat0 = vs_TEXCOORD1 / _ProjectionParams.y;
					    u_xlat0 = (-u_xlat0) + 1.0;
					    u_xlat0 = u_xlat0 * _ProjectionParams.z;
					    u_xlat0 = max(u_xlat0, 0.0);
					    u_xlat0 = u_xlat0 * unity_FogParams.x;
					    u_xlat0 = u_xlat0 * (-u_xlat0);
					    u_xlat0 = exp2(u_xlat0);
					    u_xlat2.xy = vs_TEXCOORD0.xy * _node_438_ST.xy + _node_438_ST.zw;
					    u_xlat1 = texture(_node_438, u_xlat2.xy);
					    u_xlat2.xyz = u_xlat1.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat0) * u_xlat2.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "FOG_EXP2" "LIGHTMAP_ON" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"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 _node_438_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _node_438;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					float u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					void main()
					{
					    u_xlat0 = vs_TEXCOORD1 / _ProjectionParams.y;
					    u_xlat0 = (-u_xlat0) + 1.0;
					    u_xlat0 = u_xlat0 * _ProjectionParams.z;
					    u_xlat0 = max(u_xlat0, 0.0);
					    u_xlat0 = u_xlat0 * unity_FogParams.x;
					    u_xlat0 = u_xlat0 * (-u_xlat0);
					    u_xlat0 = exp2(u_xlat0);
					    u_xlat2.xy = vs_TEXCOORD0.xy * _node_438_ST.xy + _node_438_ST.zw;
					    u_xlat1 = texture(_node_438, u_xlat2.xy);
					    u_xlat2.xyz = u_xlat1.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat0) * u_xlat2.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" }
					"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 _node_438_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _node_438;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					float u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					void main()
					{
					    u_xlat0 = vs_TEXCOORD1 / _ProjectionParams.y;
					    u_xlat0 = (-u_xlat0) + 1.0;
					    u_xlat0 = u_xlat0 * _ProjectionParams.z;
					    u_xlat0 = max(u_xlat0, 0.0);
					    u_xlat0 = u_xlat0 * unity_FogParams.x;
					    u_xlat0 = u_xlat0 * (-u_xlat0);
					    u_xlat0 = exp2(u_xlat0);
					    u_xlat2.xy = vs_TEXCOORD0.xy * _node_438_ST.xy + _node_438_ST.zw;
					    u_xlat1 = texture(_node_438, u_xlat2.xy);
					    u_xlat2.xyz = u_xlat1.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat0) * u_xlat2.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"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 _node_438_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _node_438;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					float u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					void main()
					{
					    u_xlat0 = vs_TEXCOORD1 / _ProjectionParams.y;
					    u_xlat0 = (-u_xlat0) + 1.0;
					    u_xlat0 = u_xlat0 * _ProjectionParams.z;
					    u_xlat0 = max(u_xlat0, 0.0);
					    u_xlat0 = u_xlat0 * unity_FogParams.x;
					    u_xlat0 = u_xlat0 * (-u_xlat0);
					    u_xlat0 = exp2(u_xlat0);
					    u_xlat2.xy = vs_TEXCOORD0.xy * _node_438_ST.xy + _node_438_ST.zw;
					    u_xlat1 = texture(_node_438, u_xlat2.xy);
					    u_xlat2.xyz = u_xlat1.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat0) * u_xlat2.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" }
					"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 _node_438_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _node_438;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					float u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					void main()
					{
					    u_xlat0 = vs_TEXCOORD1 / _ProjectionParams.y;
					    u_xlat0 = (-u_xlat0) + 1.0;
					    u_xlat0 = u_xlat0 * _ProjectionParams.z;
					    u_xlat0 = max(u_xlat0, 0.0);
					    u_xlat0 = u_xlat0 * unity_FogParams.x;
					    u_xlat0 = u_xlat0 * (-u_xlat0);
					    u_xlat0 = exp2(u_xlat0);
					    u_xlat2.xy = vs_TEXCOORD0.xy * _node_438_ST.xy + _node_438_ST.zw;
					    u_xlat1 = texture(_node_438, u_xlat2.xy);
					    u_xlat2.xyz = u_xlat1.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat0) * u_xlat2.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "FOG_EXP2" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "LIGHTPROBE_SH" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"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 _node_438_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _node_438;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					float u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					void main()
					{
					    u_xlat0 = vs_TEXCOORD1 / _ProjectionParams.y;
					    u_xlat0 = (-u_xlat0) + 1.0;
					    u_xlat0 = u_xlat0 * _ProjectionParams.z;
					    u_xlat0 = max(u_xlat0, 0.0);
					    u_xlat0 = u_xlat0 * unity_FogParams.x;
					    u_xlat0 = u_xlat0 * (-u_xlat0);
					    u_xlat0 = exp2(u_xlat0);
					    u_xlat2.xy = vs_TEXCOORD0.xy * _node_438_ST.xy + _node_438_ST.zw;
					    u_xlat1 = texture(_node_438, u_xlat2.xy);
					    u_xlat2.xyz = u_xlat1.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat0) * u_xlat2.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "FOG_EXP2" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" }
					"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 _node_438_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[5];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _node_438;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					float u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					void main()
					{
					    u_xlat0 = vs_TEXCOORD1 / _ProjectionParams.y;
					    u_xlat0 = (-u_xlat0) + 1.0;
					    u_xlat0 = u_xlat0 * _ProjectionParams.z;
					    u_xlat0 = max(u_xlat0, 0.0);
					    u_xlat0 = u_xlat0 * unity_FogParams.x;
					    u_xlat0 = u_xlat0 * (-u_xlat0);
					    u_xlat0 = exp2(u_xlat0);
					    u_xlat2.xy = vs_TEXCOORD0.xy * _node_438_ST.xy + _node_438_ST.zw;
					    u_xlat1 = texture(_node_438, u_xlat2.xy);
					    u_xlat2.xyz = u_xlat1.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat0) * u_xlat2.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" "FOG_EXP2" "LIGHTMAP_ON" "LIGHTMAP_SHADOW_MIXING" "SHADOWS_SCREEN" "SHADOWS_SHADOWMASK" "UNITY_SINGLE_PASS_STEREO" }
					"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 _node_438_ST;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					uniform  sampler2D _node_438;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					float u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					void main()
					{
					    u_xlat0 = vs_TEXCOORD1 / _ProjectionParams.y;
					    u_xlat0 = (-u_xlat0) + 1.0;
					    u_xlat0 = u_xlat0 * _ProjectionParams.z;
					    u_xlat0 = max(u_xlat0, 0.0);
					    u_xlat0 = u_xlat0 * unity_FogParams.x;
					    u_xlat0 = u_xlat0 * (-u_xlat0);
					    u_xlat0 = exp2(u_xlat0);
					    u_xlat2.xy = vs_TEXCOORD0.xy * _node_438_ST.xy + _node_438_ST.zw;
					    u_xlat1 = texture(_node_438, u_xlat2.xy);
					    u_xlat2.xyz = u_xlat1.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat0) * u_xlat2.xyz + unity_FogColor.xyz;
					    SV_Target0.w = 1.0;
					    return;
					}"
				}
			}
		}
	}
	Fallback "Diffuse"
	CustomEditor "ShaderForgeMaterialInspector"
}