Shader "BloodDecalShader" {
	Properties {
		_MainTexture ("MainTexture", 2D) = "white" {}
		_MainColorTintFadeA ("MainColorTint-Fade(A)", Vector) = (0.9558824,0.9277682,0.9277682,1)
		_Gloss ("Gloss", Range(0, 1)) = 0.7
		_Metallic ("Metallic", Range(0, 1)) = 0.25
		_MainNormalMap ("MainNormalMap", 2D) = "bump" {}
		_Noise1 ("Noise1", Range(0, 50)) = 0
		_Noise2 ("Noise2", Range(0, 25)) = 3
		_Scale ("Scale", Range(0, 1)) = 0
		_Bias ("Bias", Range(0, 1)) = 0
		_DriedBloodEffectLevel ("DriedBloodEffectLevel", Range(0, 1)) = 0.5
		_DriedBlood_Curvature ("DriedBlood_Curvature", 2D) = "white" {}
		_DriedBlood_Normal ("DriedBlood_Normal", 2D) = "bump" {}
		_DriedBloodColorGloss ("DriedBloodColor-Gloss", Vector) = (0.083045,0.08415466,0.08823532,0)
		_DriedBloodEffect_Tiling ("DriedBloodEffect_Tiling", Range(0, 1000)) = 0
		_DriedBlood_Metallic ("DriedBlood_Metallic", Range(0, 1)) = 0.5
		_OverallNormalPower ("OverallNormalPower", Range(0, 4)) = 0.8
		_Noise_Texture ("Noise_Texture", 2D) = "white" {}
		[HideInInspector] _texcoord ("", 2D) = "white" {}
		[HideInInspector] __dirty ("", Float) = 1
	}
	SubShader {
		Tags { "IGNOREPROJECTOR" = "true" "QUEUE" = "Transparent+0" "RenderType" = "Transparent" }
		Pass {
			Name "FORWARD"
			Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "FORWARDBASE" "QUEUE" = "Transparent+0" "RenderType" = "Transparent" }
			Blend SrcAlpha OneMinusSrcAlpha, SrcAlpha OneMinusSrcAlpha
			ColorMask RGB -1
			ZWrite Off
			GpuProgramID 30900
			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 VGlobals {
						vec4 unused_0_0[13];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    gl_Position = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat0.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    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 VGlobals {
						vec4 unused_0_0[13];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					int u_xlati12;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati12 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati12 + 1) / 4][(u_xlati12 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati12 / 4][u_xlati12 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati12 + 2) / 4][(u_xlati12 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati12 + 3) / 4][(u_xlati12 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat0.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    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 VGlobals {
						vec4 unused_0_0[13];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityLighting {
						vec4 unused_1_0[42];
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_1_5[2];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    gl_Position = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat1.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    vs_TEXCOORD1.x = u_xlat1.z;
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2 = u_xlat0.xxxx * u_xlat2.xyzz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.wxy;
					    u_xlat3.xyz = u_xlat2.ywx * u_xlat1.yzx + (-u_xlat3.xyz);
					    u_xlat0.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.z = u_xlat2.x;
					    vs_TEXCOORD2.x = u_xlat1.x;
					    vs_TEXCOORD3.x = u_xlat1.y;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD2.z = u_xlat2.y;
					    vs_TEXCOORD3.z = u_xlat2.w;
					    u_xlat0.x = u_xlat2.y * u_xlat2.y;
					    u_xlat0.x = u_xlat2.x * u_xlat2.x + (-u_xlat0.x);
					    u_xlat1 = u_xlat2.ywzx * u_xlat2;
					    u_xlat2.x = dot(unity_SHBr, u_xlat1);
					    u_xlat2.y = dot(unity_SHBg, u_xlat1);
					    u_xlat2.z = dot(unity_SHBb, u_xlat1);
					    vs_TEXCOORD4.xyz = unity_SHC.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    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 VGlobals {
						vec4 unused_0_0[13];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityLighting {
						vec4 unused_1_0[42];
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_1_5[2];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					int u_xlati12;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati12 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati12 + 1) / 4][(u_xlati12 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati12 / 4][u_xlati12 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati12 + 2) / 4][(u_xlati12 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati12 + 3) / 4][(u_xlati12 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat1.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    vs_TEXCOORD1.x = u_xlat1.z;
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2 = u_xlat0.xxxx * u_xlat2.xyzz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.wxy;
					    u_xlat3.xyz = u_xlat2.ywx * u_xlat1.yzx + (-u_xlat3.xyz);
					    u_xlat0.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.z = u_xlat2.x;
					    vs_TEXCOORD2.x = u_xlat1.x;
					    vs_TEXCOORD3.x = u_xlat1.y;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD2.z = u_xlat2.y;
					    vs_TEXCOORD3.z = u_xlat2.w;
					    u_xlat0.x = u_xlat2.y * u_xlat2.y;
					    u_xlat0.x = u_xlat2.x * u_xlat2.x + (-u_xlat0.x);
					    u_xlat1 = u_xlat2.ywzx * u_xlat2;
					    u_xlat2.x = dot(unity_SHBr, u_xlat1);
					    u_xlat2.y = dot(unity_SHBg, u_xlat1);
					    u_xlat2.z = dot(unity_SHBb, u_xlat1);
					    vs_TEXCOORD4.xyz = unity_SHC.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    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 VGlobals {
						vec4 unused_0_0[13];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unused_3_0;
						vec4 unity_DynamicLightmapST;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    gl_Position = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat0.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD7.zw = in_TEXCOORD2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
					    vs_TEXCOORD7.xy = vec2(0.0, 0.0);
					    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 VGlobals {
						vec4 unused_0_0[13];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unused_4_0;
						vec4 unity_DynamicLightmapST;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					int u_xlati12;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati12 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati12 + 1) / 4][(u_xlati12 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati12 / 4][u_xlati12 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati12 + 2) / 4][(u_xlati12 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati12 + 3) / 4][(u_xlati12 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat0.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD7.zw = in_TEXCOORD2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
					    vs_TEXCOORD7.xy = vec2(0.0, 0.0);
					    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 VGlobals {
						vec4 unused_0_0[13];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_3_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					out vec2 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    gl_Position = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat0.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD4.zw = vec2(0.0, 0.0);
					    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 VGlobals {
						vec4 unused_0_0[13];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_4_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					out vec2 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					int u_xlati12;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati12 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati12 + 1) / 4][(u_xlati12 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati12 / 4][u_xlati12 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati12 + 2) / 4][(u_xlati12 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati12 + 3) / 4][(u_xlati12 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat0.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD4.zw = vec2(0.0, 0.0);
					    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 VGlobals {
						vec4 unused_0_0[13];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_3_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					out vec2 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    gl_Position = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat0.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD4.zw = vec2(0.0, 0.0);
					    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 VGlobals {
						vec4 unused_0_0[13];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_4_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					out vec2 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					int u_xlati12;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati12 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati12 + 1) / 4][(u_xlati12 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati12 / 4][u_xlati12 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati12 + 2) / 4][(u_xlati12 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati12 + 3) / 4][(u_xlati12 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat0.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD4.zw = vec2(0.0, 0.0);
					    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 VGlobals {
						vec4 unused_0_0[13];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unity_DynamicLightmapST;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    gl_Position = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat0.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.zw = in_TEXCOORD2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
					    vs_TEXCOORD4.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    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 VGlobals {
						vec4 unused_0_0[13];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unity_DynamicLightmapST;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					int u_xlati12;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati12 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati12 + 1) / 4][(u_xlati12 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati12 / 4][u_xlati12 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati12 + 2) / 4][(u_xlati12 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati12 + 3) / 4][(u_xlati12 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat0.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.zw = in_TEXCOORD2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
					    vs_TEXCOORD4.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    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 VGlobals {
						vec4 unused_0_0[13];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_3_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					out vec2 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    gl_Position = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat0.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD4.zw = vec2(0.0, 0.0);
					    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 VGlobals {
						vec4 unused_0_0[13];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_4_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					out vec2 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					int u_xlati12;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati12 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati12 + 1) / 4][(u_xlati12 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati12 / 4][u_xlati12 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati12 + 2) / 4][(u_xlati12 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati12 + 3) / 4][(u_xlati12 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat0.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD4.zw = vec2(0.0, 0.0);
					    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 VGlobals {
						vec4 unused_0_0[13];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_3_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					out vec2 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    gl_Position = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat0.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD4.zw = vec2(0.0, 0.0);
					    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 VGlobals {
						vec4 unused_0_0[13];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_4_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					out vec2 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					int u_xlati12;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati12 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati12 + 1) / 4][(u_xlati12 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati12 / 4][u_xlati12 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati12 + 2) / 4][(u_xlati12 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati12 + 3) / 4][(u_xlati12 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat0.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD4.zw = vec2(0.0, 0.0);
					    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 VGlobals {
						vec4 unused_0_0[13];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unity_DynamicLightmapST;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    gl_Position = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat0.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.zw = in_TEXCOORD2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
					    vs_TEXCOORD4.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    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 VGlobals {
						vec4 unused_0_0[13];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unity_DynamicLightmapST;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					int u_xlati12;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati12 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati12 + 1) / 4][(u_xlati12 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati12 / 4][u_xlati12 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati12 + 2) / 4][(u_xlati12 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati12 + 3) / 4][(u_xlati12 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat0.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.zw = in_TEXCOORD2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
					    vs_TEXCOORD4.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    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 VGlobals {
						vec4 unused_0_0[13];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityLighting {
						vec4 unused_1_0[3];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_1_6[34];
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_1_11[2];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					float u_xlat15;
					float u_xlat16;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    gl_Position = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat1.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat15 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat1.xyz = vec3(u_xlat15) * u_xlat1.xyz;
					    vs_TEXCOORD1.x = u_xlat1.z;
					    u_xlat15 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat16 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat16 = inversesqrt(u_xlat16);
					    u_xlat2 = vec4(u_xlat16) * u_xlat2.xyzz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.wxy;
					    u_xlat3.xyz = u_xlat2.ywx * u_xlat1.yzx + (-u_xlat3.xyz);
					    u_xlat3.xyz = vec3(u_xlat15) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD1.z = u_xlat2.x;
					    vs_TEXCOORD2.x = u_xlat1.x;
					    vs_TEXCOORD3.x = u_xlat1.y;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD2.z = u_xlat2.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD3.z = u_xlat2.w;
					    u_xlat1 = (-u_xlat0.xxxx) + unity_4LightPosX0;
					    u_xlat3 = (-u_xlat0.yyyy) + unity_4LightPosY0;
					    u_xlat0 = (-u_xlat0.zzzz) + unity_4LightPosZ0;
					    u_xlat4 = u_xlat2.yyyy * u_xlat3;
					    u_xlat3 = u_xlat3 * u_xlat3;
					    u_xlat3 = u_xlat1 * u_xlat1 + u_xlat3;
					    u_xlat1 = u_xlat1 * u_xlat2.xxxx + u_xlat4;
					    u_xlat1 = u_xlat0 * u_xlat2.wwzw + u_xlat1;
					    u_xlat0 = u_xlat0 * u_xlat0 + u_xlat3;
					    u_xlat0 = max(u_xlat0, vec4(9.99999997e-07, 9.99999997e-07, 9.99999997e-07, 9.99999997e-07));
					    u_xlat3 = inversesqrt(u_xlat0);
					    u_xlat0 = u_xlat0 * unity_4LightAtten0 + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat0 = vec4(1.0, 1.0, 1.0, 1.0) / u_xlat0;
					    u_xlat1 = u_xlat1 * u_xlat3;
					    u_xlat1 = max(u_xlat1, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat0 = u_xlat0 * u_xlat1;
					    u_xlat1.xyz = u_xlat0.yyy * unity_LightColor[1].xyz;
					    u_xlat1.xyz = unity_LightColor[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_LightColor[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    u_xlat0.xyz = unity_LightColor[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    u_xlat15 = u_xlat2.y * u_xlat2.y;
					    u_xlat15 = u_xlat2.x * u_xlat2.x + (-u_xlat15);
					    u_xlat1 = u_xlat2.ywzx * u_xlat2;
					    u_xlat2.x = dot(unity_SHBr, u_xlat1);
					    u_xlat2.y = dot(unity_SHBg, u_xlat1);
					    u_xlat2.z = dot(unity_SHBb, u_xlat1);
					    u_xlat1.xyz = unity_SHC.xyz * vec3(u_xlat15) + u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    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 VGlobals {
						vec4 unused_0_0[13];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityLighting {
						vec4 unused_1_0[3];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_1_6[34];
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_1_11[2];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					float u_xlat15;
					int u_xlati15;
					float u_xlat16;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati15 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati15 + 1) / 4][(u_xlati15 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati15 / 4][u_xlati15 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati15 + 2) / 4][(u_xlati15 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati15 + 3) / 4][(u_xlati15 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat1.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat15 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat1.xyz = vec3(u_xlat15) * u_xlat1.xyz;
					    vs_TEXCOORD1.x = u_xlat1.z;
					    u_xlat15 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat16 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat16 = inversesqrt(u_xlat16);
					    u_xlat2 = vec4(u_xlat16) * u_xlat2.xyzz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.wxy;
					    u_xlat3.xyz = u_xlat2.ywx * u_xlat1.yzx + (-u_xlat3.xyz);
					    u_xlat3.xyz = vec3(u_xlat15) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD1.z = u_xlat2.x;
					    vs_TEXCOORD2.x = u_xlat1.x;
					    vs_TEXCOORD3.x = u_xlat1.y;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD2.z = u_xlat2.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD3.z = u_xlat2.w;
					    u_xlat1 = (-u_xlat0.xxxx) + unity_4LightPosX0;
					    u_xlat3 = (-u_xlat0.yyyy) + unity_4LightPosY0;
					    u_xlat0 = (-u_xlat0.zzzz) + unity_4LightPosZ0;
					    u_xlat4 = u_xlat2.yyyy * u_xlat3;
					    u_xlat3 = u_xlat3 * u_xlat3;
					    u_xlat3 = u_xlat1 * u_xlat1 + u_xlat3;
					    u_xlat1 = u_xlat1 * u_xlat2.xxxx + u_xlat4;
					    u_xlat1 = u_xlat0 * u_xlat2.wwzw + u_xlat1;
					    u_xlat0 = u_xlat0 * u_xlat0 + u_xlat3;
					    u_xlat0 = max(u_xlat0, vec4(9.99999997e-07, 9.99999997e-07, 9.99999997e-07, 9.99999997e-07));
					    u_xlat3 = inversesqrt(u_xlat0);
					    u_xlat0 = u_xlat0 * unity_4LightAtten0 + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat0 = vec4(1.0, 1.0, 1.0, 1.0) / u_xlat0;
					    u_xlat1 = u_xlat1 * u_xlat3;
					    u_xlat1 = max(u_xlat1, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat0 = u_xlat0 * u_xlat1;
					    u_xlat1.xyz = u_xlat0.yyy * unity_LightColor[1].xyz;
					    u_xlat1.xyz = unity_LightColor[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_LightColor[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    u_xlat0.xyz = unity_LightColor[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    u_xlat15 = u_xlat2.y * u_xlat2.y;
					    u_xlat15 = u_xlat2.x * u_xlat2.x + (-u_xlat15);
					    u_xlat1 = u_xlat2.ywzx * u_xlat2;
					    u_xlat2.x = dot(unity_SHBr, u_xlat1);
					    u_xlat2.y = dot(unity_SHBg, u_xlat1);
					    u_xlat2.z = dot(unity_SHBb, u_xlat1);
					    u_xlat1.xyz = unity_SHC.xyz * vec3(u_xlat15) + u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    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 VGlobals {
						vec4 unused_0_0[13];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unused_3_0;
						vec4 unity_DynamicLightmapST;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    gl_Position = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat0.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD7.zw = in_TEXCOORD2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
					    vs_TEXCOORD7.xy = vec2(0.0, 0.0);
					    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 VGlobals {
						vec4 unused_0_0[13];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unused_4_0;
						vec4 unity_DynamicLightmapST;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					int u_xlati12;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati12 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati12 + 1) / 4][(u_xlati12 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati12 / 4][u_xlati12 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati12 + 2) / 4][(u_xlati12 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati12 + 3) / 4][(u_xlati12 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat0.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD7.zw = in_TEXCOORD2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
					    vs_TEXCOORD7.xy = vec2(0.0, 0.0);
					    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 VGlobals {
						vec4 unused_0_0[13];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD5 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat0.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    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 VGlobals {
						vec4 unused_0_0[13];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					int u_xlati12;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati12 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati12 + 1) / 4][(u_xlati12 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati12 / 4][u_xlati12 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati12 + 2) / 4][(u_xlati12 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati12 + 3) / 4][(u_xlati12 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD5 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat0.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    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 VGlobals {
						vec4 unused_0_0[13];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityLighting {
						vec4 unused_1_0[42];
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_1_5[2];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD5 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat1.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    vs_TEXCOORD1.x = u_xlat1.z;
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2 = u_xlat0.xxxx * u_xlat2.xyzz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.wxy;
					    u_xlat3.xyz = u_xlat2.ywx * u_xlat1.yzx + (-u_xlat3.xyz);
					    u_xlat0.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.z = u_xlat2.x;
					    vs_TEXCOORD2.x = u_xlat1.x;
					    vs_TEXCOORD3.x = u_xlat1.y;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD2.z = u_xlat2.y;
					    vs_TEXCOORD3.z = u_xlat2.w;
					    u_xlat0.x = u_xlat2.y * u_xlat2.y;
					    u_xlat0.x = u_xlat2.x * u_xlat2.x + (-u_xlat0.x);
					    u_xlat1 = u_xlat2.ywzx * u_xlat2;
					    u_xlat2.x = dot(unity_SHBr, u_xlat1);
					    u_xlat2.y = dot(unity_SHBg, u_xlat1);
					    u_xlat2.z = dot(unity_SHBb, u_xlat1);
					    vs_TEXCOORD4.xyz = unity_SHC.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    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 VGlobals {
						vec4 unused_0_0[13];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityLighting {
						vec4 unused_1_0[42];
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_1_5[2];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					int u_xlati12;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati12 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati12 + 1) / 4][(u_xlati12 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati12 / 4][u_xlati12 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati12 + 2) / 4][(u_xlati12 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati12 + 3) / 4][(u_xlati12 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD5 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat1.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    vs_TEXCOORD1.x = u_xlat1.z;
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2 = u_xlat0.xxxx * u_xlat2.xyzz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.wxy;
					    u_xlat3.xyz = u_xlat2.ywx * u_xlat1.yzx + (-u_xlat3.xyz);
					    u_xlat0.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.z = u_xlat2.x;
					    vs_TEXCOORD2.x = u_xlat1.x;
					    vs_TEXCOORD3.x = u_xlat1.y;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD2.z = u_xlat2.y;
					    vs_TEXCOORD3.z = u_xlat2.w;
					    u_xlat0.x = u_xlat2.y * u_xlat2.y;
					    u_xlat0.x = u_xlat2.x * u_xlat2.x + (-u_xlat0.x);
					    u_xlat1 = u_xlat2.ywzx * u_xlat2;
					    u_xlat2.x = dot(unity_SHBr, u_xlat1);
					    u_xlat2.y = dot(unity_SHBg, u_xlat1);
					    u_xlat2.z = dot(unity_SHBb, u_xlat1);
					    vs_TEXCOORD4.xyz = unity_SHC.xyz * u_xlat0.xxx + u_xlat2.xyz;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    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 VGlobals {
						vec4 unused_0_0[13];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unused_3_0;
						vec4 unity_DynamicLightmapST;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD5 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat0.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD7.zw = in_TEXCOORD2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
					    vs_TEXCOORD7.xy = vec2(0.0, 0.0);
					    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 VGlobals {
						vec4 unused_0_0[13];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unused_4_0;
						vec4 unity_DynamicLightmapST;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					int u_xlati12;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati12 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati12 + 1) / 4][(u_xlati12 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati12 / 4][u_xlati12 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati12 + 2) / 4][(u_xlati12 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati12 + 3) / 4][(u_xlati12 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD5 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat0.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD7.zw = in_TEXCOORD2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
					    vs_TEXCOORD7.xy = vec2(0.0, 0.0);
					    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 VGlobals {
						vec4 unused_0_0[13];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_3_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD5 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat0.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD4.zw = vec2(0.0, 0.0);
					    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 VGlobals {
						vec4 unused_0_0[13];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_4_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					int u_xlati12;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati12 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati12 + 1) / 4][(u_xlati12 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati12 / 4][u_xlati12 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati12 + 2) / 4][(u_xlati12 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati12 + 3) / 4][(u_xlati12 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD5 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat0.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD4.zw = vec2(0.0, 0.0);
					    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 VGlobals {
						vec4 unused_0_0[13];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_3_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD5 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat0.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD4.zw = vec2(0.0, 0.0);
					    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 VGlobals {
						vec4 unused_0_0[13];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_4_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					int u_xlati12;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati12 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati12 + 1) / 4][(u_xlati12 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati12 / 4][u_xlati12 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati12 + 2) / 4][(u_xlati12 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati12 + 3) / 4][(u_xlati12 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD5 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat0.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD4.zw = vec2(0.0, 0.0);
					    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 VGlobals {
						vec4 unused_0_0[13];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unity_DynamicLightmapST;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD5 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat0.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.zw = in_TEXCOORD2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
					    vs_TEXCOORD4.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    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 VGlobals {
						vec4 unused_0_0[13];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unity_DynamicLightmapST;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					int u_xlati12;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati12 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati12 + 1) / 4][(u_xlati12 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati12 / 4][u_xlati12 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati12 + 2) / 4][(u_xlati12 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati12 + 3) / 4][(u_xlati12 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD5 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat0.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.zw = in_TEXCOORD2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
					    vs_TEXCOORD4.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    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 VGlobals {
						vec4 unused_0_0[13];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_3_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD5 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat0.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD4.zw = vec2(0.0, 0.0);
					    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 VGlobals {
						vec4 unused_0_0[13];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_4_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					int u_xlati12;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati12 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati12 + 1) / 4][(u_xlati12 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati12 / 4][u_xlati12 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati12 + 2) / 4][(u_xlati12 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati12 + 3) / 4][(u_xlati12 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD5 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat0.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD4.zw = vec2(0.0, 0.0);
					    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 VGlobals {
						vec4 unused_0_0[13];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_3_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD5 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat0.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD4.zw = vec2(0.0, 0.0);
					    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 VGlobals {
						vec4 unused_0_0[13];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unused_4_1;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					int u_xlati12;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati12 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati12 + 1) / 4][(u_xlati12 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati12 / 4][u_xlati12 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati12 + 2) / 4][(u_xlati12 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati12 + 3) / 4][(u_xlati12 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD5 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat0.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    vs_TEXCOORD4.zw = vec2(0.0, 0.0);
					    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 VGlobals {
						vec4 unused_0_0[13];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unity_DynamicLightmapST;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD5 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat0.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.zw = in_TEXCOORD2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
					    vs_TEXCOORD4.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    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 VGlobals {
						vec4 unused_0_0[13];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unity_DynamicLightmapST;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					int u_xlati12;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati12 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati12 + 1) / 4][(u_xlati12 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati12 / 4][u_xlati12 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati12 + 2) / 4][(u_xlati12 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati12 + 3) / 4][(u_xlati12 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD5 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat0.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.zw = in_TEXCOORD2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
					    vs_TEXCOORD4.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    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 VGlobals {
						vec4 unused_0_0[13];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityLighting {
						vec4 unused_1_0[3];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_1_6[34];
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_1_11[2];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					float u_xlat15;
					float u_xlat16;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD5 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat1.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat15 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat1.xyz = vec3(u_xlat15) * u_xlat1.xyz;
					    vs_TEXCOORD1.x = u_xlat1.z;
					    u_xlat15 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat16 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat16 = inversesqrt(u_xlat16);
					    u_xlat2 = vec4(u_xlat16) * u_xlat2.xyzz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.wxy;
					    u_xlat3.xyz = u_xlat2.ywx * u_xlat1.yzx + (-u_xlat3.xyz);
					    u_xlat3.xyz = vec3(u_xlat15) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD1.z = u_xlat2.x;
					    vs_TEXCOORD2.x = u_xlat1.x;
					    vs_TEXCOORD3.x = u_xlat1.y;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD2.z = u_xlat2.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD3.z = u_xlat2.w;
					    u_xlat1 = (-u_xlat0.xxxx) + unity_4LightPosX0;
					    u_xlat3 = (-u_xlat0.yyyy) + unity_4LightPosY0;
					    u_xlat0 = (-u_xlat0.zzzz) + unity_4LightPosZ0;
					    u_xlat4 = u_xlat2.yyyy * u_xlat3;
					    u_xlat3 = u_xlat3 * u_xlat3;
					    u_xlat3 = u_xlat1 * u_xlat1 + u_xlat3;
					    u_xlat1 = u_xlat1 * u_xlat2.xxxx + u_xlat4;
					    u_xlat1 = u_xlat0 * u_xlat2.wwzw + u_xlat1;
					    u_xlat0 = u_xlat0 * u_xlat0 + u_xlat3;
					    u_xlat0 = max(u_xlat0, vec4(9.99999997e-07, 9.99999997e-07, 9.99999997e-07, 9.99999997e-07));
					    u_xlat3 = inversesqrt(u_xlat0);
					    u_xlat0 = u_xlat0 * unity_4LightAtten0 + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat0 = vec4(1.0, 1.0, 1.0, 1.0) / u_xlat0;
					    u_xlat1 = u_xlat1 * u_xlat3;
					    u_xlat1 = max(u_xlat1, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat0 = u_xlat0 * u_xlat1;
					    u_xlat1.xyz = u_xlat0.yyy * unity_LightColor[1].xyz;
					    u_xlat1.xyz = unity_LightColor[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_LightColor[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    u_xlat0.xyz = unity_LightColor[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    u_xlat15 = u_xlat2.y * u_xlat2.y;
					    u_xlat15 = u_xlat2.x * u_xlat2.x + (-u_xlat15);
					    u_xlat1 = u_xlat2.ywzx * u_xlat2;
					    u_xlat2.x = dot(unity_SHBr, u_xlat1);
					    u_xlat2.y = dot(unity_SHBg, u_xlat1);
					    u_xlat2.z = dot(unity_SHBb, u_xlat1);
					    u_xlat1.xyz = unity_SHC.xyz * vec3(u_xlat15) + u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    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 VGlobals {
						vec4 unused_0_0[13];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityLighting {
						vec4 unused_1_0[3];
						vec4 unity_4LightPosX0;
						vec4 unity_4LightPosY0;
						vec4 unity_4LightPosZ0;
						vec4 unity_4LightAtten0;
						vec4 unity_LightColor[8];
						vec4 unused_1_6[34];
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_1_11[2];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					float u_xlat15;
					int u_xlati15;
					float u_xlat16;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati15 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati15 + 1) / 4][(u_xlati15 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati15 / 4][u_xlati15 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati15 + 2) / 4][(u_xlati15 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati15 + 3) / 4][(u_xlati15 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD5 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat1.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat15 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat15 = inversesqrt(u_xlat15);
					    u_xlat1.xyz = vec3(u_xlat15) * u_xlat1.xyz;
					    vs_TEXCOORD1.x = u_xlat1.z;
					    u_xlat15 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat16 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat16 = inversesqrt(u_xlat16);
					    u_xlat2 = vec4(u_xlat16) * u_xlat2.xyzz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.wxy;
					    u_xlat3.xyz = u_xlat2.ywx * u_xlat1.yzx + (-u_xlat3.xyz);
					    u_xlat3.xyz = vec3(u_xlat15) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    vs_TEXCOORD1.z = u_xlat2.x;
					    vs_TEXCOORD2.x = u_xlat1.x;
					    vs_TEXCOORD3.x = u_xlat1.y;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD2.z = u_xlat2.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD3.z = u_xlat2.w;
					    u_xlat1 = (-u_xlat0.xxxx) + unity_4LightPosX0;
					    u_xlat3 = (-u_xlat0.yyyy) + unity_4LightPosY0;
					    u_xlat0 = (-u_xlat0.zzzz) + unity_4LightPosZ0;
					    u_xlat4 = u_xlat2.yyyy * u_xlat3;
					    u_xlat3 = u_xlat3 * u_xlat3;
					    u_xlat3 = u_xlat1 * u_xlat1 + u_xlat3;
					    u_xlat1 = u_xlat1 * u_xlat2.xxxx + u_xlat4;
					    u_xlat1 = u_xlat0 * u_xlat2.wwzw + u_xlat1;
					    u_xlat0 = u_xlat0 * u_xlat0 + u_xlat3;
					    u_xlat0 = max(u_xlat0, vec4(9.99999997e-07, 9.99999997e-07, 9.99999997e-07, 9.99999997e-07));
					    u_xlat3 = inversesqrt(u_xlat0);
					    u_xlat0 = u_xlat0 * unity_4LightAtten0 + vec4(1.0, 1.0, 1.0, 1.0);
					    u_xlat0 = vec4(1.0, 1.0, 1.0, 1.0) / u_xlat0;
					    u_xlat1 = u_xlat1 * u_xlat3;
					    u_xlat1 = max(u_xlat1, vec4(0.0, 0.0, 0.0, 0.0));
					    u_xlat0 = u_xlat0 * u_xlat1;
					    u_xlat1.xyz = u_xlat0.yyy * unity_LightColor[1].xyz;
					    u_xlat1.xyz = unity_LightColor[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_LightColor[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    u_xlat0.xyz = unity_LightColor[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    u_xlat15 = u_xlat2.y * u_xlat2.y;
					    u_xlat15 = u_xlat2.x * u_xlat2.x + (-u_xlat15);
					    u_xlat1 = u_xlat2.ywzx * u_xlat2;
					    u_xlat2.x = dot(unity_SHBr, u_xlat1);
					    u_xlat2.y = dot(unity_SHBg, u_xlat1);
					    u_xlat2.z = dot(unity_SHBb, u_xlat1);
					    u_xlat1.xyz = unity_SHC.xyz * vec3(u_xlat15) + u_xlat2.xyz;
					    vs_TEXCOORD4.xyz = u_xlat0.xyz + u_xlat1.xyz;
					    vs_TEXCOORD7 = vec4(0.0, 0.0, 0.0, 0.0);
					    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 VGlobals {
						vec4 unused_0_0[13];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unused_3_0;
						vec4 unity_DynamicLightmapST;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD5 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat0.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD7.zw = in_TEXCOORD2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
					    vs_TEXCOORD7.xy = vec2(0.0, 0.0);
					    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 VGlobals {
						vec4 unused_0_0[13];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unused_4_0;
						vec4 unity_DynamicLightmapST;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD5;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD7;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					int u_xlati12;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati12 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati12 + 1) / 4][(u_xlati12 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati12 / 4][u_xlati12 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati12 + 2) / 4][(u_xlati12 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati12 + 3) / 4][(u_xlati12 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD5 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    vs_TEXCOORD1.w = u_xlat0.x;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat2.xyz = u_xlat0.xxx * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat0.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.w = u_xlat0.y;
					    vs_TEXCOORD3.w = u_xlat0.z;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD7.zw = in_TEXCOORD2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
					    vs_TEXCOORD7.xy = vec2(0.0, 0.0);
					    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 _LightColor0;
						vec4 unused_0_2;
						vec4 _MainNormalMap_ST;
						float _DriedBloodEffect_Tiling;
						float _DriedBloodEffectLevel;
						float _OverallNormalPower;
						float _Noise1;
						float _Noise2;
						vec4 _Noise_Texture_ST;
						float _Bias;
						float _Scale;
						vec4 _MainColorTintFadeA;
						vec4 _MainTexture_ST;
						vec4 _DriedBloodColorGloss;
						float _Metallic;
						float _DriedBlood_Metallic;
						float _Gloss;
						vec4 unused_0_18;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainNormalMap;
					uniform  sampler2D _DriedBlood_Normal;
					uniform  sampler2D _Noise_Texture;
					uniform  sampler2D _MainTexture;
					uniform  sampler2D _DriedBlood_Curvature;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					bool u_xlatb2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					bvec3 u_xlatb6;
					vec4 u_xlat7;
					vec3 u_xlat8;
					vec4 u_xlat9;
					vec3 u_xlat10;
					bvec3 u_xlatb10;
					vec3 u_xlat11;
					bvec3 u_xlatb12;
					float u_xlat14;
					float u_xlat15;
					float u_xlat16;
					vec3 u_xlat18;
					bvec3 u_xlatb20;
					float u_xlat27;
					float u_xlat28;
					vec2 u_xlat30;
					vec2 u_xlat31;
					float u_xlat39;
					float u_xlat40;
					bool u_xlatb40;
					float u_xlat41;
					bool u_xlatb41;
					float u_xlat42;
					bool u_xlatb42;
					float u_xlat43;
					float u_xlat44;
					float u_xlat45;
					bool u_xlatb45;
					void main()
					{
					    u_xlat0.x = vs_TEXCOORD1.w;
					    u_xlat0.y = vs_TEXCOORD2.w;
					    u_xlat0.z = vs_TEXCOORD3.w;
					    u_xlat1.xyz = (-u_xlat0.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat39 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat39 = inversesqrt(u_xlat39);
					    u_xlat2.xyz = vec3(u_xlat39) * u_xlat1.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainNormalMap_ST.xy + _MainNormalMap_ST.zw;
					    u_xlat4 = vs_TEXCOORD0.xyxy * vec4(_DriedBloodEffect_Tiling, _DriedBloodEffect_Tiling, _Noise1, _Noise1);
					    u_xlat3 = texture(_MainNormalMap, u_xlat3.xy);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat40 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat40 = min(u_xlat40, 1.0);
					    u_xlat40 = (-u_xlat40) + 1.0;
					    u_xlat3.z = sqrt(u_xlat40);
					    u_xlat5 = texture(_DriedBlood_Normal, u_xlat4.xy);
					    u_xlat5.x = u_xlat5.w * u_xlat5.x;
					    u_xlat5.xy = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat40 = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat40 = min(u_xlat40, 1.0);
					    u_xlat40 = (-u_xlat40) + 1.0;
					    u_xlat5.z = sqrt(u_xlat40);
					    u_xlat5.xyz = (-u_xlat3.xyz) + u_xlat5.xyz;
					    u_xlat3.xyz = vec3(vec3(_DriedBloodEffectLevel, _DriedBloodEffectLevel, _DriedBloodEffectLevel)) * u_xlat5.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz + vec3(-0.0, -0.0, -1.0);
					    u_xlat3.xyz = vec3(vec3(_OverallNormalPower, _OverallNormalPower, _OverallNormalPower)) * u_xlat3.xyz + vec3(0.0, 0.0, 1.0);
					    u_xlat40 = dot(u_xlat4.zw, vec2(0.366025418, 0.366025418));
					    u_xlat30.xy = vs_TEXCOORD0.xy * vec2(vec2(_Noise1, _Noise1)) + vec2(u_xlat40);
					    u_xlat30.xy = floor(u_xlat30.xy);
					    u_xlat5.xy = vs_TEXCOORD0.xy * vec2(vec2(_Noise1, _Noise1)) + (-u_xlat30.xy);
					    u_xlat40 = dot(u_xlat30.xy, vec2(0.211324871, 0.211324871));
					    u_xlat5.xy = vec2(u_xlat40) + u_xlat5.xy;
					    u_xlatb40 = u_xlat5.y<u_xlat5.x;
					    u_xlat6 = u_xlat5.xyxy + vec4(0.211324871, 0.211324871, -0.577350259, -0.577350259);
					    u_xlat7 = (bool(u_xlatb40)) ? vec4(0.0, 1.0, -1.0, -0.0) : vec4(1.0, 0.0, -0.0, -1.0);
					    u_xlat6.xy = u_xlat6.xy + u_xlat7.zw;
					    u_xlat31.xy = u_xlat30.xy * vec2(0.00346020772, 0.00346020772);
					    u_xlat31.xy = floor(u_xlat31.xy);
					    u_xlat30.xy = (-u_xlat31.xy) * vec2(289.0, 289.0) + u_xlat30.xy;
					    u_xlat8.x = float(0.0);
					    u_xlat8.z = float(1.0);
					    u_xlat8.y = u_xlat7.x;
					    u_xlat8.xyz = u_xlat30.yyy + u_xlat8.xyz;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xyz;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat9.xyz = floor(u_xlat9.xyz);
					    u_xlat8.xyz = (-u_xlat9.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat30.xxx + u_xlat8.xyz;
					    u_xlat7.x = float(0.0);
					    u_xlat7.z = float(1.0);
					    u_xlat7.xyz = u_xlat7.xyz + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat8.xyz = floor(u_xlat8.xyz);
					    u_xlat7.xyz = (-u_xlat8.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat7.xyz;
					    u_xlat8.x = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat8.y = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat8.z = dot(u_xlat6.zw, u_xlat6.zw);
					    u_xlat8.xyz = (-u_xlat8.xyz) + vec3(0.5, 0.5, 0.5);
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat8.xyz;
					    u_xlat7.xyz = u_xlat7.xyz * vec3(0.024390243, 0.024390243, 0.024390243);
					    u_xlat7.xyz = fract(u_xlat7.xyz);
					    u_xlat9.xyz = u_xlat7.xyz * vec3(2.0, 2.0, 2.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat10.xyz = abs(u_xlat9.xyz) + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = u_xlat7.xyz * vec3(2.0, 2.0, 2.0) + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = floor(u_xlat7.xyz);
					    u_xlat7.xyz = (-u_xlat7.xyz) + u_xlat9.xyz;
					    u_xlat9.xyz = u_xlat10.xyz * u_xlat10.xyz;
					    u_xlat9.xyz = u_xlat7.xyz * u_xlat7.xyz + u_xlat9.xyz;
					    u_xlat9.xyz = (-u_xlat9.xyz) * vec3(0.853734732, 0.853734732, 0.853734732) + vec3(1.79284286, 1.79284286, 1.79284286);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xyz;
					    u_xlat40 = u_xlat5.y * u_xlat10.x;
					    u_xlat5.x = u_xlat7.x * u_xlat5.x + u_xlat40;
					    u_xlat30.xy = u_xlat6.yw * u_xlat10.yz;
					    u_xlat5.yz = u_xlat7.yz * u_xlat6.xz + u_xlat30.xy;
					    u_xlat40 = dot(u_xlat8.xyz, u_xlat5.xyz);
					    u_xlat40 = u_xlat40 * 130.0;
					    u_xlat41 = _Noise1 * _Noise2;
					    u_xlat30.xy = vec2(u_xlat41) * vs_TEXCOORD0.xy;
					    u_xlat42 = dot(u_xlat30.xy, vec2(0.366025418, 0.366025418));
					    u_xlat30.xy = vs_TEXCOORD0.xy * vec2(u_xlat41) + vec2(u_xlat42);
					    u_xlat30.xy = floor(u_xlat30.xy);
					    u_xlat5.xy = vs_TEXCOORD0.xy * vec2(u_xlat41) + (-u_xlat30.xy);
					    u_xlat41 = dot(u_xlat30.xy, vec2(0.211324871, 0.211324871));
					    u_xlat5.xy = vec2(u_xlat41) + u_xlat5.xy;
					    u_xlatb41 = u_xlat5.y<u_xlat5.x;
					    u_xlat6 = u_xlat5.xyxy + vec4(0.211324871, 0.211324871, -0.577350259, -0.577350259);
					    u_xlat7 = (bool(u_xlatb41)) ? vec4(0.0, 1.0, -1.0, -0.0) : vec4(1.0, 0.0, -0.0, -1.0);
					    u_xlat6.xy = u_xlat6.xy + u_xlat7.zw;
					    u_xlat31.xy = u_xlat30.xy * vec2(0.00346020772, 0.00346020772);
					    u_xlat31.xy = floor(u_xlat31.xy);
					    u_xlat30.xy = (-u_xlat31.xy) * vec2(289.0, 289.0) + u_xlat30.xy;
					    u_xlat8.x = float(0.0);
					    u_xlat8.z = float(1.0);
					    u_xlat8.y = u_xlat7.x;
					    u_xlat8.xyz = u_xlat30.yyy + u_xlat8.xyz;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xyz;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat9.xyz = floor(u_xlat9.xyz);
					    u_xlat8.xyz = (-u_xlat9.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat30.xxx + u_xlat8.xyz;
					    u_xlat7.x = float(0.0);
					    u_xlat7.z = float(1.0);
					    u_xlat7.xyz = u_xlat7.xyz + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat8.xyz = floor(u_xlat8.xyz);
					    u_xlat7.xyz = (-u_xlat8.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat7.xyz;
					    u_xlat8.x = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat8.y = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat8.z = dot(u_xlat6.zw, u_xlat6.zw);
					    u_xlat8.xyz = (-u_xlat8.xyz) + vec3(0.5, 0.5, 0.5);
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat8.xyz;
					    u_xlat7.xyz = u_xlat7.xyz * vec3(0.024390243, 0.024390243, 0.024390243);
					    u_xlat7.xyz = fract(u_xlat7.xyz);
					    u_xlat9.xyz = u_xlat7.xyz * vec3(2.0, 2.0, 2.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat10.xyz = abs(u_xlat9.xyz) + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = u_xlat7.xyz * vec3(2.0, 2.0, 2.0) + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = floor(u_xlat7.xyz);
					    u_xlat7.xyz = (-u_xlat7.xyz) + u_xlat9.xyz;
					    u_xlat9.xyz = u_xlat10.xyz * u_xlat10.xyz;
					    u_xlat9.xyz = u_xlat7.xyz * u_xlat7.xyz + u_xlat9.xyz;
					    u_xlat9.xyz = (-u_xlat9.xyz) * vec3(0.853734732, 0.853734732, 0.853734732) + vec3(1.79284286, 1.79284286, 1.79284286);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xyz;
					    u_xlat41 = u_xlat5.y * u_xlat10.x;
					    u_xlat5.x = u_xlat7.x * u_xlat5.x + u_xlat41;
					    u_xlat30.xy = u_xlat6.yw * u_xlat10.yz;
					    u_xlat5.yz = u_xlat7.yz * u_xlat6.xz + u_xlat30.xy;
					    u_xlat41 = dot(u_xlat8.xyz, u_xlat5.xyz);
					    u_xlat40 = u_xlat40 * u_xlat41;
					    u_xlat30.xy = vs_TEXCOORD0.xy * _Noise_Texture_ST.xy + _Noise_Texture_ST.zw;
					    u_xlat41 = _Bias * 3.0;
					    u_xlat40 = u_xlat40 * 130.0;
					    u_xlat5 = texture(_Noise_Texture, u_xlat30.xy);
					    u_xlat5.xyz = (-vec3(u_xlat40)) * u_xlat5.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat5.xyz = u_xlat5.xyz + vec3(_Bias);
					    u_xlat5.xyz = u_xlat5.xyz * vec3(vec3(_Scale, _Scale, _Scale));
					    u_xlat5.xyz = log2(u_xlat5.xyz);
					    u_xlat5.xyz = vec3(u_xlat41) * u_xlat5.xyz;
					    u_xlat5.xyz = exp2(u_xlat5.xyz);
					    u_xlat18.xyz = min(u_xlat5.xyz, vec3(1.0, 0.0, 0.0));
					    u_xlat30.xy = vs_TEXCOORD0.xy * _MainTexture_ST.xy + _MainTexture_ST.zw;
					    u_xlat6 = texture(_MainTexture, u_xlat30.xy);
					    u_xlat7.xyz = u_xlat6.xxx * _MainColorTintFadeA.xyz;
					    u_xlat4 = texture(_DriedBlood_Curvature, u_xlat4.xy);
					    u_xlat8.xyz = u_xlat18.xyz * vec3(vec3(_DriedBloodEffectLevel, _DriedBloodEffectLevel, _DriedBloodEffectLevel));
					    u_xlatb20.xyz = lessThan(vec4(0.5, 0.5, 0.5, 0.5), u_xlat7.xyzz).xyz;
					    u_xlat6.xyz = _MainColorTintFadeA.xyz * u_xlat6.xxx + vec3(-0.5, -0.5, -0.5);
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat9.xyz = (-u_xlat18.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat6.xyz = (-u_xlat6.xyz) * u_xlat9.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat40 = u_xlat18.x * u_xlat7.x;
					    u_xlat9.x = u_xlat40 * 2.0;
					    u_xlat9.y = float(0.0);
					    u_xlat9.z = float(0.0);
					    u_xlat18.x = (u_xlatb20.x) ? u_xlat6.x : u_xlat9.x;
					    u_xlat18.y = (u_xlatb20.y) ? u_xlat6.y : u_xlat9.y;
					    u_xlat18.z = (u_xlatb20.z) ? u_xlat6.z : u_xlat9.z;
					    u_xlat18.xyz = clamp(u_xlat18.xyz, 0.0, 1.0);
					    u_xlatb6.xyz = lessThan(vec4(0.5, 0.5, 0.5, 0.0), u_xlat4.xyzx).xyz;
					    u_xlat7.xyz = u_xlat4.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = (-u_xlat7.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat9.xyz = (-_DriedBloodColorGloss.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = (-u_xlat7.xyz) * u_xlat9.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = u_xlat4.xyz * _DriedBloodColorGloss.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + u_xlat4.xyz;
					    {
					        vec4 hlslcc_movcTemp = u_xlat4;
					        hlslcc_movcTemp.x = (u_xlatb6.x) ? u_xlat7.x : u_xlat4.x;
					        hlslcc_movcTemp.y = (u_xlatb6.y) ? u_xlat7.y : u_xlat4.y;
					        hlslcc_movcTemp.z = (u_xlatb6.z) ? u_xlat7.z : u_xlat4.z;
					        u_xlat4 = hlslcc_movcTemp;
					    }
					    u_xlat4.xyz = (-u_xlat18.xyz) + u_xlat4.xyz;
					    u_xlat4.xyz = u_xlat8.xyz * u_xlat4.xyz + u_xlat18.xyz;
					    u_xlat40 = (-_Metallic) + _DriedBlood_Metallic;
					    u_xlat40 = u_xlat8.x * u_xlat40 + _Metallic;
					    u_xlat41 = _DriedBloodColorGloss.w + (-_Gloss);
					    u_xlat41 = u_xlat8.x * u_xlat41 + _Gloss;
					    u_xlat42 = u_xlat5.x * u_xlat6.w;
					    u_xlat42 = u_xlat42 * u_xlat42;
					    u_xlat43 = u_xlat42 * u_xlat42;
					    u_xlat42 = u_xlat42 * u_xlat43;
					    u_xlat42 = min(u_xlat42, 1.0);
					    SV_Target0.w = u_xlat42 * _MainColorTintFadeA.w;
					    u_xlatb42 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb42){
					        u_xlatb42 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb42)) ? u_xlat5.xyz : u_xlat0.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat42 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat43 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat42, u_xlat43);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5.x = float(1.0);
					        u_xlat5.y = float(1.0);
					        u_xlat5.z = float(1.0);
					        u_xlat5.w = float(1.0);
					    }
					    u_xlat42 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat42 = clamp(u_xlat42, 0.0, 1.0);
					    u_xlat5.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat5.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat5.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat5.xyz;
					    u_xlat43 = (-u_xlat41) + 1.0;
					    u_xlat5.x = dot((-u_xlat2.xyz), u_xlat3.xyz);
					    u_xlat5.x = u_xlat5.x + u_xlat5.x;
					    u_xlat5.xyz = u_xlat3.xyz * (-u_xlat5.xxx) + (-u_xlat2.xyz);
					    u_xlat6.xyz = vec3(u_xlat42) * _LightColor0.xyz;
					    u_xlatb42 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb42){
					        u_xlat42 = dot(u_xlat5.xyz, u_xlat5.xyz);
					        u_xlat42 = inversesqrt(u_xlat42);
					        u_xlat7.xyz = vec3(u_xlat42) * u_xlat5.xyz;
					        u_xlat8.xyz = (-u_xlat0.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat8.xyz = u_xlat8.xyz / u_xlat7.xyz;
					        u_xlat9.xyz = (-u_xlat0.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat9.xyz = u_xlat9.xyz / u_xlat7.xyz;
					        u_xlatb10.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat7.xyzx).xyz;
					        {
					            vec3 hlslcc_movcTemp = u_xlat8;
					            hlslcc_movcTemp.x = (u_xlatb10.x) ? u_xlat8.x : u_xlat9.x;
					            hlslcc_movcTemp.y = (u_xlatb10.y) ? u_xlat8.y : u_xlat9.y;
					            hlslcc_movcTemp.z = (u_xlatb10.z) ? u_xlat8.z : u_xlat9.z;
					            u_xlat8 = hlslcc_movcTemp;
					        }
					        u_xlat42 = min(u_xlat8.y, u_xlat8.x);
					        u_xlat42 = min(u_xlat8.z, u_xlat42);
					        u_xlat8.xyz = u_xlat0.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat7.xyz = u_xlat7.xyz * vec3(u_xlat42) + u_xlat8.xyz;
					    } else {
					        u_xlat7.xyz = u_xlat5.xyz;
					    }
					    u_xlat42 = (-u_xlat43) * 0.699999988 + 1.70000005;
					    u_xlat42 = u_xlat42 * u_xlat43;
					    u_xlat42 = u_xlat42 * 6.0;
					    u_xlat7 = textureLod(unity_SpecCube0, u_xlat7.xyz, u_xlat42);
					    u_xlat44 = u_xlat7.w + -1.0;
					    u_xlat44 = unity_SpecCube0_HDR.w * u_xlat44 + 1.0;
					    u_xlat44 = log2(u_xlat44);
					    u_xlat44 = u_xlat44 * unity_SpecCube0_HDR.y;
					    u_xlat44 = exp2(u_xlat44);
					    u_xlat44 = u_xlat44 * unity_SpecCube0_HDR.x;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(u_xlat44);
					    u_xlatb45 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb45){
					        u_xlatb45 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb45){
					            u_xlat45 = dot(u_xlat5.xyz, u_xlat5.xyz);
					            u_xlat45 = inversesqrt(u_xlat45);
					            u_xlat9.xyz = u_xlat5.xyz * vec3(u_xlat45);
					            u_xlat10.xyz = (-u_xlat0.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat10.xyz = u_xlat10.xyz / u_xlat9.xyz;
					            u_xlat11.xyz = (-u_xlat0.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat11.xyz = u_xlat11.xyz / u_xlat9.xyz;
					            u_xlatb12.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat9.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat10;
					                hlslcc_movcTemp.x = (u_xlatb12.x) ? u_xlat10.x : u_xlat11.x;
					                hlslcc_movcTemp.y = (u_xlatb12.y) ? u_xlat10.y : u_xlat11.y;
					                hlslcc_movcTemp.z = (u_xlatb12.z) ? u_xlat10.z : u_xlat11.z;
					                u_xlat10 = hlslcc_movcTemp;
					            }
					            u_xlat45 = min(u_xlat10.y, u_xlat10.x);
					            u_xlat45 = min(u_xlat10.z, u_xlat45);
					            u_xlat0.xyz = u_xlat0.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat5.xyz = u_xlat9.xyz * vec3(u_xlat45) + u_xlat0.xyz;
					        }
					        u_xlat9 = textureLod(unity_SpecCube1, u_xlat5.xyz, u_xlat42);
					        u_xlat0.x = u_xlat9.w + -1.0;
					        u_xlat0.x = unity_SpecCube1_HDR.w * u_xlat0.x + 1.0;
					        u_xlat0.x = log2(u_xlat0.x);
					        u_xlat0.x = u_xlat0.x * unity_SpecCube1_HDR.y;
					        u_xlat0.x = exp2(u_xlat0.x);
					        u_xlat0.x = u_xlat0.x * unity_SpecCube1_HDR.x;
					        u_xlat0.xyz = u_xlat9.xyz * u_xlat0.xxx;
					        u_xlat5.xyz = vec3(u_xlat44) * u_xlat7.xyz + (-u_xlat0.xyz);
					        u_xlat8.xyz = unity_SpecCube0_BoxMin.www * u_xlat5.xyz + u_xlat0.xyz;
					    }
					    u_xlat0.xyz = u_xlat4.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat0.xyz = vec3(u_xlat40) * u_xlat0.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat40 = (-u_xlat40) * 0.959999979 + 0.959999979;
					    u_xlat4.xyz = vec3(u_xlat40) * u_xlat4.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat39) + _WorldSpaceLightPos0.xyz;
					    u_xlat39 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat39 = max(u_xlat39, 0.00100000005);
					    u_xlat39 = inversesqrt(u_xlat39);
					    u_xlat1.xyz = vec3(u_xlat39) * u_xlat1.xyz;
					    u_xlat39 = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat3.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlat15 = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat15 = clamp(u_xlat15, 0.0, 1.0);
					    u_xlat1.x = dot(_WorldSpaceLightPos0.xyz, u_xlat1.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat14 = u_xlat1.x + u_xlat1.x;
					    u_xlat14 = u_xlat1.x * u_xlat14;
					    u_xlat14 = u_xlat14 * u_xlat43 + -0.5;
					    u_xlat27 = (-u_xlat2.x) + 1.0;
					    u_xlat28 = u_xlat27 * u_xlat27;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat27 = u_xlat27 * u_xlat28;
					    u_xlat27 = u_xlat14 * u_xlat27 + 1.0;
					    u_xlat28 = -abs(u_xlat39) + 1.0;
					    u_xlat3.x = u_xlat28 * u_xlat28;
					    u_xlat3.x = u_xlat3.x * u_xlat3.x;
					    u_xlat28 = u_xlat28 * u_xlat3.x;
					    u_xlat14 = u_xlat14 * u_xlat28 + 1.0;
					    u_xlat14 = u_xlat14 * u_xlat27;
					    u_xlat14 = u_xlat2.x * u_xlat14;
					    u_xlat27 = u_xlat43 * u_xlat43;
					    u_xlat27 = max(u_xlat27, 0.00200000009);
					    u_xlat3.x = (-u_xlat27) + 1.0;
					    u_xlat16 = abs(u_xlat39) * u_xlat3.x + u_xlat27;
					    u_xlat3.x = u_xlat2.x * u_xlat3.x + u_xlat27;
					    u_xlat39 = abs(u_xlat39) * u_xlat3.x;
					    u_xlat39 = u_xlat2.x * u_xlat16 + u_xlat39;
					    u_xlat39 = u_xlat39 + 9.99999975e-06;
					    u_xlat39 = 0.5 / u_xlat39;
					    u_xlat3.x = u_xlat27 * u_xlat27;
					    u_xlat16 = u_xlat15 * u_xlat3.x + (-u_xlat15);
					    u_xlat15 = u_xlat16 * u_xlat15 + 1.0;
					    u_xlat3.x = u_xlat3.x * 0.318309873;
					    u_xlat15 = u_xlat15 * u_xlat15 + 1.00000001e-07;
					    u_xlat15 = u_xlat3.x / u_xlat15;
					    u_xlat39 = u_xlat39 * u_xlat15;
					    u_xlat39 = u_xlat39 * 3.14159274;
					    u_xlat39 = u_xlat2.x * u_xlat39;
					    u_xlat39 = max(u_xlat39, 0.0);
					    u_xlat27 = u_xlat27 * u_xlat27 + 1.0;
					    u_xlat27 = float(1.0) / u_xlat27;
					    u_xlat2.x = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlatb2 = u_xlat2.x!=0.0;
					    u_xlat2.x = u_xlatb2 ? 1.0 : float(0.0);
					    u_xlat39 = u_xlat39 * u_xlat2.x;
					    u_xlat40 = (-u_xlat40) + u_xlat41;
					    u_xlat40 = u_xlat40 + 1.0;
					    u_xlat40 = clamp(u_xlat40, 0.0, 1.0);
					    u_xlat2.xyw = vec3(u_xlat14) * u_xlat6.xyz;
					    u_xlat3.xyz = u_xlat6.xyz * vec3(u_xlat39);
					    u_xlat39 = (-u_xlat1.x) + 1.0;
					    u_xlat1.x = u_xlat39 * u_xlat39;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat39 = u_xlat39 * u_xlat1.x;
					    u_xlat5.xyz = (-u_xlat0.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat5.xyz = u_xlat5.xyz * vec3(u_xlat39) + u_xlat0.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * u_xlat5.xyz;
					    u_xlat2.xyw = u_xlat4.xyz * u_xlat2.xyw + u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat8.xyz * vec3(u_xlat27);
					    u_xlat3.xyz = (-u_xlat0.xyz) + vec3(u_xlat40);
					    u_xlat0.xyz = vec3(u_xlat28) * u_xlat3.xyz + u_xlat0.xyz;
					    SV_Target0.xyz = u_xlat1.xyz * u_xlat0.xyz + u_xlat2.xyw;
					    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 _LightColor0;
						vec4 unused_0_2;
						vec4 _MainNormalMap_ST;
						float _DriedBloodEffect_Tiling;
						float _DriedBloodEffectLevel;
						float _OverallNormalPower;
						float _Noise1;
						float _Noise2;
						vec4 _Noise_Texture_ST;
						float _Bias;
						float _Scale;
						vec4 _MainColorTintFadeA;
						vec4 _MainTexture_ST;
						vec4 _DriedBloodColorGloss;
						float _Metallic;
						float _DriedBlood_Metallic;
						float _Gloss;
						vec4 unused_0_18;
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_1_3;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainNormalMap;
					uniform  sampler2D _DriedBlood_Normal;
					uniform  sampler2D _Noise_Texture;
					uniform  sampler2D _MainTexture;
					uniform  sampler2D _DriedBlood_Curvature;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					bool u_xlatb2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					bvec3 u_xlatb6;
					vec4 u_xlat7;
					vec3 u_xlat8;
					vec4 u_xlat9;
					vec3 u_xlat10;
					bvec3 u_xlatb10;
					vec3 u_xlat11;
					bvec3 u_xlatb12;
					float u_xlat14;
					float u_xlat15;
					float u_xlat16;
					vec3 u_xlat18;
					bvec3 u_xlatb20;
					float u_xlat27;
					float u_xlat28;
					vec2 u_xlat30;
					vec2 u_xlat31;
					float u_xlat39;
					int u_xlati39;
					float u_xlat40;
					bool u_xlatb40;
					float u_xlat41;
					bool u_xlatb41;
					float u_xlat42;
					bool u_xlatb42;
					float u_xlat43;
					float u_xlat44;
					float u_xlat45;
					bool u_xlatb45;
					void main()
					{
					    u_xlat0.x = vs_TEXCOORD1.w;
					    u_xlat0.y = vs_TEXCOORD2.w;
					    u_xlat0.z = vs_TEXCOORD3.w;
					    u_xlati39 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat0.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati39].xyz;
					    u_xlat39 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat39 = inversesqrt(u_xlat39);
					    u_xlat2.xyz = vec3(u_xlat39) * u_xlat1.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainNormalMap_ST.xy + _MainNormalMap_ST.zw;
					    u_xlat4 = vs_TEXCOORD0.xyxy * vec4(_DriedBloodEffect_Tiling, _DriedBloodEffect_Tiling, _Noise1, _Noise1);
					    u_xlat3 = texture(_MainNormalMap, u_xlat3.xy);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat40 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat40 = min(u_xlat40, 1.0);
					    u_xlat40 = (-u_xlat40) + 1.0;
					    u_xlat3.z = sqrt(u_xlat40);
					    u_xlat5 = texture(_DriedBlood_Normal, u_xlat4.xy);
					    u_xlat5.x = u_xlat5.w * u_xlat5.x;
					    u_xlat5.xy = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat40 = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat40 = min(u_xlat40, 1.0);
					    u_xlat40 = (-u_xlat40) + 1.0;
					    u_xlat5.z = sqrt(u_xlat40);
					    u_xlat5.xyz = (-u_xlat3.xyz) + u_xlat5.xyz;
					    u_xlat3.xyz = vec3(vec3(_DriedBloodEffectLevel, _DriedBloodEffectLevel, _DriedBloodEffectLevel)) * u_xlat5.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz + vec3(-0.0, -0.0, -1.0);
					    u_xlat3.xyz = vec3(vec3(_OverallNormalPower, _OverallNormalPower, _OverallNormalPower)) * u_xlat3.xyz + vec3(0.0, 0.0, 1.0);
					    u_xlat40 = dot(u_xlat4.zw, vec2(0.366025418, 0.366025418));
					    u_xlat30.xy = vs_TEXCOORD0.xy * vec2(vec2(_Noise1, _Noise1)) + vec2(u_xlat40);
					    u_xlat30.xy = floor(u_xlat30.xy);
					    u_xlat5.xy = vs_TEXCOORD0.xy * vec2(vec2(_Noise1, _Noise1)) + (-u_xlat30.xy);
					    u_xlat40 = dot(u_xlat30.xy, vec2(0.211324871, 0.211324871));
					    u_xlat5.xy = vec2(u_xlat40) + u_xlat5.xy;
					    u_xlatb40 = u_xlat5.y<u_xlat5.x;
					    u_xlat6 = u_xlat5.xyxy + vec4(0.211324871, 0.211324871, -0.577350259, -0.577350259);
					    u_xlat7 = (bool(u_xlatb40)) ? vec4(0.0, 1.0, -1.0, -0.0) : vec4(1.0, 0.0, -0.0, -1.0);
					    u_xlat6.xy = u_xlat6.xy + u_xlat7.zw;
					    u_xlat31.xy = u_xlat30.xy * vec2(0.00346020772, 0.00346020772);
					    u_xlat31.xy = floor(u_xlat31.xy);
					    u_xlat30.xy = (-u_xlat31.xy) * vec2(289.0, 289.0) + u_xlat30.xy;
					    u_xlat8.x = float(0.0);
					    u_xlat8.z = float(1.0);
					    u_xlat8.y = u_xlat7.x;
					    u_xlat8.xyz = u_xlat30.yyy + u_xlat8.xyz;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xyz;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat9.xyz = floor(u_xlat9.xyz);
					    u_xlat8.xyz = (-u_xlat9.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat30.xxx + u_xlat8.xyz;
					    u_xlat7.x = float(0.0);
					    u_xlat7.z = float(1.0);
					    u_xlat7.xyz = u_xlat7.xyz + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat8.xyz = floor(u_xlat8.xyz);
					    u_xlat7.xyz = (-u_xlat8.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat7.xyz;
					    u_xlat8.x = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat8.y = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat8.z = dot(u_xlat6.zw, u_xlat6.zw);
					    u_xlat8.xyz = (-u_xlat8.xyz) + vec3(0.5, 0.5, 0.5);
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat8.xyz;
					    u_xlat7.xyz = u_xlat7.xyz * vec3(0.024390243, 0.024390243, 0.024390243);
					    u_xlat7.xyz = fract(u_xlat7.xyz);
					    u_xlat9.xyz = u_xlat7.xyz * vec3(2.0, 2.0, 2.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat10.xyz = abs(u_xlat9.xyz) + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = u_xlat7.xyz * vec3(2.0, 2.0, 2.0) + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = floor(u_xlat7.xyz);
					    u_xlat7.xyz = (-u_xlat7.xyz) + u_xlat9.xyz;
					    u_xlat9.xyz = u_xlat10.xyz * u_xlat10.xyz;
					    u_xlat9.xyz = u_xlat7.xyz * u_xlat7.xyz + u_xlat9.xyz;
					    u_xlat9.xyz = (-u_xlat9.xyz) * vec3(0.853734732, 0.853734732, 0.853734732) + vec3(1.79284286, 1.79284286, 1.79284286);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xyz;
					    u_xlat40 = u_xlat5.y * u_xlat10.x;
					    u_xlat5.x = u_xlat7.x * u_xlat5.x + u_xlat40;
					    u_xlat30.xy = u_xlat6.yw * u_xlat10.yz;
					    u_xlat5.yz = u_xlat7.yz * u_xlat6.xz + u_xlat30.xy;
					    u_xlat40 = dot(u_xlat8.xyz, u_xlat5.xyz);
					    u_xlat40 = u_xlat40 * 130.0;
					    u_xlat41 = _Noise1 * _Noise2;
					    u_xlat30.xy = vec2(u_xlat41) * vs_TEXCOORD0.xy;
					    u_xlat42 = dot(u_xlat30.xy, vec2(0.366025418, 0.366025418));
					    u_xlat30.xy = vs_TEXCOORD0.xy * vec2(u_xlat41) + vec2(u_xlat42);
					    u_xlat30.xy = floor(u_xlat30.xy);
					    u_xlat5.xy = vs_TEXCOORD0.xy * vec2(u_xlat41) + (-u_xlat30.xy);
					    u_xlat41 = dot(u_xlat30.xy, vec2(0.211324871, 0.211324871));
					    u_xlat5.xy = vec2(u_xlat41) + u_xlat5.xy;
					    u_xlatb41 = u_xlat5.y<u_xlat5.x;
					    u_xlat6 = u_xlat5.xyxy + vec4(0.211324871, 0.211324871, -0.577350259, -0.577350259);
					    u_xlat7 = (bool(u_xlatb41)) ? vec4(0.0, 1.0, -1.0, -0.0) : vec4(1.0, 0.0, -0.0, -1.0);
					    u_xlat6.xy = u_xlat6.xy + u_xlat7.zw;
					    u_xlat31.xy = u_xlat30.xy * vec2(0.00346020772, 0.00346020772);
					    u_xlat31.xy = floor(u_xlat31.xy);
					    u_xlat30.xy = (-u_xlat31.xy) * vec2(289.0, 289.0) + u_xlat30.xy;
					    u_xlat8.x = float(0.0);
					    u_xlat8.z = float(1.0);
					    u_xlat8.y = u_xlat7.x;
					    u_xlat8.xyz = u_xlat30.yyy + u_xlat8.xyz;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xyz;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat9.xyz = floor(u_xlat9.xyz);
					    u_xlat8.xyz = (-u_xlat9.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat30.xxx + u_xlat8.xyz;
					    u_xlat7.x = float(0.0);
					    u_xlat7.z = float(1.0);
					    u_xlat7.xyz = u_xlat7.xyz + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat8.xyz = floor(u_xlat8.xyz);
					    u_xlat7.xyz = (-u_xlat8.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat7.xyz;
					    u_xlat8.x = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat8.y = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat8.z = dot(u_xlat6.zw, u_xlat6.zw);
					    u_xlat8.xyz = (-u_xlat8.xyz) + vec3(0.5, 0.5, 0.5);
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat8.xyz;
					    u_xlat7.xyz = u_xlat7.xyz * vec3(0.024390243, 0.024390243, 0.024390243);
					    u_xlat7.xyz = fract(u_xlat7.xyz);
					    u_xlat9.xyz = u_xlat7.xyz * vec3(2.0, 2.0, 2.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat10.xyz = abs(u_xlat9.xyz) + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = u_xlat7.xyz * vec3(2.0, 2.0, 2.0) + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = floor(u_xlat7.xyz);
					    u_xlat7.xyz = (-u_xlat7.xyz) + u_xlat9.xyz;
					    u_xlat9.xyz = u_xlat10.xyz * u_xlat10.xyz;
					    u_xlat9.xyz = u_xlat7.xyz * u_xlat7.xyz + u_xlat9.xyz;
					    u_xlat9.xyz = (-u_xlat9.xyz) * vec3(0.853734732, 0.853734732, 0.853734732) + vec3(1.79284286, 1.79284286, 1.79284286);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xyz;
					    u_xlat41 = u_xlat5.y * u_xlat10.x;
					    u_xlat5.x = u_xlat7.x * u_xlat5.x + u_xlat41;
					    u_xlat30.xy = u_xlat6.yw * u_xlat10.yz;
					    u_xlat5.yz = u_xlat7.yz * u_xlat6.xz + u_xlat30.xy;
					    u_xlat41 = dot(u_xlat8.xyz, u_xlat5.xyz);
					    u_xlat40 = u_xlat40 * u_xlat41;
					    u_xlat30.xy = vs_TEXCOORD0.xy * _Noise_Texture_ST.xy + _Noise_Texture_ST.zw;
					    u_xlat41 = _Bias * 3.0;
					    u_xlat40 = u_xlat40 * 130.0;
					    u_xlat5 = texture(_Noise_Texture, u_xlat30.xy);
					    u_xlat5.xyz = (-vec3(u_xlat40)) * u_xlat5.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat5.xyz = u_xlat5.xyz + vec3(_Bias);
					    u_xlat5.xyz = u_xlat5.xyz * vec3(vec3(_Scale, _Scale, _Scale));
					    u_xlat5.xyz = log2(u_xlat5.xyz);
					    u_xlat5.xyz = vec3(u_xlat41) * u_xlat5.xyz;
					    u_xlat5.xyz = exp2(u_xlat5.xyz);
					    u_xlat18.xyz = min(u_xlat5.xyz, vec3(1.0, 0.0, 0.0));
					    u_xlat30.xy = vs_TEXCOORD0.xy * _MainTexture_ST.xy + _MainTexture_ST.zw;
					    u_xlat6 = texture(_MainTexture, u_xlat30.xy);
					    u_xlat7.xyz = u_xlat6.xxx * _MainColorTintFadeA.xyz;
					    u_xlat4 = texture(_DriedBlood_Curvature, u_xlat4.xy);
					    u_xlat8.xyz = u_xlat18.xyz * vec3(vec3(_DriedBloodEffectLevel, _DriedBloodEffectLevel, _DriedBloodEffectLevel));
					    u_xlatb20.xyz = lessThan(vec4(0.5, 0.5, 0.5, 0.5), u_xlat7.xyzz).xyz;
					    u_xlat6.xyz = _MainColorTintFadeA.xyz * u_xlat6.xxx + vec3(-0.5, -0.5, -0.5);
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat9.xyz = (-u_xlat18.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat6.xyz = (-u_xlat6.xyz) * u_xlat9.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat40 = u_xlat18.x * u_xlat7.x;
					    u_xlat9.x = u_xlat40 * 2.0;
					    u_xlat9.y = float(0.0);
					    u_xlat9.z = float(0.0);
					    u_xlat18.x = (u_xlatb20.x) ? u_xlat6.x : u_xlat9.x;
					    u_xlat18.y = (u_xlatb20.y) ? u_xlat6.y : u_xlat9.y;
					    u_xlat18.z = (u_xlatb20.z) ? u_xlat6.z : u_xlat9.z;
					    u_xlat18.xyz = clamp(u_xlat18.xyz, 0.0, 1.0);
					    u_xlatb6.xyz = lessThan(vec4(0.5, 0.5, 0.5, 0.0), u_xlat4.xyzx).xyz;
					    u_xlat7.xyz = u_xlat4.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = (-u_xlat7.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat9.xyz = (-_DriedBloodColorGloss.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = (-u_xlat7.xyz) * u_xlat9.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = u_xlat4.xyz * _DriedBloodColorGloss.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + u_xlat4.xyz;
					    {
					        vec4 hlslcc_movcTemp = u_xlat4;
					        hlslcc_movcTemp.x = (u_xlatb6.x) ? u_xlat7.x : u_xlat4.x;
					        hlslcc_movcTemp.y = (u_xlatb6.y) ? u_xlat7.y : u_xlat4.y;
					        hlslcc_movcTemp.z = (u_xlatb6.z) ? u_xlat7.z : u_xlat4.z;
					        u_xlat4 = hlslcc_movcTemp;
					    }
					    u_xlat4.xyz = (-u_xlat18.xyz) + u_xlat4.xyz;
					    u_xlat4.xyz = u_xlat8.xyz * u_xlat4.xyz + u_xlat18.xyz;
					    u_xlat40 = (-_Metallic) + _DriedBlood_Metallic;
					    u_xlat40 = u_xlat8.x * u_xlat40 + _Metallic;
					    u_xlat41 = _DriedBloodColorGloss.w + (-_Gloss);
					    u_xlat41 = u_xlat8.x * u_xlat41 + _Gloss;
					    u_xlat42 = u_xlat5.x * u_xlat6.w;
					    u_xlat42 = u_xlat42 * u_xlat42;
					    u_xlat43 = u_xlat42 * u_xlat42;
					    u_xlat42 = u_xlat42 * u_xlat43;
					    u_xlat42 = min(u_xlat42, 1.0);
					    SV_Target0.w = u_xlat42 * _MainColorTintFadeA.w;
					    u_xlatb42 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb42){
					        u_xlatb42 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb42)) ? u_xlat5.xyz : u_xlat0.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat42 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat43 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat42, u_xlat43);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5.x = float(1.0);
					        u_xlat5.y = float(1.0);
					        u_xlat5.z = float(1.0);
					        u_xlat5.w = float(1.0);
					    }
					    u_xlat42 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat42 = clamp(u_xlat42, 0.0, 1.0);
					    u_xlat5.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat5.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat5.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat5.xyz;
					    u_xlat43 = (-u_xlat41) + 1.0;
					    u_xlat5.x = dot((-u_xlat2.xyz), u_xlat3.xyz);
					    u_xlat5.x = u_xlat5.x + u_xlat5.x;
					    u_xlat5.xyz = u_xlat3.xyz * (-u_xlat5.xxx) + (-u_xlat2.xyz);
					    u_xlat6.xyz = vec3(u_xlat42) * _LightColor0.xyz;
					    u_xlatb42 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb42){
					        u_xlat42 = dot(u_xlat5.xyz, u_xlat5.xyz);
					        u_xlat42 = inversesqrt(u_xlat42);
					        u_xlat7.xyz = vec3(u_xlat42) * u_xlat5.xyz;
					        u_xlat8.xyz = (-u_xlat0.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat8.xyz = u_xlat8.xyz / u_xlat7.xyz;
					        u_xlat9.xyz = (-u_xlat0.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat9.xyz = u_xlat9.xyz / u_xlat7.xyz;
					        u_xlatb10.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat7.xyzx).xyz;
					        {
					            vec3 hlslcc_movcTemp = u_xlat8;
					            hlslcc_movcTemp.x = (u_xlatb10.x) ? u_xlat8.x : u_xlat9.x;
					            hlslcc_movcTemp.y = (u_xlatb10.y) ? u_xlat8.y : u_xlat9.y;
					            hlslcc_movcTemp.z = (u_xlatb10.z) ? u_xlat8.z : u_xlat9.z;
					            u_xlat8 = hlslcc_movcTemp;
					        }
					        u_xlat42 = min(u_xlat8.y, u_xlat8.x);
					        u_xlat42 = min(u_xlat8.z, u_xlat42);
					        u_xlat8.xyz = u_xlat0.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat7.xyz = u_xlat7.xyz * vec3(u_xlat42) + u_xlat8.xyz;
					    } else {
					        u_xlat7.xyz = u_xlat5.xyz;
					    }
					    u_xlat42 = (-u_xlat43) * 0.699999988 + 1.70000005;
					    u_xlat42 = u_xlat42 * u_xlat43;
					    u_xlat42 = u_xlat42 * 6.0;
					    u_xlat7 = textureLod(unity_SpecCube0, u_xlat7.xyz, u_xlat42);
					    u_xlat44 = u_xlat7.w + -1.0;
					    u_xlat44 = unity_SpecCube0_HDR.w * u_xlat44 + 1.0;
					    u_xlat44 = log2(u_xlat44);
					    u_xlat44 = u_xlat44 * unity_SpecCube0_HDR.y;
					    u_xlat44 = exp2(u_xlat44);
					    u_xlat44 = u_xlat44 * unity_SpecCube0_HDR.x;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(u_xlat44);
					    u_xlatb45 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb45){
					        u_xlatb45 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb45){
					            u_xlat45 = dot(u_xlat5.xyz, u_xlat5.xyz);
					            u_xlat45 = inversesqrt(u_xlat45);
					            u_xlat9.xyz = u_xlat5.xyz * vec3(u_xlat45);
					            u_xlat10.xyz = (-u_xlat0.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat10.xyz = u_xlat10.xyz / u_xlat9.xyz;
					            u_xlat11.xyz = (-u_xlat0.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat11.xyz = u_xlat11.xyz / u_xlat9.xyz;
					            u_xlatb12.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat9.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat10;
					                hlslcc_movcTemp.x = (u_xlatb12.x) ? u_xlat10.x : u_xlat11.x;
					                hlslcc_movcTemp.y = (u_xlatb12.y) ? u_xlat10.y : u_xlat11.y;
					                hlslcc_movcTemp.z = (u_xlatb12.z) ? u_xlat10.z : u_xlat11.z;
					                u_xlat10 = hlslcc_movcTemp;
					            }
					            u_xlat45 = min(u_xlat10.y, u_xlat10.x);
					            u_xlat45 = min(u_xlat10.z, u_xlat45);
					            u_xlat0.xyz = u_xlat0.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat5.xyz = u_xlat9.xyz * vec3(u_xlat45) + u_xlat0.xyz;
					        }
					        u_xlat9 = textureLod(unity_SpecCube1, u_xlat5.xyz, u_xlat42);
					        u_xlat0.x = u_xlat9.w + -1.0;
					        u_xlat0.x = unity_SpecCube1_HDR.w * u_xlat0.x + 1.0;
					        u_xlat0.x = log2(u_xlat0.x);
					        u_xlat0.x = u_xlat0.x * unity_SpecCube1_HDR.y;
					        u_xlat0.x = exp2(u_xlat0.x);
					        u_xlat0.x = u_xlat0.x * unity_SpecCube1_HDR.x;
					        u_xlat0.xyz = u_xlat9.xyz * u_xlat0.xxx;
					        u_xlat5.xyz = vec3(u_xlat44) * u_xlat7.xyz + (-u_xlat0.xyz);
					        u_xlat8.xyz = unity_SpecCube0_BoxMin.www * u_xlat5.xyz + u_xlat0.xyz;
					    }
					    u_xlat0.xyz = u_xlat4.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat0.xyz = vec3(u_xlat40) * u_xlat0.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat40 = (-u_xlat40) * 0.959999979 + 0.959999979;
					    u_xlat4.xyz = vec3(u_xlat40) * u_xlat4.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat39) + _WorldSpaceLightPos0.xyz;
					    u_xlat39 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat39 = max(u_xlat39, 0.00100000005);
					    u_xlat39 = inversesqrt(u_xlat39);
					    u_xlat1.xyz = vec3(u_xlat39) * u_xlat1.xyz;
					    u_xlat39 = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat3.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlat15 = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat15 = clamp(u_xlat15, 0.0, 1.0);
					    u_xlat1.x = dot(_WorldSpaceLightPos0.xyz, u_xlat1.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat14 = u_xlat1.x + u_xlat1.x;
					    u_xlat14 = u_xlat1.x * u_xlat14;
					    u_xlat14 = u_xlat14 * u_xlat43 + -0.5;
					    u_xlat27 = (-u_xlat2.x) + 1.0;
					    u_xlat28 = u_xlat27 * u_xlat27;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat27 = u_xlat27 * u_xlat28;
					    u_xlat27 = u_xlat14 * u_xlat27 + 1.0;
					    u_xlat28 = -abs(u_xlat39) + 1.0;
					    u_xlat3.x = u_xlat28 * u_xlat28;
					    u_xlat3.x = u_xlat3.x * u_xlat3.x;
					    u_xlat28 = u_xlat28 * u_xlat3.x;
					    u_xlat14 = u_xlat14 * u_xlat28 + 1.0;
					    u_xlat14 = u_xlat14 * u_xlat27;
					    u_xlat14 = u_xlat2.x * u_xlat14;
					    u_xlat27 = u_xlat43 * u_xlat43;
					    u_xlat27 = max(u_xlat27, 0.00200000009);
					    u_xlat3.x = (-u_xlat27) + 1.0;
					    u_xlat16 = abs(u_xlat39) * u_xlat3.x + u_xlat27;
					    u_xlat3.x = u_xlat2.x * u_xlat3.x + u_xlat27;
					    u_xlat39 = abs(u_xlat39) * u_xlat3.x;
					    u_xlat39 = u_xlat2.x * u_xlat16 + u_xlat39;
					    u_xlat39 = u_xlat39 + 9.99999975e-06;
					    u_xlat39 = 0.5 / u_xlat39;
					    u_xlat3.x = u_xlat27 * u_xlat27;
					    u_xlat16 = u_xlat15 * u_xlat3.x + (-u_xlat15);
					    u_xlat15 = u_xlat16 * u_xlat15 + 1.0;
					    u_xlat3.x = u_xlat3.x * 0.318309873;
					    u_xlat15 = u_xlat15 * u_xlat15 + 1.00000001e-07;
					    u_xlat15 = u_xlat3.x / u_xlat15;
					    u_xlat39 = u_xlat39 * u_xlat15;
					    u_xlat39 = u_xlat39 * 3.14159274;
					    u_xlat39 = u_xlat2.x * u_xlat39;
					    u_xlat39 = max(u_xlat39, 0.0);
					    u_xlat27 = u_xlat27 * u_xlat27 + 1.0;
					    u_xlat27 = float(1.0) / u_xlat27;
					    u_xlat2.x = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlatb2 = u_xlat2.x!=0.0;
					    u_xlat2.x = u_xlatb2 ? 1.0 : float(0.0);
					    u_xlat39 = u_xlat39 * u_xlat2.x;
					    u_xlat40 = (-u_xlat40) + u_xlat41;
					    u_xlat40 = u_xlat40 + 1.0;
					    u_xlat40 = clamp(u_xlat40, 0.0, 1.0);
					    u_xlat2.xyw = vec3(u_xlat14) * u_xlat6.xyz;
					    u_xlat3.xyz = u_xlat6.xyz * vec3(u_xlat39);
					    u_xlat39 = (-u_xlat1.x) + 1.0;
					    u_xlat1.x = u_xlat39 * u_xlat39;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat39 = u_xlat39 * u_xlat1.x;
					    u_xlat5.xyz = (-u_xlat0.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat5.xyz = u_xlat5.xyz * vec3(u_xlat39) + u_xlat0.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * u_xlat5.xyz;
					    u_xlat2.xyw = u_xlat4.xyz * u_xlat2.xyw + u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat8.xyz * vec3(u_xlat27);
					    u_xlat3.xyz = (-u_xlat0.xyz) + vec3(u_xlat40);
					    u_xlat0.xyz = vec3(u_xlat28) * u_xlat3.xyz + u_xlat0.xyz;
					    SV_Target0.xyz = u_xlat1.xyz * u_xlat0.xyz + u_xlat2.xyw;
					    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 _LightColor0;
						vec4 unused_0_2;
						vec4 _MainNormalMap_ST;
						float _DriedBloodEffect_Tiling;
						float _DriedBloodEffectLevel;
						float _OverallNormalPower;
						float _Noise1;
						float _Noise2;
						vec4 _Noise_Texture_ST;
						float _Bias;
						float _Scale;
						vec4 _MainColorTintFadeA;
						vec4 _MainTexture_ST;
						vec4 _DriedBloodColorGloss;
						float _Metallic;
						float _DriedBlood_Metallic;
						float _Gloss;
						vec4 unused_0_18;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unused_2_5[4];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_7;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainNormalMap;
					uniform  sampler2D _DriedBlood_Normal;
					uniform  sampler2D _Noise_Texture;
					uniform  sampler2D _MainTexture;
					uniform  sampler2D _DriedBlood_Curvature;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					bool u_xlatb2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					bvec3 u_xlatb6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					vec4 u_xlat10;
					vec3 u_xlat11;
					bvec3 u_xlatb11;
					vec3 u_xlat12;
					bvec3 u_xlatb13;
					float u_xlat15;
					float u_xlat16;
					vec3 u_xlat17;
					bool u_xlatb17;
					vec3 u_xlat19;
					bvec3 u_xlatb21;
					float u_xlat29;
					float u_xlat30;
					float u_xlat31;
					vec2 u_xlat32;
					vec2 u_xlat33;
					float u_xlat42;
					float u_xlat43;
					bool u_xlatb43;
					float u_xlat44;
					bool u_xlatb44;
					float u_xlat45;
					bool u_xlatb45;
					float u_xlat46;
					bool u_xlatb46;
					float u_xlat47;
					float u_xlat48;
					bool u_xlatb48;
					void main()
					{
					    u_xlat0.x = vs_TEXCOORD1.w;
					    u_xlat0.y = vs_TEXCOORD2.w;
					    u_xlat0.z = vs_TEXCOORD3.w;
					    u_xlat1.xyz = (-u_xlat0.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat42 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat42 = inversesqrt(u_xlat42);
					    u_xlat2.xyz = vec3(u_xlat42) * u_xlat1.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainNormalMap_ST.xy + _MainNormalMap_ST.zw;
					    u_xlat4 = vs_TEXCOORD0.xyxy * vec4(_DriedBloodEffect_Tiling, _DriedBloodEffect_Tiling, _Noise1, _Noise1);
					    u_xlat3 = texture(_MainNormalMap, u_xlat3.xy);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat43 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat43 = min(u_xlat43, 1.0);
					    u_xlat43 = (-u_xlat43) + 1.0;
					    u_xlat3.z = sqrt(u_xlat43);
					    u_xlat5 = texture(_DriedBlood_Normal, u_xlat4.xy);
					    u_xlat5.x = u_xlat5.w * u_xlat5.x;
					    u_xlat5.xy = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat43 = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat43 = min(u_xlat43, 1.0);
					    u_xlat43 = (-u_xlat43) + 1.0;
					    u_xlat5.z = sqrt(u_xlat43);
					    u_xlat5.xyz = (-u_xlat3.xyz) + u_xlat5.xyz;
					    u_xlat3.xyz = vec3(vec3(_DriedBloodEffectLevel, _DriedBloodEffectLevel, _DriedBloodEffectLevel)) * u_xlat5.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz + vec3(-0.0, -0.0, -1.0);
					    u_xlat3.xyz = vec3(vec3(_OverallNormalPower, _OverallNormalPower, _OverallNormalPower)) * u_xlat3.xyz + vec3(0.0, 0.0, 1.0);
					    u_xlat43 = dot(u_xlat4.zw, vec2(0.366025418, 0.366025418));
					    u_xlat32.xy = vs_TEXCOORD0.xy * vec2(vec2(_Noise1, _Noise1)) + vec2(u_xlat43);
					    u_xlat32.xy = floor(u_xlat32.xy);
					    u_xlat5.xy = vs_TEXCOORD0.xy * vec2(vec2(_Noise1, _Noise1)) + (-u_xlat32.xy);
					    u_xlat43 = dot(u_xlat32.xy, vec2(0.211324871, 0.211324871));
					    u_xlat5.xy = vec2(u_xlat43) + u_xlat5.xy;
					    u_xlatb43 = u_xlat5.y<u_xlat5.x;
					    u_xlat6 = u_xlat5.xyxy + vec4(0.211324871, 0.211324871, -0.577350259, -0.577350259);
					    u_xlat7 = (bool(u_xlatb43)) ? vec4(0.0, 1.0, -1.0, -0.0) : vec4(1.0, 0.0, -0.0, -1.0);
					    u_xlat6.xy = u_xlat6.xy + u_xlat7.zw;
					    u_xlat33.xy = u_xlat32.xy * vec2(0.00346020772, 0.00346020772);
					    u_xlat33.xy = floor(u_xlat33.xy);
					    u_xlat32.xy = (-u_xlat33.xy) * vec2(289.0, 289.0) + u_xlat32.xy;
					    u_xlat8.x = float(0.0);
					    u_xlat8.z = float(1.0);
					    u_xlat8.y = u_xlat7.x;
					    u_xlat8.xyz = u_xlat32.yyy + u_xlat8.xyz;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xyz;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat9.xyz = floor(u_xlat9.xyz);
					    u_xlat8.xyz = (-u_xlat9.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat32.xxx + u_xlat8.xyz;
					    u_xlat7.x = float(0.0);
					    u_xlat7.z = float(1.0);
					    u_xlat7.xyz = u_xlat7.xyz + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat8.xyz = floor(u_xlat8.xyz);
					    u_xlat7.xyz = (-u_xlat8.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat7.xyz;
					    u_xlat8.x = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat8.y = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat8.z = dot(u_xlat6.zw, u_xlat6.zw);
					    u_xlat8.xyz = (-u_xlat8.xyz) + vec3(0.5, 0.5, 0.5);
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat8.xyz;
					    u_xlat7.xyz = u_xlat7.xyz * vec3(0.024390243, 0.024390243, 0.024390243);
					    u_xlat7.xyz = fract(u_xlat7.xyz);
					    u_xlat9.xyz = u_xlat7.xyz * vec3(2.0, 2.0, 2.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat10.xyz = abs(u_xlat9.xyz) + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = u_xlat7.xyz * vec3(2.0, 2.0, 2.0) + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = floor(u_xlat7.xyz);
					    u_xlat7.xyz = (-u_xlat7.xyz) + u_xlat9.xyz;
					    u_xlat9.xyz = u_xlat10.xyz * u_xlat10.xyz;
					    u_xlat9.xyz = u_xlat7.xyz * u_xlat7.xyz + u_xlat9.xyz;
					    u_xlat9.xyz = (-u_xlat9.xyz) * vec3(0.853734732, 0.853734732, 0.853734732) + vec3(1.79284286, 1.79284286, 1.79284286);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xyz;
					    u_xlat43 = u_xlat5.y * u_xlat10.x;
					    u_xlat5.x = u_xlat7.x * u_xlat5.x + u_xlat43;
					    u_xlat32.xy = u_xlat6.yw * u_xlat10.yz;
					    u_xlat5.yz = u_xlat7.yz * u_xlat6.xz + u_xlat32.xy;
					    u_xlat43 = dot(u_xlat8.xyz, u_xlat5.xyz);
					    u_xlat43 = u_xlat43 * 130.0;
					    u_xlat44 = _Noise1 * _Noise2;
					    u_xlat32.xy = vec2(u_xlat44) * vs_TEXCOORD0.xy;
					    u_xlat45 = dot(u_xlat32.xy, vec2(0.366025418, 0.366025418));
					    u_xlat32.xy = vs_TEXCOORD0.xy * vec2(u_xlat44) + vec2(u_xlat45);
					    u_xlat32.xy = floor(u_xlat32.xy);
					    u_xlat5.xy = vs_TEXCOORD0.xy * vec2(u_xlat44) + (-u_xlat32.xy);
					    u_xlat44 = dot(u_xlat32.xy, vec2(0.211324871, 0.211324871));
					    u_xlat5.xy = vec2(u_xlat44) + u_xlat5.xy;
					    u_xlatb44 = u_xlat5.y<u_xlat5.x;
					    u_xlat6 = u_xlat5.xyxy + vec4(0.211324871, 0.211324871, -0.577350259, -0.577350259);
					    u_xlat7 = (bool(u_xlatb44)) ? vec4(0.0, 1.0, -1.0, -0.0) : vec4(1.0, 0.0, -0.0, -1.0);
					    u_xlat6.xy = u_xlat6.xy + u_xlat7.zw;
					    u_xlat33.xy = u_xlat32.xy * vec2(0.00346020772, 0.00346020772);
					    u_xlat33.xy = floor(u_xlat33.xy);
					    u_xlat32.xy = (-u_xlat33.xy) * vec2(289.0, 289.0) + u_xlat32.xy;
					    u_xlat8.x = float(0.0);
					    u_xlat8.z = float(1.0);
					    u_xlat8.y = u_xlat7.x;
					    u_xlat8.xyz = u_xlat32.yyy + u_xlat8.xyz;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xyz;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat9.xyz = floor(u_xlat9.xyz);
					    u_xlat8.xyz = (-u_xlat9.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat32.xxx + u_xlat8.xyz;
					    u_xlat7.x = float(0.0);
					    u_xlat7.z = float(1.0);
					    u_xlat7.xyz = u_xlat7.xyz + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat8.xyz = floor(u_xlat8.xyz);
					    u_xlat7.xyz = (-u_xlat8.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat7.xyz;
					    u_xlat8.x = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat8.y = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat8.z = dot(u_xlat6.zw, u_xlat6.zw);
					    u_xlat8.xyz = (-u_xlat8.xyz) + vec3(0.5, 0.5, 0.5);
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat8.xyz;
					    u_xlat7.xyz = u_xlat7.xyz * vec3(0.024390243, 0.024390243, 0.024390243);
					    u_xlat7.xyz = fract(u_xlat7.xyz);
					    u_xlat9.xyz = u_xlat7.xyz * vec3(2.0, 2.0, 2.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat10.xyz = abs(u_xlat9.xyz) + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = u_xlat7.xyz * vec3(2.0, 2.0, 2.0) + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = floor(u_xlat7.xyz);
					    u_xlat7.xyz = (-u_xlat7.xyz) + u_xlat9.xyz;
					    u_xlat9.xyz = u_xlat10.xyz * u_xlat10.xyz;
					    u_xlat9.xyz = u_xlat7.xyz * u_xlat7.xyz + u_xlat9.xyz;
					    u_xlat9.xyz = (-u_xlat9.xyz) * vec3(0.853734732, 0.853734732, 0.853734732) + vec3(1.79284286, 1.79284286, 1.79284286);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xyz;
					    u_xlat44 = u_xlat5.y * u_xlat10.x;
					    u_xlat5.x = u_xlat7.x * u_xlat5.x + u_xlat44;
					    u_xlat32.xy = u_xlat6.yw * u_xlat10.yz;
					    u_xlat5.yz = u_xlat7.yz * u_xlat6.xz + u_xlat32.xy;
					    u_xlat44 = dot(u_xlat8.xyz, u_xlat5.xyz);
					    u_xlat43 = u_xlat43 * u_xlat44;
					    u_xlat32.xy = vs_TEXCOORD0.xy * _Noise_Texture_ST.xy + _Noise_Texture_ST.zw;
					    u_xlat44 = _Bias * 3.0;
					    u_xlat43 = u_xlat43 * 130.0;
					    u_xlat5 = texture(_Noise_Texture, u_xlat32.xy);
					    u_xlat5.xyz = (-vec3(u_xlat43)) * u_xlat5.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat5.xyz = u_xlat5.xyz + vec3(_Bias);
					    u_xlat5.xyz = u_xlat5.xyz * vec3(vec3(_Scale, _Scale, _Scale));
					    u_xlat5.xyz = log2(u_xlat5.xyz);
					    u_xlat5.xyz = vec3(u_xlat44) * u_xlat5.xyz;
					    u_xlat5.xyz = exp2(u_xlat5.xyz);
					    u_xlat19.xyz = min(u_xlat5.xyz, vec3(1.0, 0.0, 0.0));
					    u_xlat32.xy = vs_TEXCOORD0.xy * _MainTexture_ST.xy + _MainTexture_ST.zw;
					    u_xlat6 = texture(_MainTexture, u_xlat32.xy);
					    u_xlat7.xyz = u_xlat6.xxx * _MainColorTintFadeA.xyz;
					    u_xlat4 = texture(_DriedBlood_Curvature, u_xlat4.xy);
					    u_xlat8.xyz = u_xlat19.xyz * vec3(vec3(_DriedBloodEffectLevel, _DriedBloodEffectLevel, _DriedBloodEffectLevel));
					    u_xlatb21.xyz = lessThan(vec4(0.5, 0.5, 0.5, 0.5), u_xlat7.xyzz).xyz;
					    u_xlat6.xyz = _MainColorTintFadeA.xyz * u_xlat6.xxx + vec3(-0.5, -0.5, -0.5);
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat9.xyz = (-u_xlat19.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat6.xyz = (-u_xlat6.xyz) * u_xlat9.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat43 = u_xlat19.x * u_xlat7.x;
					    u_xlat9.x = u_xlat43 * 2.0;
					    u_xlat9.y = float(0.0);
					    u_xlat9.z = float(0.0);
					    u_xlat19.x = (u_xlatb21.x) ? u_xlat6.x : u_xlat9.x;
					    u_xlat19.y = (u_xlatb21.y) ? u_xlat6.y : u_xlat9.y;
					    u_xlat19.z = (u_xlatb21.z) ? u_xlat6.z : u_xlat9.z;
					    u_xlat19.xyz = clamp(u_xlat19.xyz, 0.0, 1.0);
					    u_xlatb6.xyz = lessThan(vec4(0.5, 0.5, 0.5, 0.0), u_xlat4.xyzx).xyz;
					    u_xlat7.xyz = u_xlat4.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = (-u_xlat7.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat9.xyz = (-_DriedBloodColorGloss.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = (-u_xlat7.xyz) * u_xlat9.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = u_xlat4.xyz * _DriedBloodColorGloss.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + u_xlat4.xyz;
					    {
					        vec4 hlslcc_movcTemp = u_xlat4;
					        hlslcc_movcTemp.x = (u_xlatb6.x) ? u_xlat7.x : u_xlat4.x;
					        hlslcc_movcTemp.y = (u_xlatb6.y) ? u_xlat7.y : u_xlat4.y;
					        hlslcc_movcTemp.z = (u_xlatb6.z) ? u_xlat7.z : u_xlat4.z;
					        u_xlat4 = hlslcc_movcTemp;
					    }
					    u_xlat4.xyz = (-u_xlat19.xyz) + u_xlat4.xyz;
					    u_xlat4.xyz = u_xlat8.xyz * u_xlat4.xyz + u_xlat19.xyz;
					    u_xlat43 = (-_Metallic) + _DriedBlood_Metallic;
					    u_xlat43 = u_xlat8.x * u_xlat43 + _Metallic;
					    u_xlat44 = _DriedBloodColorGloss.w + (-_Gloss);
					    u_xlat44 = u_xlat8.x * u_xlat44 + _Gloss;
					    u_xlat45 = u_xlat5.x * u_xlat6.w;
					    u_xlat45 = u_xlat45 * u_xlat45;
					    u_xlat46 = u_xlat45 * u_xlat45;
					    u_xlat45 = u_xlat45 * u_xlat46;
					    u_xlat45 = min(u_xlat45, 1.0);
					    SV_Target0.w = u_xlat45 * _MainColorTintFadeA.w;
					    u_xlatb45 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb45){
					        u_xlatb46 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb46)) ? u_xlat5.xyz : u_xlat0.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat46 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat19.x = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat46, u_xlat19.x);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5.x = float(1.0);
					        u_xlat5.y = float(1.0);
					        u_xlat5.z = float(1.0);
					        u_xlat5.w = float(1.0);
					    }
					    u_xlat46 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat46 = clamp(u_xlat46, 0.0, 1.0);
					    u_xlat5.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat5.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat5.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat5.xyz = u_xlat3.xxx * u_xlat5.xyz;
					    u_xlat3.x = (-u_xlat44) + 1.0;
					    u_xlat17.x = dot((-u_xlat2.xyz), u_xlat5.xyz);
					    u_xlat17.x = u_xlat17.x + u_xlat17.x;
					    u_xlat6.xyz = u_xlat5.xyz * (-u_xlat17.xxx) + (-u_xlat2.xyz);
					    u_xlat7.xyz = vec3(u_xlat46) * _LightColor0.xyz;
					    if(u_xlatb45){
					        u_xlatb17 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat8.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat8.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat8.xyz;
					        u_xlat8.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat8.xyz;
					        u_xlat8.xyz = u_xlat8.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat17.xyz = (bool(u_xlatb17)) ? u_xlat8.xyz : u_xlat0.xyz;
					        u_xlat17.xyz = u_xlat17.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat8.yzw = u_xlat17.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat17.x = u_xlat8.y * 0.25;
					        u_xlat31 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat45 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat17.x = max(u_xlat31, u_xlat17.x);
					        u_xlat8.x = min(u_xlat45, u_xlat17.x);
					        u_xlat9 = texture(unity_ProbeVolumeSH, u_xlat8.xzw);
					        u_xlat17.xyz = u_xlat8.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat10 = texture(unity_ProbeVolumeSH, u_xlat17.xyz);
					        u_xlat17.xyz = u_xlat8.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat8 = texture(unity_ProbeVolumeSH, u_xlat17.xyz);
					        u_xlat5.w = 1.0;
					        u_xlat9.x = dot(u_xlat9, u_xlat5);
					        u_xlat9.y = dot(u_xlat10, u_xlat5);
					        u_xlat9.z = dot(u_xlat8, u_xlat5);
					    } else {
					        u_xlat5.w = 1.0;
					        u_xlat9.x = dot(unity_SHAr, u_xlat5);
					        u_xlat9.y = dot(unity_SHAg, u_xlat5);
					        u_xlat9.z = dot(unity_SHAb, u_xlat5);
					    }
					    u_xlat17.xyz = u_xlat9.xyz + vs_TEXCOORD4.xyz;
					    u_xlat17.xyz = max(u_xlat17.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlatb46 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb46){
					        u_xlat46 = dot(u_xlat6.xyz, u_xlat6.xyz);
					        u_xlat46 = inversesqrt(u_xlat46);
					        u_xlat8.xyz = vec3(u_xlat46) * u_xlat6.xyz;
					        u_xlat9.xyz = (-u_xlat0.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat9.xyz = u_xlat9.xyz / u_xlat8.xyz;
					        u_xlat10.xyz = (-u_xlat0.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat10.xyz = u_xlat10.xyz / u_xlat8.xyz;
					        u_xlatb11.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat8.xyzx).xyz;
					        {
					            vec4 hlslcc_movcTemp = u_xlat9;
					            hlslcc_movcTemp.x = (u_xlatb11.x) ? u_xlat9.x : u_xlat10.x;
					            hlslcc_movcTemp.y = (u_xlatb11.y) ? u_xlat9.y : u_xlat10.y;
					            hlslcc_movcTemp.z = (u_xlatb11.z) ? u_xlat9.z : u_xlat10.z;
					            u_xlat9 = hlslcc_movcTemp;
					        }
					        u_xlat46 = min(u_xlat9.y, u_xlat9.x);
					        u_xlat46 = min(u_xlat9.z, u_xlat46);
					        u_xlat9.xyz = u_xlat0.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat46) + u_xlat9.xyz;
					    } else {
					        u_xlat8.xyz = u_xlat6.xyz;
					    }
					    u_xlat46 = (-u_xlat3.x) * 0.699999988 + 1.70000005;
					    u_xlat46 = u_xlat3.x * u_xlat46;
					    u_xlat46 = u_xlat46 * 6.0;
					    u_xlat8 = textureLod(unity_SpecCube0, u_xlat8.xyz, u_xlat46);
					    u_xlat47 = u_xlat8.w + -1.0;
					    u_xlat47 = unity_SpecCube0_HDR.w * u_xlat47 + 1.0;
					    u_xlat47 = log2(u_xlat47);
					    u_xlat47 = u_xlat47 * unity_SpecCube0_HDR.y;
					    u_xlat47 = exp2(u_xlat47);
					    u_xlat47 = u_xlat47 * unity_SpecCube0_HDR.x;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(u_xlat47);
					    u_xlatb48 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb48){
					        u_xlatb48 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb48){
					            u_xlat48 = dot(u_xlat6.xyz, u_xlat6.xyz);
					            u_xlat48 = inversesqrt(u_xlat48);
					            u_xlat10.xyz = vec3(u_xlat48) * u_xlat6.xyz;
					            u_xlat11.xyz = (-u_xlat0.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat11.xyz = u_xlat11.xyz / u_xlat10.xyz;
					            u_xlat12.xyz = (-u_xlat0.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat12.xyz = u_xlat12.xyz / u_xlat10.xyz;
					            u_xlatb13.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat10.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat11;
					                hlslcc_movcTemp.x = (u_xlatb13.x) ? u_xlat11.x : u_xlat12.x;
					                hlslcc_movcTemp.y = (u_xlatb13.y) ? u_xlat11.y : u_xlat12.y;
					                hlslcc_movcTemp.z = (u_xlatb13.z) ? u_xlat11.z : u_xlat12.z;
					                u_xlat11 = hlslcc_movcTemp;
					            }
					            u_xlat48 = min(u_xlat11.y, u_xlat11.x);
					            u_xlat48 = min(u_xlat11.z, u_xlat48);
					            u_xlat0.xyz = u_xlat0.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat6.xyz = u_xlat10.xyz * vec3(u_xlat48) + u_xlat0.xyz;
					        }
					        u_xlat6 = textureLod(unity_SpecCube1, u_xlat6.xyz, u_xlat46);
					        u_xlat0.x = u_xlat6.w + -1.0;
					        u_xlat0.x = unity_SpecCube1_HDR.w * u_xlat0.x + 1.0;
					        u_xlat0.x = log2(u_xlat0.x);
					        u_xlat0.x = u_xlat0.x * unity_SpecCube1_HDR.y;
					        u_xlat0.x = exp2(u_xlat0.x);
					        u_xlat0.x = u_xlat0.x * unity_SpecCube1_HDR.x;
					        u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx;
					        u_xlat6.xyz = vec3(u_xlat47) * u_xlat8.xyz + (-u_xlat0.xyz);
					        u_xlat9.xyz = unity_SpecCube0_BoxMin.www * u_xlat6.xyz + u_xlat0.xyz;
					    }
					    u_xlat0.xyz = u_xlat4.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat0.xyz = vec3(u_xlat43) * u_xlat0.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat43 = (-u_xlat43) * 0.959999979 + 0.959999979;
					    u_xlat4.xyz = vec3(u_xlat43) * u_xlat4.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat42) + _WorldSpaceLightPos0.xyz;
					    u_xlat42 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat42 = max(u_xlat42, 0.00100000005);
					    u_xlat42 = inversesqrt(u_xlat42);
					    u_xlat1.xyz = vec3(u_xlat42) * u_xlat1.xyz;
					    u_xlat42 = dot(u_xlat5.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat5.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlat16 = dot(u_xlat5.xyz, u_xlat1.xyz);
					    u_xlat16 = clamp(u_xlat16, 0.0, 1.0);
					    u_xlat1.x = dot(_WorldSpaceLightPos0.xyz, u_xlat1.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat15 = u_xlat1.x + u_xlat1.x;
					    u_xlat15 = u_xlat1.x * u_xlat15;
					    u_xlat15 = u_xlat15 * u_xlat3.x + -0.5;
					    u_xlat29 = (-u_xlat2.x) + 1.0;
					    u_xlat30 = u_xlat29 * u_xlat29;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat29 = u_xlat29 * u_xlat30;
					    u_xlat29 = u_xlat15 * u_xlat29 + 1.0;
					    u_xlat30 = -abs(u_xlat42) + 1.0;
					    u_xlat46 = u_xlat30 * u_xlat30;
					    u_xlat46 = u_xlat46 * u_xlat46;
					    u_xlat30 = u_xlat30 * u_xlat46;
					    u_xlat15 = u_xlat15 * u_xlat30 + 1.0;
					    u_xlat15 = u_xlat15 * u_xlat29;
					    u_xlat15 = u_xlat2.x * u_xlat15;
					    u_xlat29 = u_xlat3.x * u_xlat3.x;
					    u_xlat29 = max(u_xlat29, 0.00200000009);
					    u_xlat3.x = (-u_xlat29) + 1.0;
					    u_xlat46 = abs(u_xlat42) * u_xlat3.x + u_xlat29;
					    u_xlat3.x = u_xlat2.x * u_xlat3.x + u_xlat29;
					    u_xlat42 = abs(u_xlat42) * u_xlat3.x;
					    u_xlat42 = u_xlat2.x * u_xlat46 + u_xlat42;
					    u_xlat42 = u_xlat42 + 9.99999975e-06;
					    u_xlat42 = 0.5 / u_xlat42;
					    u_xlat3.x = u_xlat29 * u_xlat29;
					    u_xlat46 = u_xlat16 * u_xlat3.x + (-u_xlat16);
					    u_xlat16 = u_xlat46 * u_xlat16 + 1.0;
					    u_xlat3.x = u_xlat3.x * 0.318309873;
					    u_xlat16 = u_xlat16 * u_xlat16 + 1.00000001e-07;
					    u_xlat16 = u_xlat3.x / u_xlat16;
					    u_xlat42 = u_xlat42 * u_xlat16;
					    u_xlat42 = u_xlat42 * 3.14159274;
					    u_xlat42 = u_xlat2.x * u_xlat42;
					    u_xlat42 = max(u_xlat42, 0.0);
					    u_xlat29 = u_xlat29 * u_xlat29 + 1.0;
					    u_xlat29 = float(1.0) / u_xlat29;
					    u_xlat2.x = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlatb2 = u_xlat2.x!=0.0;
					    u_xlat2.x = u_xlatb2 ? 1.0 : float(0.0);
					    u_xlat42 = u_xlat42 * u_xlat2.x;
					    u_xlat43 = (-u_xlat43) + u_xlat44;
					    u_xlat43 = u_xlat43 + 1.0;
					    u_xlat43 = clamp(u_xlat43, 0.0, 1.0);
					    u_xlat2.xyw = u_xlat7.xyz * vec3(u_xlat15) + u_xlat17.xyz;
					    u_xlat3.xyz = u_xlat7.xyz * vec3(u_xlat42);
					    u_xlat42 = (-u_xlat1.x) + 1.0;
					    u_xlat1.x = u_xlat42 * u_xlat42;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat42 = u_xlat42 * u_xlat1.x;
					    u_xlat5.xyz = (-u_xlat0.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat5.xyz = u_xlat5.xyz * vec3(u_xlat42) + u_xlat0.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * u_xlat5.xyz;
					    u_xlat2.xyw = u_xlat4.xyz * u_xlat2.xyw + u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat9.xyz * vec3(u_xlat29);
					    u_xlat3.xyz = (-u_xlat0.xyz) + vec3(u_xlat43);
					    u_xlat0.xyz = vec3(u_xlat30) * u_xlat3.xyz + u_xlat0.xyz;
					    SV_Target0.xyz = u_xlat1.xyz * u_xlat0.xyz + u_xlat2.xyw;
					    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 _LightColor0;
						vec4 unused_0_2;
						vec4 _MainNormalMap_ST;
						float _DriedBloodEffect_Tiling;
						float _DriedBloodEffectLevel;
						float _OverallNormalPower;
						float _Noise1;
						float _Noise2;
						vec4 _Noise_Texture_ST;
						float _Bias;
						float _Scale;
						vec4 _MainColorTintFadeA;
						vec4 _MainTexture_ST;
						vec4 _DriedBloodColorGloss;
						float _Metallic;
						float _DriedBlood_Metallic;
						float _Gloss;
						vec4 unused_0_18;
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unused_1_5[4];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_1_7;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainNormalMap;
					uniform  sampler2D _DriedBlood_Normal;
					uniform  sampler2D _Noise_Texture;
					uniform  sampler2D _MainTexture;
					uniform  sampler2D _DriedBlood_Curvature;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					bool u_xlatb2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					bvec3 u_xlatb6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					vec4 u_xlat10;
					vec3 u_xlat11;
					bvec3 u_xlatb11;
					vec3 u_xlat12;
					bvec3 u_xlatb13;
					float u_xlat15;
					float u_xlat16;
					vec3 u_xlat17;
					bool u_xlatb17;
					vec3 u_xlat19;
					bvec3 u_xlatb21;
					float u_xlat29;
					float u_xlat30;
					float u_xlat31;
					vec2 u_xlat32;
					vec2 u_xlat33;
					float u_xlat42;
					int u_xlati42;
					float u_xlat43;
					bool u_xlatb43;
					float u_xlat44;
					bool u_xlatb44;
					float u_xlat45;
					bool u_xlatb45;
					float u_xlat46;
					bool u_xlatb46;
					float u_xlat47;
					float u_xlat48;
					bool u_xlatb48;
					void main()
					{
					    u_xlat0.x = vs_TEXCOORD1.w;
					    u_xlat0.y = vs_TEXCOORD2.w;
					    u_xlat0.z = vs_TEXCOORD3.w;
					    u_xlati42 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat0.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati42].xyz;
					    u_xlat42 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat42 = inversesqrt(u_xlat42);
					    u_xlat2.xyz = vec3(u_xlat42) * u_xlat1.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainNormalMap_ST.xy + _MainNormalMap_ST.zw;
					    u_xlat4 = vs_TEXCOORD0.xyxy * vec4(_DriedBloodEffect_Tiling, _DriedBloodEffect_Tiling, _Noise1, _Noise1);
					    u_xlat3 = texture(_MainNormalMap, u_xlat3.xy);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat43 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat43 = min(u_xlat43, 1.0);
					    u_xlat43 = (-u_xlat43) + 1.0;
					    u_xlat3.z = sqrt(u_xlat43);
					    u_xlat5 = texture(_DriedBlood_Normal, u_xlat4.xy);
					    u_xlat5.x = u_xlat5.w * u_xlat5.x;
					    u_xlat5.xy = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat43 = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat43 = min(u_xlat43, 1.0);
					    u_xlat43 = (-u_xlat43) + 1.0;
					    u_xlat5.z = sqrt(u_xlat43);
					    u_xlat5.xyz = (-u_xlat3.xyz) + u_xlat5.xyz;
					    u_xlat3.xyz = vec3(vec3(_DriedBloodEffectLevel, _DriedBloodEffectLevel, _DriedBloodEffectLevel)) * u_xlat5.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz + vec3(-0.0, -0.0, -1.0);
					    u_xlat3.xyz = vec3(vec3(_OverallNormalPower, _OverallNormalPower, _OverallNormalPower)) * u_xlat3.xyz + vec3(0.0, 0.0, 1.0);
					    u_xlat43 = dot(u_xlat4.zw, vec2(0.366025418, 0.366025418));
					    u_xlat32.xy = vs_TEXCOORD0.xy * vec2(vec2(_Noise1, _Noise1)) + vec2(u_xlat43);
					    u_xlat32.xy = floor(u_xlat32.xy);
					    u_xlat5.xy = vs_TEXCOORD0.xy * vec2(vec2(_Noise1, _Noise1)) + (-u_xlat32.xy);
					    u_xlat43 = dot(u_xlat32.xy, vec2(0.211324871, 0.211324871));
					    u_xlat5.xy = vec2(u_xlat43) + u_xlat5.xy;
					    u_xlatb43 = u_xlat5.y<u_xlat5.x;
					    u_xlat6 = u_xlat5.xyxy + vec4(0.211324871, 0.211324871, -0.577350259, -0.577350259);
					    u_xlat7 = (bool(u_xlatb43)) ? vec4(0.0, 1.0, -1.0, -0.0) : vec4(1.0, 0.0, -0.0, -1.0);
					    u_xlat6.xy = u_xlat6.xy + u_xlat7.zw;
					    u_xlat33.xy = u_xlat32.xy * vec2(0.00346020772, 0.00346020772);
					    u_xlat33.xy = floor(u_xlat33.xy);
					    u_xlat32.xy = (-u_xlat33.xy) * vec2(289.0, 289.0) + u_xlat32.xy;
					    u_xlat8.x = float(0.0);
					    u_xlat8.z = float(1.0);
					    u_xlat8.y = u_xlat7.x;
					    u_xlat8.xyz = u_xlat32.yyy + u_xlat8.xyz;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xyz;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat9.xyz = floor(u_xlat9.xyz);
					    u_xlat8.xyz = (-u_xlat9.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat32.xxx + u_xlat8.xyz;
					    u_xlat7.x = float(0.0);
					    u_xlat7.z = float(1.0);
					    u_xlat7.xyz = u_xlat7.xyz + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat8.xyz = floor(u_xlat8.xyz);
					    u_xlat7.xyz = (-u_xlat8.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat7.xyz;
					    u_xlat8.x = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat8.y = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat8.z = dot(u_xlat6.zw, u_xlat6.zw);
					    u_xlat8.xyz = (-u_xlat8.xyz) + vec3(0.5, 0.5, 0.5);
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat8.xyz;
					    u_xlat7.xyz = u_xlat7.xyz * vec3(0.024390243, 0.024390243, 0.024390243);
					    u_xlat7.xyz = fract(u_xlat7.xyz);
					    u_xlat9.xyz = u_xlat7.xyz * vec3(2.0, 2.0, 2.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat10.xyz = abs(u_xlat9.xyz) + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = u_xlat7.xyz * vec3(2.0, 2.0, 2.0) + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = floor(u_xlat7.xyz);
					    u_xlat7.xyz = (-u_xlat7.xyz) + u_xlat9.xyz;
					    u_xlat9.xyz = u_xlat10.xyz * u_xlat10.xyz;
					    u_xlat9.xyz = u_xlat7.xyz * u_xlat7.xyz + u_xlat9.xyz;
					    u_xlat9.xyz = (-u_xlat9.xyz) * vec3(0.853734732, 0.853734732, 0.853734732) + vec3(1.79284286, 1.79284286, 1.79284286);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xyz;
					    u_xlat43 = u_xlat5.y * u_xlat10.x;
					    u_xlat5.x = u_xlat7.x * u_xlat5.x + u_xlat43;
					    u_xlat32.xy = u_xlat6.yw * u_xlat10.yz;
					    u_xlat5.yz = u_xlat7.yz * u_xlat6.xz + u_xlat32.xy;
					    u_xlat43 = dot(u_xlat8.xyz, u_xlat5.xyz);
					    u_xlat43 = u_xlat43 * 130.0;
					    u_xlat44 = _Noise1 * _Noise2;
					    u_xlat32.xy = vec2(u_xlat44) * vs_TEXCOORD0.xy;
					    u_xlat45 = dot(u_xlat32.xy, vec2(0.366025418, 0.366025418));
					    u_xlat32.xy = vs_TEXCOORD0.xy * vec2(u_xlat44) + vec2(u_xlat45);
					    u_xlat32.xy = floor(u_xlat32.xy);
					    u_xlat5.xy = vs_TEXCOORD0.xy * vec2(u_xlat44) + (-u_xlat32.xy);
					    u_xlat44 = dot(u_xlat32.xy, vec2(0.211324871, 0.211324871));
					    u_xlat5.xy = vec2(u_xlat44) + u_xlat5.xy;
					    u_xlatb44 = u_xlat5.y<u_xlat5.x;
					    u_xlat6 = u_xlat5.xyxy + vec4(0.211324871, 0.211324871, -0.577350259, -0.577350259);
					    u_xlat7 = (bool(u_xlatb44)) ? vec4(0.0, 1.0, -1.0, -0.0) : vec4(1.0, 0.0, -0.0, -1.0);
					    u_xlat6.xy = u_xlat6.xy + u_xlat7.zw;
					    u_xlat33.xy = u_xlat32.xy * vec2(0.00346020772, 0.00346020772);
					    u_xlat33.xy = floor(u_xlat33.xy);
					    u_xlat32.xy = (-u_xlat33.xy) * vec2(289.0, 289.0) + u_xlat32.xy;
					    u_xlat8.x = float(0.0);
					    u_xlat8.z = float(1.0);
					    u_xlat8.y = u_xlat7.x;
					    u_xlat8.xyz = u_xlat32.yyy + u_xlat8.xyz;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xyz;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat9.xyz = floor(u_xlat9.xyz);
					    u_xlat8.xyz = (-u_xlat9.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat32.xxx + u_xlat8.xyz;
					    u_xlat7.x = float(0.0);
					    u_xlat7.z = float(1.0);
					    u_xlat7.xyz = u_xlat7.xyz + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat8.xyz = floor(u_xlat8.xyz);
					    u_xlat7.xyz = (-u_xlat8.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat7.xyz;
					    u_xlat8.x = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat8.y = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat8.z = dot(u_xlat6.zw, u_xlat6.zw);
					    u_xlat8.xyz = (-u_xlat8.xyz) + vec3(0.5, 0.5, 0.5);
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat8.xyz;
					    u_xlat7.xyz = u_xlat7.xyz * vec3(0.024390243, 0.024390243, 0.024390243);
					    u_xlat7.xyz = fract(u_xlat7.xyz);
					    u_xlat9.xyz = u_xlat7.xyz * vec3(2.0, 2.0, 2.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat10.xyz = abs(u_xlat9.xyz) + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = u_xlat7.xyz * vec3(2.0, 2.0, 2.0) + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = floor(u_xlat7.xyz);
					    u_xlat7.xyz = (-u_xlat7.xyz) + u_xlat9.xyz;
					    u_xlat9.xyz = u_xlat10.xyz * u_xlat10.xyz;
					    u_xlat9.xyz = u_xlat7.xyz * u_xlat7.xyz + u_xlat9.xyz;
					    u_xlat9.xyz = (-u_xlat9.xyz) * vec3(0.853734732, 0.853734732, 0.853734732) + vec3(1.79284286, 1.79284286, 1.79284286);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xyz;
					    u_xlat44 = u_xlat5.y * u_xlat10.x;
					    u_xlat5.x = u_xlat7.x * u_xlat5.x + u_xlat44;
					    u_xlat32.xy = u_xlat6.yw * u_xlat10.yz;
					    u_xlat5.yz = u_xlat7.yz * u_xlat6.xz + u_xlat32.xy;
					    u_xlat44 = dot(u_xlat8.xyz, u_xlat5.xyz);
					    u_xlat43 = u_xlat43 * u_xlat44;
					    u_xlat32.xy = vs_TEXCOORD0.xy * _Noise_Texture_ST.xy + _Noise_Texture_ST.zw;
					    u_xlat44 = _Bias * 3.0;
					    u_xlat43 = u_xlat43 * 130.0;
					    u_xlat5 = texture(_Noise_Texture, u_xlat32.xy);
					    u_xlat5.xyz = (-vec3(u_xlat43)) * u_xlat5.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat5.xyz = u_xlat5.xyz + vec3(_Bias);
					    u_xlat5.xyz = u_xlat5.xyz * vec3(vec3(_Scale, _Scale, _Scale));
					    u_xlat5.xyz = log2(u_xlat5.xyz);
					    u_xlat5.xyz = vec3(u_xlat44) * u_xlat5.xyz;
					    u_xlat5.xyz = exp2(u_xlat5.xyz);
					    u_xlat19.xyz = min(u_xlat5.xyz, vec3(1.0, 0.0, 0.0));
					    u_xlat32.xy = vs_TEXCOORD0.xy * _MainTexture_ST.xy + _MainTexture_ST.zw;
					    u_xlat6 = texture(_MainTexture, u_xlat32.xy);
					    u_xlat7.xyz = u_xlat6.xxx * _MainColorTintFadeA.xyz;
					    u_xlat4 = texture(_DriedBlood_Curvature, u_xlat4.xy);
					    u_xlat8.xyz = u_xlat19.xyz * vec3(vec3(_DriedBloodEffectLevel, _DriedBloodEffectLevel, _DriedBloodEffectLevel));
					    u_xlatb21.xyz = lessThan(vec4(0.5, 0.5, 0.5, 0.5), u_xlat7.xyzz).xyz;
					    u_xlat6.xyz = _MainColorTintFadeA.xyz * u_xlat6.xxx + vec3(-0.5, -0.5, -0.5);
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat9.xyz = (-u_xlat19.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat6.xyz = (-u_xlat6.xyz) * u_xlat9.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat43 = u_xlat19.x * u_xlat7.x;
					    u_xlat9.x = u_xlat43 * 2.0;
					    u_xlat9.y = float(0.0);
					    u_xlat9.z = float(0.0);
					    u_xlat19.x = (u_xlatb21.x) ? u_xlat6.x : u_xlat9.x;
					    u_xlat19.y = (u_xlatb21.y) ? u_xlat6.y : u_xlat9.y;
					    u_xlat19.z = (u_xlatb21.z) ? u_xlat6.z : u_xlat9.z;
					    u_xlat19.xyz = clamp(u_xlat19.xyz, 0.0, 1.0);
					    u_xlatb6.xyz = lessThan(vec4(0.5, 0.5, 0.5, 0.0), u_xlat4.xyzx).xyz;
					    u_xlat7.xyz = u_xlat4.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = (-u_xlat7.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat9.xyz = (-_DriedBloodColorGloss.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = (-u_xlat7.xyz) * u_xlat9.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = u_xlat4.xyz * _DriedBloodColorGloss.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + u_xlat4.xyz;
					    {
					        vec4 hlslcc_movcTemp = u_xlat4;
					        hlslcc_movcTemp.x = (u_xlatb6.x) ? u_xlat7.x : u_xlat4.x;
					        hlslcc_movcTemp.y = (u_xlatb6.y) ? u_xlat7.y : u_xlat4.y;
					        hlslcc_movcTemp.z = (u_xlatb6.z) ? u_xlat7.z : u_xlat4.z;
					        u_xlat4 = hlslcc_movcTemp;
					    }
					    u_xlat4.xyz = (-u_xlat19.xyz) + u_xlat4.xyz;
					    u_xlat4.xyz = u_xlat8.xyz * u_xlat4.xyz + u_xlat19.xyz;
					    u_xlat43 = (-_Metallic) + _DriedBlood_Metallic;
					    u_xlat43 = u_xlat8.x * u_xlat43 + _Metallic;
					    u_xlat44 = _DriedBloodColorGloss.w + (-_Gloss);
					    u_xlat44 = u_xlat8.x * u_xlat44 + _Gloss;
					    u_xlat45 = u_xlat5.x * u_xlat6.w;
					    u_xlat45 = u_xlat45 * u_xlat45;
					    u_xlat46 = u_xlat45 * u_xlat45;
					    u_xlat45 = u_xlat45 * u_xlat46;
					    u_xlat45 = min(u_xlat45, 1.0);
					    SV_Target0.w = u_xlat45 * _MainColorTintFadeA.w;
					    u_xlatb45 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb45){
					        u_xlatb46 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb46)) ? u_xlat5.xyz : u_xlat0.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat46 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat19.x = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat46, u_xlat19.x);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5.x = float(1.0);
					        u_xlat5.y = float(1.0);
					        u_xlat5.z = float(1.0);
					        u_xlat5.w = float(1.0);
					    }
					    u_xlat46 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat46 = clamp(u_xlat46, 0.0, 1.0);
					    u_xlat5.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat5.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat5.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat5.xyz = u_xlat3.xxx * u_xlat5.xyz;
					    u_xlat3.x = (-u_xlat44) + 1.0;
					    u_xlat17.x = dot((-u_xlat2.xyz), u_xlat5.xyz);
					    u_xlat17.x = u_xlat17.x + u_xlat17.x;
					    u_xlat6.xyz = u_xlat5.xyz * (-u_xlat17.xxx) + (-u_xlat2.xyz);
					    u_xlat7.xyz = vec3(u_xlat46) * _LightColor0.xyz;
					    if(u_xlatb45){
					        u_xlatb17 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat8.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat8.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat8.xyz;
					        u_xlat8.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat8.xyz;
					        u_xlat8.xyz = u_xlat8.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat17.xyz = (bool(u_xlatb17)) ? u_xlat8.xyz : u_xlat0.xyz;
					        u_xlat17.xyz = u_xlat17.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat8.yzw = u_xlat17.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat17.x = u_xlat8.y * 0.25;
					        u_xlat31 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat45 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat17.x = max(u_xlat31, u_xlat17.x);
					        u_xlat8.x = min(u_xlat45, u_xlat17.x);
					        u_xlat9 = texture(unity_ProbeVolumeSH, u_xlat8.xzw);
					        u_xlat17.xyz = u_xlat8.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat10 = texture(unity_ProbeVolumeSH, u_xlat17.xyz);
					        u_xlat17.xyz = u_xlat8.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat8 = texture(unity_ProbeVolumeSH, u_xlat17.xyz);
					        u_xlat5.w = 1.0;
					        u_xlat9.x = dot(u_xlat9, u_xlat5);
					        u_xlat9.y = dot(u_xlat10, u_xlat5);
					        u_xlat9.z = dot(u_xlat8, u_xlat5);
					    } else {
					        u_xlat5.w = 1.0;
					        u_xlat9.x = dot(unity_SHAr, u_xlat5);
					        u_xlat9.y = dot(unity_SHAg, u_xlat5);
					        u_xlat9.z = dot(unity_SHAb, u_xlat5);
					    }
					    u_xlat17.xyz = u_xlat9.xyz + vs_TEXCOORD4.xyz;
					    u_xlat17.xyz = max(u_xlat17.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlatb46 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb46){
					        u_xlat46 = dot(u_xlat6.xyz, u_xlat6.xyz);
					        u_xlat46 = inversesqrt(u_xlat46);
					        u_xlat8.xyz = vec3(u_xlat46) * u_xlat6.xyz;
					        u_xlat9.xyz = (-u_xlat0.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat9.xyz = u_xlat9.xyz / u_xlat8.xyz;
					        u_xlat10.xyz = (-u_xlat0.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat10.xyz = u_xlat10.xyz / u_xlat8.xyz;
					        u_xlatb11.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat8.xyzx).xyz;
					        {
					            vec4 hlslcc_movcTemp = u_xlat9;
					            hlslcc_movcTemp.x = (u_xlatb11.x) ? u_xlat9.x : u_xlat10.x;
					            hlslcc_movcTemp.y = (u_xlatb11.y) ? u_xlat9.y : u_xlat10.y;
					            hlslcc_movcTemp.z = (u_xlatb11.z) ? u_xlat9.z : u_xlat10.z;
					            u_xlat9 = hlslcc_movcTemp;
					        }
					        u_xlat46 = min(u_xlat9.y, u_xlat9.x);
					        u_xlat46 = min(u_xlat9.z, u_xlat46);
					        u_xlat9.xyz = u_xlat0.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat46) + u_xlat9.xyz;
					    } else {
					        u_xlat8.xyz = u_xlat6.xyz;
					    }
					    u_xlat46 = (-u_xlat3.x) * 0.699999988 + 1.70000005;
					    u_xlat46 = u_xlat3.x * u_xlat46;
					    u_xlat46 = u_xlat46 * 6.0;
					    u_xlat8 = textureLod(unity_SpecCube0, u_xlat8.xyz, u_xlat46);
					    u_xlat47 = u_xlat8.w + -1.0;
					    u_xlat47 = unity_SpecCube0_HDR.w * u_xlat47 + 1.0;
					    u_xlat47 = log2(u_xlat47);
					    u_xlat47 = u_xlat47 * unity_SpecCube0_HDR.y;
					    u_xlat47 = exp2(u_xlat47);
					    u_xlat47 = u_xlat47 * unity_SpecCube0_HDR.x;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(u_xlat47);
					    u_xlatb48 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb48){
					        u_xlatb48 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb48){
					            u_xlat48 = dot(u_xlat6.xyz, u_xlat6.xyz);
					            u_xlat48 = inversesqrt(u_xlat48);
					            u_xlat10.xyz = vec3(u_xlat48) * u_xlat6.xyz;
					            u_xlat11.xyz = (-u_xlat0.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat11.xyz = u_xlat11.xyz / u_xlat10.xyz;
					            u_xlat12.xyz = (-u_xlat0.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat12.xyz = u_xlat12.xyz / u_xlat10.xyz;
					            u_xlatb13.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat10.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat11;
					                hlslcc_movcTemp.x = (u_xlatb13.x) ? u_xlat11.x : u_xlat12.x;
					                hlslcc_movcTemp.y = (u_xlatb13.y) ? u_xlat11.y : u_xlat12.y;
					                hlslcc_movcTemp.z = (u_xlatb13.z) ? u_xlat11.z : u_xlat12.z;
					                u_xlat11 = hlslcc_movcTemp;
					            }
					            u_xlat48 = min(u_xlat11.y, u_xlat11.x);
					            u_xlat48 = min(u_xlat11.z, u_xlat48);
					            u_xlat0.xyz = u_xlat0.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat6.xyz = u_xlat10.xyz * vec3(u_xlat48) + u_xlat0.xyz;
					        }
					        u_xlat6 = textureLod(unity_SpecCube1, u_xlat6.xyz, u_xlat46);
					        u_xlat0.x = u_xlat6.w + -1.0;
					        u_xlat0.x = unity_SpecCube1_HDR.w * u_xlat0.x + 1.0;
					        u_xlat0.x = log2(u_xlat0.x);
					        u_xlat0.x = u_xlat0.x * unity_SpecCube1_HDR.y;
					        u_xlat0.x = exp2(u_xlat0.x);
					        u_xlat0.x = u_xlat0.x * unity_SpecCube1_HDR.x;
					        u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx;
					        u_xlat6.xyz = vec3(u_xlat47) * u_xlat8.xyz + (-u_xlat0.xyz);
					        u_xlat9.xyz = unity_SpecCube0_BoxMin.www * u_xlat6.xyz + u_xlat0.xyz;
					    }
					    u_xlat0.xyz = u_xlat4.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat0.xyz = vec3(u_xlat43) * u_xlat0.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat43 = (-u_xlat43) * 0.959999979 + 0.959999979;
					    u_xlat4.xyz = vec3(u_xlat43) * u_xlat4.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat42) + _WorldSpaceLightPos0.xyz;
					    u_xlat42 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat42 = max(u_xlat42, 0.00100000005);
					    u_xlat42 = inversesqrt(u_xlat42);
					    u_xlat1.xyz = vec3(u_xlat42) * u_xlat1.xyz;
					    u_xlat42 = dot(u_xlat5.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat5.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlat16 = dot(u_xlat5.xyz, u_xlat1.xyz);
					    u_xlat16 = clamp(u_xlat16, 0.0, 1.0);
					    u_xlat1.x = dot(_WorldSpaceLightPos0.xyz, u_xlat1.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat15 = u_xlat1.x + u_xlat1.x;
					    u_xlat15 = u_xlat1.x * u_xlat15;
					    u_xlat15 = u_xlat15 * u_xlat3.x + -0.5;
					    u_xlat29 = (-u_xlat2.x) + 1.0;
					    u_xlat30 = u_xlat29 * u_xlat29;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat29 = u_xlat29 * u_xlat30;
					    u_xlat29 = u_xlat15 * u_xlat29 + 1.0;
					    u_xlat30 = -abs(u_xlat42) + 1.0;
					    u_xlat46 = u_xlat30 * u_xlat30;
					    u_xlat46 = u_xlat46 * u_xlat46;
					    u_xlat30 = u_xlat30 * u_xlat46;
					    u_xlat15 = u_xlat15 * u_xlat30 + 1.0;
					    u_xlat15 = u_xlat15 * u_xlat29;
					    u_xlat15 = u_xlat2.x * u_xlat15;
					    u_xlat29 = u_xlat3.x * u_xlat3.x;
					    u_xlat29 = max(u_xlat29, 0.00200000009);
					    u_xlat3.x = (-u_xlat29) + 1.0;
					    u_xlat46 = abs(u_xlat42) * u_xlat3.x + u_xlat29;
					    u_xlat3.x = u_xlat2.x * u_xlat3.x + u_xlat29;
					    u_xlat42 = abs(u_xlat42) * u_xlat3.x;
					    u_xlat42 = u_xlat2.x * u_xlat46 + u_xlat42;
					    u_xlat42 = u_xlat42 + 9.99999975e-06;
					    u_xlat42 = 0.5 / u_xlat42;
					    u_xlat3.x = u_xlat29 * u_xlat29;
					    u_xlat46 = u_xlat16 * u_xlat3.x + (-u_xlat16);
					    u_xlat16 = u_xlat46 * u_xlat16 + 1.0;
					    u_xlat3.x = u_xlat3.x * 0.318309873;
					    u_xlat16 = u_xlat16 * u_xlat16 + 1.00000001e-07;
					    u_xlat16 = u_xlat3.x / u_xlat16;
					    u_xlat42 = u_xlat42 * u_xlat16;
					    u_xlat42 = u_xlat42 * 3.14159274;
					    u_xlat42 = u_xlat2.x * u_xlat42;
					    u_xlat42 = max(u_xlat42, 0.0);
					    u_xlat29 = u_xlat29 * u_xlat29 + 1.0;
					    u_xlat29 = float(1.0) / u_xlat29;
					    u_xlat2.x = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlatb2 = u_xlat2.x!=0.0;
					    u_xlat2.x = u_xlatb2 ? 1.0 : float(0.0);
					    u_xlat42 = u_xlat42 * u_xlat2.x;
					    u_xlat43 = (-u_xlat43) + u_xlat44;
					    u_xlat43 = u_xlat43 + 1.0;
					    u_xlat43 = clamp(u_xlat43, 0.0, 1.0);
					    u_xlat2.xyw = u_xlat7.xyz * vec3(u_xlat15) + u_xlat17.xyz;
					    u_xlat3.xyz = u_xlat7.xyz * vec3(u_xlat42);
					    u_xlat42 = (-u_xlat1.x) + 1.0;
					    u_xlat1.x = u_xlat42 * u_xlat42;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat42 = u_xlat42 * u_xlat1.x;
					    u_xlat5.xyz = (-u_xlat0.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat5.xyz = u_xlat5.xyz * vec3(u_xlat42) + u_xlat0.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * u_xlat5.xyz;
					    u_xlat2.xyw = u_xlat4.xyz * u_xlat2.xyw + u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat9.xyz * vec3(u_xlat29);
					    u_xlat3.xyz = (-u_xlat0.xyz) + vec3(u_xlat43);
					    u_xlat0.xyz = vec3(u_xlat30) * u_xlat3.xyz + u_xlat0.xyz;
					    SV_Target0.xyz = u_xlat1.xyz * u_xlat0.xyz + u_xlat2.xyw;
					    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;
						vec4 unity_DynamicLightmap_HDR;
						vec4 _LightColor0;
						vec4 unused_0_3;
						vec4 _MainNormalMap_ST;
						float _DriedBloodEffect_Tiling;
						float _DriedBloodEffectLevel;
						float _OverallNormalPower;
						float _Noise1;
						float _Noise2;
						vec4 _Noise_Texture_ST;
						float _Bias;
						float _Scale;
						vec4 _MainColorTintFadeA;
						vec4 _MainTexture_ST;
						vec4 _DriedBloodColorGloss;
						float _Metallic;
						float _DriedBlood_Metallic;
						float _Gloss;
						vec4 unused_0_19;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainNormalMap;
					uniform  sampler2D _DriedBlood_Normal;
					uniform  sampler2D _Noise_Texture;
					uniform  sampler2D _MainTexture;
					uniform  sampler2D _DriedBlood_Curvature;
					uniform  sampler2D unity_DynamicLightmap;
					uniform  sampler2D unity_DynamicDirectionality;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					bool u_xlatb2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					bvec3 u_xlatb6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec3 u_xlat9;
					vec4 u_xlat10;
					vec3 u_xlat11;
					bvec3 u_xlatb11;
					vec3 u_xlat12;
					bvec3 u_xlatb13;
					float u_xlat15;
					float u_xlat16;
					float u_xlat17;
					vec3 u_xlat19;
					bvec3 u_xlatb21;
					float u_xlat29;
					float u_xlat30;
					vec2 u_xlat32;
					vec2 u_xlat33;
					float u_xlat42;
					float u_xlat43;
					bool u_xlatb43;
					float u_xlat44;
					bool u_xlatb44;
					float u_xlat45;
					bool u_xlatb45;
					float u_xlat46;
					float u_xlat47;
					float u_xlat48;
					bool u_xlatb48;
					void main()
					{
					    u_xlat0.x = vs_TEXCOORD1.w;
					    u_xlat0.y = vs_TEXCOORD2.w;
					    u_xlat0.z = vs_TEXCOORD3.w;
					    u_xlat1.xyz = (-u_xlat0.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat42 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat42 = inversesqrt(u_xlat42);
					    u_xlat2.xyz = vec3(u_xlat42) * u_xlat1.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainNormalMap_ST.xy + _MainNormalMap_ST.zw;
					    u_xlat4 = vs_TEXCOORD0.xyxy * vec4(_DriedBloodEffect_Tiling, _DriedBloodEffect_Tiling, _Noise1, _Noise1);
					    u_xlat3 = texture(_MainNormalMap, u_xlat3.xy);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat43 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat43 = min(u_xlat43, 1.0);
					    u_xlat43 = (-u_xlat43) + 1.0;
					    u_xlat3.z = sqrt(u_xlat43);
					    u_xlat5 = texture(_DriedBlood_Normal, u_xlat4.xy);
					    u_xlat5.x = u_xlat5.w * u_xlat5.x;
					    u_xlat5.xy = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat43 = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat43 = min(u_xlat43, 1.0);
					    u_xlat43 = (-u_xlat43) + 1.0;
					    u_xlat5.z = sqrt(u_xlat43);
					    u_xlat5.xyz = (-u_xlat3.xyz) + u_xlat5.xyz;
					    u_xlat3.xyz = vec3(vec3(_DriedBloodEffectLevel, _DriedBloodEffectLevel, _DriedBloodEffectLevel)) * u_xlat5.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz + vec3(-0.0, -0.0, -1.0);
					    u_xlat3.xyz = vec3(vec3(_OverallNormalPower, _OverallNormalPower, _OverallNormalPower)) * u_xlat3.xyz + vec3(0.0, 0.0, 1.0);
					    u_xlat43 = dot(u_xlat4.zw, vec2(0.366025418, 0.366025418));
					    u_xlat32.xy = vs_TEXCOORD0.xy * vec2(vec2(_Noise1, _Noise1)) + vec2(u_xlat43);
					    u_xlat32.xy = floor(u_xlat32.xy);
					    u_xlat5.xy = vs_TEXCOORD0.xy * vec2(vec2(_Noise1, _Noise1)) + (-u_xlat32.xy);
					    u_xlat43 = dot(u_xlat32.xy, vec2(0.211324871, 0.211324871));
					    u_xlat5.xy = vec2(u_xlat43) + u_xlat5.xy;
					    u_xlatb43 = u_xlat5.y<u_xlat5.x;
					    u_xlat6 = u_xlat5.xyxy + vec4(0.211324871, 0.211324871, -0.577350259, -0.577350259);
					    u_xlat7 = (bool(u_xlatb43)) ? vec4(0.0, 1.0, -1.0, -0.0) : vec4(1.0, 0.0, -0.0, -1.0);
					    u_xlat6.xy = u_xlat6.xy + u_xlat7.zw;
					    u_xlat33.xy = u_xlat32.xy * vec2(0.00346020772, 0.00346020772);
					    u_xlat33.xy = floor(u_xlat33.xy);
					    u_xlat32.xy = (-u_xlat33.xy) * vec2(289.0, 289.0) + u_xlat32.xy;
					    u_xlat8.x = float(0.0);
					    u_xlat8.z = float(1.0);
					    u_xlat8.y = u_xlat7.x;
					    u_xlat8.xyz = u_xlat32.yyy + u_xlat8.xyz;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xyz;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat9.xyz = floor(u_xlat9.xyz);
					    u_xlat8.xyz = (-u_xlat9.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat32.xxx + u_xlat8.xyz;
					    u_xlat7.x = float(0.0);
					    u_xlat7.z = float(1.0);
					    u_xlat7.xyz = u_xlat7.xyz + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat8.xyz = floor(u_xlat8.xyz);
					    u_xlat7.xyz = (-u_xlat8.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat7.xyz;
					    u_xlat8.x = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat8.y = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat8.z = dot(u_xlat6.zw, u_xlat6.zw);
					    u_xlat8.xyz = (-u_xlat8.xyz) + vec3(0.5, 0.5, 0.5);
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat8.xyz;
					    u_xlat7.xyz = u_xlat7.xyz * vec3(0.024390243, 0.024390243, 0.024390243);
					    u_xlat7.xyz = fract(u_xlat7.xyz);
					    u_xlat9.xyz = u_xlat7.xyz * vec3(2.0, 2.0, 2.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat10.xyz = abs(u_xlat9.xyz) + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = u_xlat7.xyz * vec3(2.0, 2.0, 2.0) + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = floor(u_xlat7.xyz);
					    u_xlat7.xyz = (-u_xlat7.xyz) + u_xlat9.xyz;
					    u_xlat9.xyz = u_xlat10.xyz * u_xlat10.xyz;
					    u_xlat9.xyz = u_xlat7.xyz * u_xlat7.xyz + u_xlat9.xyz;
					    u_xlat9.xyz = (-u_xlat9.xyz) * vec3(0.853734732, 0.853734732, 0.853734732) + vec3(1.79284286, 1.79284286, 1.79284286);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xyz;
					    u_xlat43 = u_xlat5.y * u_xlat10.x;
					    u_xlat5.x = u_xlat7.x * u_xlat5.x + u_xlat43;
					    u_xlat32.xy = u_xlat6.yw * u_xlat10.yz;
					    u_xlat5.yz = u_xlat7.yz * u_xlat6.xz + u_xlat32.xy;
					    u_xlat43 = dot(u_xlat8.xyz, u_xlat5.xyz);
					    u_xlat43 = u_xlat43 * 130.0;
					    u_xlat44 = _Noise1 * _Noise2;
					    u_xlat32.xy = vec2(u_xlat44) * vs_TEXCOORD0.xy;
					    u_xlat45 = dot(u_xlat32.xy, vec2(0.366025418, 0.366025418));
					    u_xlat32.xy = vs_TEXCOORD0.xy * vec2(u_xlat44) + vec2(u_xlat45);
					    u_xlat32.xy = floor(u_xlat32.xy);
					    u_xlat5.xy = vs_TEXCOORD0.xy * vec2(u_xlat44) + (-u_xlat32.xy);
					    u_xlat44 = dot(u_xlat32.xy, vec2(0.211324871, 0.211324871));
					    u_xlat5.xy = vec2(u_xlat44) + u_xlat5.xy;
					    u_xlatb44 = u_xlat5.y<u_xlat5.x;
					    u_xlat6 = u_xlat5.xyxy + vec4(0.211324871, 0.211324871, -0.577350259, -0.577350259);
					    u_xlat7 = (bool(u_xlatb44)) ? vec4(0.0, 1.0, -1.0, -0.0) : vec4(1.0, 0.0, -0.0, -1.0);
					    u_xlat6.xy = u_xlat6.xy + u_xlat7.zw;
					    u_xlat33.xy = u_xlat32.xy * vec2(0.00346020772, 0.00346020772);
					    u_xlat33.xy = floor(u_xlat33.xy);
					    u_xlat32.xy = (-u_xlat33.xy) * vec2(289.0, 289.0) + u_xlat32.xy;
					    u_xlat8.x = float(0.0);
					    u_xlat8.z = float(1.0);
					    u_xlat8.y = u_xlat7.x;
					    u_xlat8.xyz = u_xlat32.yyy + u_xlat8.xyz;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xyz;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat9.xyz = floor(u_xlat9.xyz);
					    u_xlat8.xyz = (-u_xlat9.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat32.xxx + u_xlat8.xyz;
					    u_xlat7.x = float(0.0);
					    u_xlat7.z = float(1.0);
					    u_xlat7.xyz = u_xlat7.xyz + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat8.xyz = floor(u_xlat8.xyz);
					    u_xlat7.xyz = (-u_xlat8.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat7.xyz;
					    u_xlat8.x = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat8.y = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat8.z = dot(u_xlat6.zw, u_xlat6.zw);
					    u_xlat8.xyz = (-u_xlat8.xyz) + vec3(0.5, 0.5, 0.5);
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat8.xyz;
					    u_xlat7.xyz = u_xlat7.xyz * vec3(0.024390243, 0.024390243, 0.024390243);
					    u_xlat7.xyz = fract(u_xlat7.xyz);
					    u_xlat9.xyz = u_xlat7.xyz * vec3(2.0, 2.0, 2.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat10.xyz = abs(u_xlat9.xyz) + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = u_xlat7.xyz * vec3(2.0, 2.0, 2.0) + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = floor(u_xlat7.xyz);
					    u_xlat7.xyz = (-u_xlat7.xyz) + u_xlat9.xyz;
					    u_xlat9.xyz = u_xlat10.xyz * u_xlat10.xyz;
					    u_xlat9.xyz = u_xlat7.xyz * u_xlat7.xyz + u_xlat9.xyz;
					    u_xlat9.xyz = (-u_xlat9.xyz) * vec3(0.853734732, 0.853734732, 0.853734732) + vec3(1.79284286, 1.79284286, 1.79284286);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xyz;
					    u_xlat44 = u_xlat5.y * u_xlat10.x;
					    u_xlat5.x = u_xlat7.x * u_xlat5.x + u_xlat44;
					    u_xlat32.xy = u_xlat6.yw * u_xlat10.yz;
					    u_xlat5.yz = u_xlat7.yz * u_xlat6.xz + u_xlat32.xy;
					    u_xlat44 = dot(u_xlat8.xyz, u_xlat5.xyz);
					    u_xlat43 = u_xlat43 * u_xlat44;
					    u_xlat32.xy = vs_TEXCOORD0.xy * _Noise_Texture_ST.xy + _Noise_Texture_ST.zw;
					    u_xlat44 = _Bias * 3.0;
					    u_xlat43 = u_xlat43 * 130.0;
					    u_xlat5 = texture(_Noise_Texture, u_xlat32.xy);
					    u_xlat5.xyz = (-vec3(u_xlat43)) * u_xlat5.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat5.xyz = u_xlat5.xyz + vec3(_Bias);
					    u_xlat5.xyz = u_xlat5.xyz * vec3(vec3(_Scale, _Scale, _Scale));
					    u_xlat5.xyz = log2(u_xlat5.xyz);
					    u_xlat5.xyz = vec3(u_xlat44) * u_xlat5.xyz;
					    u_xlat5.xyz = exp2(u_xlat5.xyz);
					    u_xlat19.xyz = min(u_xlat5.xyz, vec3(1.0, 0.0, 0.0));
					    u_xlat32.xy = vs_TEXCOORD0.xy * _MainTexture_ST.xy + _MainTexture_ST.zw;
					    u_xlat6 = texture(_MainTexture, u_xlat32.xy);
					    u_xlat7.xyz = u_xlat6.xxx * _MainColorTintFadeA.xyz;
					    u_xlat4 = texture(_DriedBlood_Curvature, u_xlat4.xy);
					    u_xlat8.xyz = u_xlat19.xyz * vec3(vec3(_DriedBloodEffectLevel, _DriedBloodEffectLevel, _DriedBloodEffectLevel));
					    u_xlatb21.xyz = lessThan(vec4(0.5, 0.5, 0.5, 0.5), u_xlat7.xyzz).xyz;
					    u_xlat6.xyz = _MainColorTintFadeA.xyz * u_xlat6.xxx + vec3(-0.5, -0.5, -0.5);
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat9.xyz = (-u_xlat19.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat6.xyz = (-u_xlat6.xyz) * u_xlat9.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat43 = u_xlat19.x * u_xlat7.x;
					    u_xlat9.x = u_xlat43 * 2.0;
					    u_xlat9.y = float(0.0);
					    u_xlat9.z = float(0.0);
					    u_xlat19.x = (u_xlatb21.x) ? u_xlat6.x : u_xlat9.x;
					    u_xlat19.y = (u_xlatb21.y) ? u_xlat6.y : u_xlat9.y;
					    u_xlat19.z = (u_xlatb21.z) ? u_xlat6.z : u_xlat9.z;
					    u_xlat19.xyz = clamp(u_xlat19.xyz, 0.0, 1.0);
					    u_xlatb6.xyz = lessThan(vec4(0.5, 0.5, 0.5, 0.0), u_xlat4.xyzx).xyz;
					    u_xlat7.xyz = u_xlat4.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = (-u_xlat7.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat9.xyz = (-_DriedBloodColorGloss.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = (-u_xlat7.xyz) * u_xlat9.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = u_xlat4.xyz * _DriedBloodColorGloss.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + u_xlat4.xyz;
					    {
					        vec4 hlslcc_movcTemp = u_xlat4;
					        hlslcc_movcTemp.x = (u_xlatb6.x) ? u_xlat7.x : u_xlat4.x;
					        hlslcc_movcTemp.y = (u_xlatb6.y) ? u_xlat7.y : u_xlat4.y;
					        hlslcc_movcTemp.z = (u_xlatb6.z) ? u_xlat7.z : u_xlat4.z;
					        u_xlat4 = hlslcc_movcTemp;
					    }
					    u_xlat4.xyz = (-u_xlat19.xyz) + u_xlat4.xyz;
					    u_xlat4.xyz = u_xlat8.xyz * u_xlat4.xyz + u_xlat19.xyz;
					    u_xlat43 = (-_Metallic) + _DriedBlood_Metallic;
					    u_xlat43 = u_xlat8.x * u_xlat43 + _Metallic;
					    u_xlat44 = _DriedBloodColorGloss.w + (-_Gloss);
					    u_xlat44 = u_xlat8.x * u_xlat44 + _Gloss;
					    u_xlat45 = u_xlat5.x * u_xlat6.w;
					    u_xlat45 = u_xlat45 * u_xlat45;
					    u_xlat46 = u_xlat45 * u_xlat45;
					    u_xlat45 = u_xlat45 * u_xlat46;
					    u_xlat45 = min(u_xlat45, 1.0);
					    SV_Target0.w = u_xlat45 * _MainColorTintFadeA.w;
					    u_xlatb45 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb45){
					        u_xlatb45 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb45)) ? u_xlat5.xyz : u_xlat0.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat45 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat46 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat45, u_xlat46);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5.x = float(1.0);
					        u_xlat5.y = float(1.0);
					        u_xlat5.z = float(1.0);
					        u_xlat5.w = float(1.0);
					    }
					    u_xlat45 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat45 = clamp(u_xlat45, 0.0, 1.0);
					    u_xlat5.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat5.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat5.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat5.xyz;
					    u_xlat46 = (-u_xlat44) + 1.0;
					    u_xlat5.x = dot((-u_xlat2.xyz), u_xlat3.xyz);
					    u_xlat5.x = u_xlat5.x + u_xlat5.x;
					    u_xlat5.xyz = u_xlat3.xyz * (-u_xlat5.xxx) + (-u_xlat2.xyz);
					    u_xlat6.xyz = vec3(u_xlat45) * _LightColor0.xyz;
					    u_xlat7 = texture(unity_DynamicLightmap, vs_TEXCOORD7.zw);
					    u_xlat45 = u_xlat7.w * unity_DynamicLightmap_HDR.x;
					    u_xlat7.xyz = u_xlat7.xyz * vec3(u_xlat45);
					    u_xlat7.xyz = log2(u_xlat7.xyz);
					    u_xlat7.xyz = u_xlat7.xyz * unity_DynamicLightmap_HDR.yyy;
					    u_xlat7.xyz = exp2(u_xlat7.xyz);
					    u_xlat8 = texture(unity_DynamicDirectionality, vs_TEXCOORD7.zw);
					    u_xlat8.xyz = u_xlat8.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat45 = dot(u_xlat3.xyz, u_xlat8.xyz);
					    u_xlat45 = u_xlat45 + 0.5;
					    u_xlat7.xyz = vec3(u_xlat45) * u_xlat7.xyz;
					    u_xlat45 = max(u_xlat8.w, 9.99999975e-05);
					    u_xlat7.xyz = u_xlat7.xyz / vec3(u_xlat45);
					    u_xlatb45 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb45){
					        u_xlat45 = dot(u_xlat5.xyz, u_xlat5.xyz);
					        u_xlat45 = inversesqrt(u_xlat45);
					        u_xlat8.xyz = vec3(u_xlat45) * u_xlat5.xyz;
					        u_xlat9.xyz = (-u_xlat0.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat9.xyz = u_xlat9.xyz / u_xlat8.xyz;
					        u_xlat10.xyz = (-u_xlat0.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat10.xyz = u_xlat10.xyz / u_xlat8.xyz;
					        u_xlatb11.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat8.xyzx).xyz;
					        {
					            vec3 hlslcc_movcTemp = u_xlat9;
					            hlslcc_movcTemp.x = (u_xlatb11.x) ? u_xlat9.x : u_xlat10.x;
					            hlslcc_movcTemp.y = (u_xlatb11.y) ? u_xlat9.y : u_xlat10.y;
					            hlslcc_movcTemp.z = (u_xlatb11.z) ? u_xlat9.z : u_xlat10.z;
					            u_xlat9 = hlslcc_movcTemp;
					        }
					        u_xlat45 = min(u_xlat9.y, u_xlat9.x);
					        u_xlat45 = min(u_xlat9.z, u_xlat45);
					        u_xlat9.xyz = u_xlat0.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat45) + u_xlat9.xyz;
					    } else {
					        u_xlat8.xyz = u_xlat5.xyz;
					    }
					    u_xlat45 = (-u_xlat46) * 0.699999988 + 1.70000005;
					    u_xlat45 = u_xlat45 * u_xlat46;
					    u_xlat45 = u_xlat45 * 6.0;
					    u_xlat8 = textureLod(unity_SpecCube0, u_xlat8.xyz, u_xlat45);
					    u_xlat47 = u_xlat8.w + -1.0;
					    u_xlat47 = unity_SpecCube0_HDR.w * u_xlat47 + 1.0;
					    u_xlat47 = log2(u_xlat47);
					    u_xlat47 = u_xlat47 * unity_SpecCube0_HDR.y;
					    u_xlat47 = exp2(u_xlat47);
					    u_xlat47 = u_xlat47 * unity_SpecCube0_HDR.x;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(u_xlat47);
					    u_xlatb48 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb48){
					        u_xlatb48 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb48){
					            u_xlat48 = dot(u_xlat5.xyz, u_xlat5.xyz);
					            u_xlat48 = inversesqrt(u_xlat48);
					            u_xlat10.xyz = u_xlat5.xyz * vec3(u_xlat48);
					            u_xlat11.xyz = (-u_xlat0.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat11.xyz = u_xlat11.xyz / u_xlat10.xyz;
					            u_xlat12.xyz = (-u_xlat0.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat12.xyz = u_xlat12.xyz / u_xlat10.xyz;
					            u_xlatb13.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat10.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat11;
					                hlslcc_movcTemp.x = (u_xlatb13.x) ? u_xlat11.x : u_xlat12.x;
					                hlslcc_movcTemp.y = (u_xlatb13.y) ? u_xlat11.y : u_xlat12.y;
					                hlslcc_movcTemp.z = (u_xlatb13.z) ? u_xlat11.z : u_xlat12.z;
					                u_xlat11 = hlslcc_movcTemp;
					            }
					            u_xlat48 = min(u_xlat11.y, u_xlat11.x);
					            u_xlat48 = min(u_xlat11.z, u_xlat48);
					            u_xlat0.xyz = u_xlat0.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat5.xyz = u_xlat10.xyz * vec3(u_xlat48) + u_xlat0.xyz;
					        }
					        u_xlat10 = textureLod(unity_SpecCube1, u_xlat5.xyz, u_xlat45);
					        u_xlat0.x = u_xlat10.w + -1.0;
					        u_xlat0.x = unity_SpecCube1_HDR.w * u_xlat0.x + 1.0;
					        u_xlat0.x = log2(u_xlat0.x);
					        u_xlat0.x = u_xlat0.x * unity_SpecCube1_HDR.y;
					        u_xlat0.x = exp2(u_xlat0.x);
					        u_xlat0.x = u_xlat0.x * unity_SpecCube1_HDR.x;
					        u_xlat0.xyz = u_xlat10.xyz * u_xlat0.xxx;
					        u_xlat5.xyz = vec3(u_xlat47) * u_xlat8.xyz + (-u_xlat0.xyz);
					        u_xlat9.xyz = unity_SpecCube0_BoxMin.www * u_xlat5.xyz + u_xlat0.xyz;
					    }
					    u_xlat0.xyz = u_xlat4.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat0.xyz = vec3(u_xlat43) * u_xlat0.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat43 = (-u_xlat43) * 0.959999979 + 0.959999979;
					    u_xlat4.xyz = vec3(u_xlat43) * u_xlat4.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat42) + _WorldSpaceLightPos0.xyz;
					    u_xlat42 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat42 = max(u_xlat42, 0.00100000005);
					    u_xlat42 = inversesqrt(u_xlat42);
					    u_xlat1.xyz = vec3(u_xlat42) * u_xlat1.xyz;
					    u_xlat42 = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat3.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlat16 = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat16 = clamp(u_xlat16, 0.0, 1.0);
					    u_xlat1.x = dot(_WorldSpaceLightPos0.xyz, u_xlat1.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat15 = u_xlat1.x + u_xlat1.x;
					    u_xlat15 = u_xlat1.x * u_xlat15;
					    u_xlat15 = u_xlat15 * u_xlat46 + -0.5;
					    u_xlat29 = (-u_xlat2.x) + 1.0;
					    u_xlat30 = u_xlat29 * u_xlat29;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat29 = u_xlat29 * u_xlat30;
					    u_xlat29 = u_xlat15 * u_xlat29 + 1.0;
					    u_xlat30 = -abs(u_xlat42) + 1.0;
					    u_xlat3.x = u_xlat30 * u_xlat30;
					    u_xlat3.x = u_xlat3.x * u_xlat3.x;
					    u_xlat30 = u_xlat30 * u_xlat3.x;
					    u_xlat15 = u_xlat15 * u_xlat30 + 1.0;
					    u_xlat15 = u_xlat15 * u_xlat29;
					    u_xlat15 = u_xlat2.x * u_xlat15;
					    u_xlat29 = u_xlat46 * u_xlat46;
					    u_xlat29 = max(u_xlat29, 0.00200000009);
					    u_xlat3.x = (-u_xlat29) + 1.0;
					    u_xlat17 = abs(u_xlat42) * u_xlat3.x + u_xlat29;
					    u_xlat3.x = u_xlat2.x * u_xlat3.x + u_xlat29;
					    u_xlat42 = abs(u_xlat42) * u_xlat3.x;
					    u_xlat42 = u_xlat2.x * u_xlat17 + u_xlat42;
					    u_xlat42 = u_xlat42 + 9.99999975e-06;
					    u_xlat42 = 0.5 / u_xlat42;
					    u_xlat3.x = u_xlat29 * u_xlat29;
					    u_xlat17 = u_xlat16 * u_xlat3.x + (-u_xlat16);
					    u_xlat16 = u_xlat17 * u_xlat16 + 1.0;
					    u_xlat3.x = u_xlat3.x * 0.318309873;
					    u_xlat16 = u_xlat16 * u_xlat16 + 1.00000001e-07;
					    u_xlat16 = u_xlat3.x / u_xlat16;
					    u_xlat42 = u_xlat42 * u_xlat16;
					    u_xlat42 = u_xlat42 * 3.14159274;
					    u_xlat42 = u_xlat2.x * u_xlat42;
					    u_xlat42 = max(u_xlat42, 0.0);
					    u_xlat29 = u_xlat29 * u_xlat29 + 1.0;
					    u_xlat29 = float(1.0) / u_xlat29;
					    u_xlat2.x = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlatb2 = u_xlat2.x!=0.0;
					    u_xlat2.x = u_xlatb2 ? 1.0 : float(0.0);
					    u_xlat42 = u_xlat42 * u_xlat2.x;
					    u_xlat43 = (-u_xlat43) + u_xlat44;
					    u_xlat43 = u_xlat43 + 1.0;
					    u_xlat43 = clamp(u_xlat43, 0.0, 1.0);
					    u_xlat2.xyw = u_xlat6.xyz * vec3(u_xlat15) + u_xlat7.xyz;
					    u_xlat3.xyz = u_xlat6.xyz * vec3(u_xlat42);
					    u_xlat42 = (-u_xlat1.x) + 1.0;
					    u_xlat1.x = u_xlat42 * u_xlat42;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat42 = u_xlat42 * u_xlat1.x;
					    u_xlat5.xyz = (-u_xlat0.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat5.xyz = u_xlat5.xyz * vec3(u_xlat42) + u_xlat0.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * u_xlat5.xyz;
					    u_xlat2.xyw = u_xlat4.xyz * u_xlat2.xyw + u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat9.xyz * vec3(u_xlat29);
					    u_xlat3.xyz = (-u_xlat0.xyz) + vec3(u_xlat43);
					    u_xlat0.xyz = vec3(u_xlat30) * u_xlat3.xyz + u_xlat0.xyz;
					    SV_Target0.xyz = u_xlat1.xyz * u_xlat0.xyz + u_xlat2.xyw;
					    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;
						vec4 unity_DynamicLightmap_HDR;
						vec4 _LightColor0;
						vec4 unused_0_3;
						vec4 _MainNormalMap_ST;
						float _DriedBloodEffect_Tiling;
						float _DriedBloodEffectLevel;
						float _OverallNormalPower;
						float _Noise1;
						float _Noise2;
						vec4 _Noise_Texture_ST;
						float _Bias;
						float _Scale;
						vec4 _MainColorTintFadeA;
						vec4 _MainTexture_ST;
						vec4 _DriedBloodColorGloss;
						float _Metallic;
						float _DriedBlood_Metallic;
						float _Gloss;
						vec4 unused_0_19;
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_1_3;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainNormalMap;
					uniform  sampler2D _DriedBlood_Normal;
					uniform  sampler2D _Noise_Texture;
					uniform  sampler2D _MainTexture;
					uniform  sampler2D _DriedBlood_Curvature;
					uniform  sampler2D unity_DynamicLightmap;
					uniform  sampler2D unity_DynamicDirectionality;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					bool u_xlatb2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					bvec3 u_xlatb6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec3 u_xlat9;
					vec4 u_xlat10;
					vec3 u_xlat11;
					bvec3 u_xlatb11;
					vec3 u_xlat12;
					bvec3 u_xlatb13;
					float u_xlat15;
					float u_xlat16;
					float u_xlat17;
					vec3 u_xlat19;
					bvec3 u_xlatb21;
					float u_xlat29;
					float u_xlat30;
					vec2 u_xlat32;
					vec2 u_xlat33;
					float u_xlat42;
					int u_xlati42;
					float u_xlat43;
					bool u_xlatb43;
					float u_xlat44;
					bool u_xlatb44;
					float u_xlat45;
					bool u_xlatb45;
					float u_xlat46;
					float u_xlat47;
					float u_xlat48;
					bool u_xlatb48;
					void main()
					{
					    u_xlat0.x = vs_TEXCOORD1.w;
					    u_xlat0.y = vs_TEXCOORD2.w;
					    u_xlat0.z = vs_TEXCOORD3.w;
					    u_xlati42 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat0.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati42].xyz;
					    u_xlat42 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat42 = inversesqrt(u_xlat42);
					    u_xlat2.xyz = vec3(u_xlat42) * u_xlat1.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainNormalMap_ST.xy + _MainNormalMap_ST.zw;
					    u_xlat4 = vs_TEXCOORD0.xyxy * vec4(_DriedBloodEffect_Tiling, _DriedBloodEffect_Tiling, _Noise1, _Noise1);
					    u_xlat3 = texture(_MainNormalMap, u_xlat3.xy);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat43 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat43 = min(u_xlat43, 1.0);
					    u_xlat43 = (-u_xlat43) + 1.0;
					    u_xlat3.z = sqrt(u_xlat43);
					    u_xlat5 = texture(_DriedBlood_Normal, u_xlat4.xy);
					    u_xlat5.x = u_xlat5.w * u_xlat5.x;
					    u_xlat5.xy = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat43 = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat43 = min(u_xlat43, 1.0);
					    u_xlat43 = (-u_xlat43) + 1.0;
					    u_xlat5.z = sqrt(u_xlat43);
					    u_xlat5.xyz = (-u_xlat3.xyz) + u_xlat5.xyz;
					    u_xlat3.xyz = vec3(vec3(_DriedBloodEffectLevel, _DriedBloodEffectLevel, _DriedBloodEffectLevel)) * u_xlat5.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz + vec3(-0.0, -0.0, -1.0);
					    u_xlat3.xyz = vec3(vec3(_OverallNormalPower, _OverallNormalPower, _OverallNormalPower)) * u_xlat3.xyz + vec3(0.0, 0.0, 1.0);
					    u_xlat43 = dot(u_xlat4.zw, vec2(0.366025418, 0.366025418));
					    u_xlat32.xy = vs_TEXCOORD0.xy * vec2(vec2(_Noise1, _Noise1)) + vec2(u_xlat43);
					    u_xlat32.xy = floor(u_xlat32.xy);
					    u_xlat5.xy = vs_TEXCOORD0.xy * vec2(vec2(_Noise1, _Noise1)) + (-u_xlat32.xy);
					    u_xlat43 = dot(u_xlat32.xy, vec2(0.211324871, 0.211324871));
					    u_xlat5.xy = vec2(u_xlat43) + u_xlat5.xy;
					    u_xlatb43 = u_xlat5.y<u_xlat5.x;
					    u_xlat6 = u_xlat5.xyxy + vec4(0.211324871, 0.211324871, -0.577350259, -0.577350259);
					    u_xlat7 = (bool(u_xlatb43)) ? vec4(0.0, 1.0, -1.0, -0.0) : vec4(1.0, 0.0, -0.0, -1.0);
					    u_xlat6.xy = u_xlat6.xy + u_xlat7.zw;
					    u_xlat33.xy = u_xlat32.xy * vec2(0.00346020772, 0.00346020772);
					    u_xlat33.xy = floor(u_xlat33.xy);
					    u_xlat32.xy = (-u_xlat33.xy) * vec2(289.0, 289.0) + u_xlat32.xy;
					    u_xlat8.x = float(0.0);
					    u_xlat8.z = float(1.0);
					    u_xlat8.y = u_xlat7.x;
					    u_xlat8.xyz = u_xlat32.yyy + u_xlat8.xyz;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xyz;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat9.xyz = floor(u_xlat9.xyz);
					    u_xlat8.xyz = (-u_xlat9.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat32.xxx + u_xlat8.xyz;
					    u_xlat7.x = float(0.0);
					    u_xlat7.z = float(1.0);
					    u_xlat7.xyz = u_xlat7.xyz + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat8.xyz = floor(u_xlat8.xyz);
					    u_xlat7.xyz = (-u_xlat8.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat7.xyz;
					    u_xlat8.x = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat8.y = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat8.z = dot(u_xlat6.zw, u_xlat6.zw);
					    u_xlat8.xyz = (-u_xlat8.xyz) + vec3(0.5, 0.5, 0.5);
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat8.xyz;
					    u_xlat7.xyz = u_xlat7.xyz * vec3(0.024390243, 0.024390243, 0.024390243);
					    u_xlat7.xyz = fract(u_xlat7.xyz);
					    u_xlat9.xyz = u_xlat7.xyz * vec3(2.0, 2.0, 2.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat10.xyz = abs(u_xlat9.xyz) + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = u_xlat7.xyz * vec3(2.0, 2.0, 2.0) + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = floor(u_xlat7.xyz);
					    u_xlat7.xyz = (-u_xlat7.xyz) + u_xlat9.xyz;
					    u_xlat9.xyz = u_xlat10.xyz * u_xlat10.xyz;
					    u_xlat9.xyz = u_xlat7.xyz * u_xlat7.xyz + u_xlat9.xyz;
					    u_xlat9.xyz = (-u_xlat9.xyz) * vec3(0.853734732, 0.853734732, 0.853734732) + vec3(1.79284286, 1.79284286, 1.79284286);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xyz;
					    u_xlat43 = u_xlat5.y * u_xlat10.x;
					    u_xlat5.x = u_xlat7.x * u_xlat5.x + u_xlat43;
					    u_xlat32.xy = u_xlat6.yw * u_xlat10.yz;
					    u_xlat5.yz = u_xlat7.yz * u_xlat6.xz + u_xlat32.xy;
					    u_xlat43 = dot(u_xlat8.xyz, u_xlat5.xyz);
					    u_xlat43 = u_xlat43 * 130.0;
					    u_xlat44 = _Noise1 * _Noise2;
					    u_xlat32.xy = vec2(u_xlat44) * vs_TEXCOORD0.xy;
					    u_xlat45 = dot(u_xlat32.xy, vec2(0.366025418, 0.366025418));
					    u_xlat32.xy = vs_TEXCOORD0.xy * vec2(u_xlat44) + vec2(u_xlat45);
					    u_xlat32.xy = floor(u_xlat32.xy);
					    u_xlat5.xy = vs_TEXCOORD0.xy * vec2(u_xlat44) + (-u_xlat32.xy);
					    u_xlat44 = dot(u_xlat32.xy, vec2(0.211324871, 0.211324871));
					    u_xlat5.xy = vec2(u_xlat44) + u_xlat5.xy;
					    u_xlatb44 = u_xlat5.y<u_xlat5.x;
					    u_xlat6 = u_xlat5.xyxy + vec4(0.211324871, 0.211324871, -0.577350259, -0.577350259);
					    u_xlat7 = (bool(u_xlatb44)) ? vec4(0.0, 1.0, -1.0, -0.0) : vec4(1.0, 0.0, -0.0, -1.0);
					    u_xlat6.xy = u_xlat6.xy + u_xlat7.zw;
					    u_xlat33.xy = u_xlat32.xy * vec2(0.00346020772, 0.00346020772);
					    u_xlat33.xy = floor(u_xlat33.xy);
					    u_xlat32.xy = (-u_xlat33.xy) * vec2(289.0, 289.0) + u_xlat32.xy;
					    u_xlat8.x = float(0.0);
					    u_xlat8.z = float(1.0);
					    u_xlat8.y = u_xlat7.x;
					    u_xlat8.xyz = u_xlat32.yyy + u_xlat8.xyz;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xyz;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat9.xyz = floor(u_xlat9.xyz);
					    u_xlat8.xyz = (-u_xlat9.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat32.xxx + u_xlat8.xyz;
					    u_xlat7.x = float(0.0);
					    u_xlat7.z = float(1.0);
					    u_xlat7.xyz = u_xlat7.xyz + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat8.xyz = floor(u_xlat8.xyz);
					    u_xlat7.xyz = (-u_xlat8.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat7.xyz;
					    u_xlat8.x = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat8.y = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat8.z = dot(u_xlat6.zw, u_xlat6.zw);
					    u_xlat8.xyz = (-u_xlat8.xyz) + vec3(0.5, 0.5, 0.5);
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat8.xyz;
					    u_xlat7.xyz = u_xlat7.xyz * vec3(0.024390243, 0.024390243, 0.024390243);
					    u_xlat7.xyz = fract(u_xlat7.xyz);
					    u_xlat9.xyz = u_xlat7.xyz * vec3(2.0, 2.0, 2.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat10.xyz = abs(u_xlat9.xyz) + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = u_xlat7.xyz * vec3(2.0, 2.0, 2.0) + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = floor(u_xlat7.xyz);
					    u_xlat7.xyz = (-u_xlat7.xyz) + u_xlat9.xyz;
					    u_xlat9.xyz = u_xlat10.xyz * u_xlat10.xyz;
					    u_xlat9.xyz = u_xlat7.xyz * u_xlat7.xyz + u_xlat9.xyz;
					    u_xlat9.xyz = (-u_xlat9.xyz) * vec3(0.853734732, 0.853734732, 0.853734732) + vec3(1.79284286, 1.79284286, 1.79284286);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xyz;
					    u_xlat44 = u_xlat5.y * u_xlat10.x;
					    u_xlat5.x = u_xlat7.x * u_xlat5.x + u_xlat44;
					    u_xlat32.xy = u_xlat6.yw * u_xlat10.yz;
					    u_xlat5.yz = u_xlat7.yz * u_xlat6.xz + u_xlat32.xy;
					    u_xlat44 = dot(u_xlat8.xyz, u_xlat5.xyz);
					    u_xlat43 = u_xlat43 * u_xlat44;
					    u_xlat32.xy = vs_TEXCOORD0.xy * _Noise_Texture_ST.xy + _Noise_Texture_ST.zw;
					    u_xlat44 = _Bias * 3.0;
					    u_xlat43 = u_xlat43 * 130.0;
					    u_xlat5 = texture(_Noise_Texture, u_xlat32.xy);
					    u_xlat5.xyz = (-vec3(u_xlat43)) * u_xlat5.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat5.xyz = u_xlat5.xyz + vec3(_Bias);
					    u_xlat5.xyz = u_xlat5.xyz * vec3(vec3(_Scale, _Scale, _Scale));
					    u_xlat5.xyz = log2(u_xlat5.xyz);
					    u_xlat5.xyz = vec3(u_xlat44) * u_xlat5.xyz;
					    u_xlat5.xyz = exp2(u_xlat5.xyz);
					    u_xlat19.xyz = min(u_xlat5.xyz, vec3(1.0, 0.0, 0.0));
					    u_xlat32.xy = vs_TEXCOORD0.xy * _MainTexture_ST.xy + _MainTexture_ST.zw;
					    u_xlat6 = texture(_MainTexture, u_xlat32.xy);
					    u_xlat7.xyz = u_xlat6.xxx * _MainColorTintFadeA.xyz;
					    u_xlat4 = texture(_DriedBlood_Curvature, u_xlat4.xy);
					    u_xlat8.xyz = u_xlat19.xyz * vec3(vec3(_DriedBloodEffectLevel, _DriedBloodEffectLevel, _DriedBloodEffectLevel));
					    u_xlatb21.xyz = lessThan(vec4(0.5, 0.5, 0.5, 0.5), u_xlat7.xyzz).xyz;
					    u_xlat6.xyz = _MainColorTintFadeA.xyz * u_xlat6.xxx + vec3(-0.5, -0.5, -0.5);
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat9.xyz = (-u_xlat19.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat6.xyz = (-u_xlat6.xyz) * u_xlat9.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat43 = u_xlat19.x * u_xlat7.x;
					    u_xlat9.x = u_xlat43 * 2.0;
					    u_xlat9.y = float(0.0);
					    u_xlat9.z = float(0.0);
					    u_xlat19.x = (u_xlatb21.x) ? u_xlat6.x : u_xlat9.x;
					    u_xlat19.y = (u_xlatb21.y) ? u_xlat6.y : u_xlat9.y;
					    u_xlat19.z = (u_xlatb21.z) ? u_xlat6.z : u_xlat9.z;
					    u_xlat19.xyz = clamp(u_xlat19.xyz, 0.0, 1.0);
					    u_xlatb6.xyz = lessThan(vec4(0.5, 0.5, 0.5, 0.0), u_xlat4.xyzx).xyz;
					    u_xlat7.xyz = u_xlat4.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = (-u_xlat7.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat9.xyz = (-_DriedBloodColorGloss.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = (-u_xlat7.xyz) * u_xlat9.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = u_xlat4.xyz * _DriedBloodColorGloss.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + u_xlat4.xyz;
					    {
					        vec4 hlslcc_movcTemp = u_xlat4;
					        hlslcc_movcTemp.x = (u_xlatb6.x) ? u_xlat7.x : u_xlat4.x;
					        hlslcc_movcTemp.y = (u_xlatb6.y) ? u_xlat7.y : u_xlat4.y;
					        hlslcc_movcTemp.z = (u_xlatb6.z) ? u_xlat7.z : u_xlat4.z;
					        u_xlat4 = hlslcc_movcTemp;
					    }
					    u_xlat4.xyz = (-u_xlat19.xyz) + u_xlat4.xyz;
					    u_xlat4.xyz = u_xlat8.xyz * u_xlat4.xyz + u_xlat19.xyz;
					    u_xlat43 = (-_Metallic) + _DriedBlood_Metallic;
					    u_xlat43 = u_xlat8.x * u_xlat43 + _Metallic;
					    u_xlat44 = _DriedBloodColorGloss.w + (-_Gloss);
					    u_xlat44 = u_xlat8.x * u_xlat44 + _Gloss;
					    u_xlat45 = u_xlat5.x * u_xlat6.w;
					    u_xlat45 = u_xlat45 * u_xlat45;
					    u_xlat46 = u_xlat45 * u_xlat45;
					    u_xlat45 = u_xlat45 * u_xlat46;
					    u_xlat45 = min(u_xlat45, 1.0);
					    SV_Target0.w = u_xlat45 * _MainColorTintFadeA.w;
					    u_xlatb45 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb45){
					        u_xlatb45 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb45)) ? u_xlat5.xyz : u_xlat0.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat45 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat46 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat45, u_xlat46);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5.x = float(1.0);
					        u_xlat5.y = float(1.0);
					        u_xlat5.z = float(1.0);
					        u_xlat5.w = float(1.0);
					    }
					    u_xlat45 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat45 = clamp(u_xlat45, 0.0, 1.0);
					    u_xlat5.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat5.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat5.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat5.xyz;
					    u_xlat46 = (-u_xlat44) + 1.0;
					    u_xlat5.x = dot((-u_xlat2.xyz), u_xlat3.xyz);
					    u_xlat5.x = u_xlat5.x + u_xlat5.x;
					    u_xlat5.xyz = u_xlat3.xyz * (-u_xlat5.xxx) + (-u_xlat2.xyz);
					    u_xlat6.xyz = vec3(u_xlat45) * _LightColor0.xyz;
					    u_xlat7 = texture(unity_DynamicLightmap, vs_TEXCOORD7.zw);
					    u_xlat45 = u_xlat7.w * unity_DynamicLightmap_HDR.x;
					    u_xlat7.xyz = u_xlat7.xyz * vec3(u_xlat45);
					    u_xlat7.xyz = log2(u_xlat7.xyz);
					    u_xlat7.xyz = u_xlat7.xyz * unity_DynamicLightmap_HDR.yyy;
					    u_xlat7.xyz = exp2(u_xlat7.xyz);
					    u_xlat8 = texture(unity_DynamicDirectionality, vs_TEXCOORD7.zw);
					    u_xlat8.xyz = u_xlat8.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat45 = dot(u_xlat3.xyz, u_xlat8.xyz);
					    u_xlat45 = u_xlat45 + 0.5;
					    u_xlat7.xyz = vec3(u_xlat45) * u_xlat7.xyz;
					    u_xlat45 = max(u_xlat8.w, 9.99999975e-05);
					    u_xlat7.xyz = u_xlat7.xyz / vec3(u_xlat45);
					    u_xlatb45 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb45){
					        u_xlat45 = dot(u_xlat5.xyz, u_xlat5.xyz);
					        u_xlat45 = inversesqrt(u_xlat45);
					        u_xlat8.xyz = vec3(u_xlat45) * u_xlat5.xyz;
					        u_xlat9.xyz = (-u_xlat0.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat9.xyz = u_xlat9.xyz / u_xlat8.xyz;
					        u_xlat10.xyz = (-u_xlat0.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat10.xyz = u_xlat10.xyz / u_xlat8.xyz;
					        u_xlatb11.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat8.xyzx).xyz;
					        {
					            vec3 hlslcc_movcTemp = u_xlat9;
					            hlslcc_movcTemp.x = (u_xlatb11.x) ? u_xlat9.x : u_xlat10.x;
					            hlslcc_movcTemp.y = (u_xlatb11.y) ? u_xlat9.y : u_xlat10.y;
					            hlslcc_movcTemp.z = (u_xlatb11.z) ? u_xlat9.z : u_xlat10.z;
					            u_xlat9 = hlslcc_movcTemp;
					        }
					        u_xlat45 = min(u_xlat9.y, u_xlat9.x);
					        u_xlat45 = min(u_xlat9.z, u_xlat45);
					        u_xlat9.xyz = u_xlat0.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat45) + u_xlat9.xyz;
					    } else {
					        u_xlat8.xyz = u_xlat5.xyz;
					    }
					    u_xlat45 = (-u_xlat46) * 0.699999988 + 1.70000005;
					    u_xlat45 = u_xlat45 * u_xlat46;
					    u_xlat45 = u_xlat45 * 6.0;
					    u_xlat8 = textureLod(unity_SpecCube0, u_xlat8.xyz, u_xlat45);
					    u_xlat47 = u_xlat8.w + -1.0;
					    u_xlat47 = unity_SpecCube0_HDR.w * u_xlat47 + 1.0;
					    u_xlat47 = log2(u_xlat47);
					    u_xlat47 = u_xlat47 * unity_SpecCube0_HDR.y;
					    u_xlat47 = exp2(u_xlat47);
					    u_xlat47 = u_xlat47 * unity_SpecCube0_HDR.x;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(u_xlat47);
					    u_xlatb48 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb48){
					        u_xlatb48 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb48){
					            u_xlat48 = dot(u_xlat5.xyz, u_xlat5.xyz);
					            u_xlat48 = inversesqrt(u_xlat48);
					            u_xlat10.xyz = u_xlat5.xyz * vec3(u_xlat48);
					            u_xlat11.xyz = (-u_xlat0.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat11.xyz = u_xlat11.xyz / u_xlat10.xyz;
					            u_xlat12.xyz = (-u_xlat0.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat12.xyz = u_xlat12.xyz / u_xlat10.xyz;
					            u_xlatb13.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat10.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat11;
					                hlslcc_movcTemp.x = (u_xlatb13.x) ? u_xlat11.x : u_xlat12.x;
					                hlslcc_movcTemp.y = (u_xlatb13.y) ? u_xlat11.y : u_xlat12.y;
					                hlslcc_movcTemp.z = (u_xlatb13.z) ? u_xlat11.z : u_xlat12.z;
					                u_xlat11 = hlslcc_movcTemp;
					            }
					            u_xlat48 = min(u_xlat11.y, u_xlat11.x);
					            u_xlat48 = min(u_xlat11.z, u_xlat48);
					            u_xlat0.xyz = u_xlat0.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat5.xyz = u_xlat10.xyz * vec3(u_xlat48) + u_xlat0.xyz;
					        }
					        u_xlat10 = textureLod(unity_SpecCube1, u_xlat5.xyz, u_xlat45);
					        u_xlat0.x = u_xlat10.w + -1.0;
					        u_xlat0.x = unity_SpecCube1_HDR.w * u_xlat0.x + 1.0;
					        u_xlat0.x = log2(u_xlat0.x);
					        u_xlat0.x = u_xlat0.x * unity_SpecCube1_HDR.y;
					        u_xlat0.x = exp2(u_xlat0.x);
					        u_xlat0.x = u_xlat0.x * unity_SpecCube1_HDR.x;
					        u_xlat0.xyz = u_xlat10.xyz * u_xlat0.xxx;
					        u_xlat5.xyz = vec3(u_xlat47) * u_xlat8.xyz + (-u_xlat0.xyz);
					        u_xlat9.xyz = unity_SpecCube0_BoxMin.www * u_xlat5.xyz + u_xlat0.xyz;
					    }
					    u_xlat0.xyz = u_xlat4.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat0.xyz = vec3(u_xlat43) * u_xlat0.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat43 = (-u_xlat43) * 0.959999979 + 0.959999979;
					    u_xlat4.xyz = vec3(u_xlat43) * u_xlat4.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat42) + _WorldSpaceLightPos0.xyz;
					    u_xlat42 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat42 = max(u_xlat42, 0.00100000005);
					    u_xlat42 = inversesqrt(u_xlat42);
					    u_xlat1.xyz = vec3(u_xlat42) * u_xlat1.xyz;
					    u_xlat42 = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat3.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlat16 = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat16 = clamp(u_xlat16, 0.0, 1.0);
					    u_xlat1.x = dot(_WorldSpaceLightPos0.xyz, u_xlat1.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat15 = u_xlat1.x + u_xlat1.x;
					    u_xlat15 = u_xlat1.x * u_xlat15;
					    u_xlat15 = u_xlat15 * u_xlat46 + -0.5;
					    u_xlat29 = (-u_xlat2.x) + 1.0;
					    u_xlat30 = u_xlat29 * u_xlat29;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat29 = u_xlat29 * u_xlat30;
					    u_xlat29 = u_xlat15 * u_xlat29 + 1.0;
					    u_xlat30 = -abs(u_xlat42) + 1.0;
					    u_xlat3.x = u_xlat30 * u_xlat30;
					    u_xlat3.x = u_xlat3.x * u_xlat3.x;
					    u_xlat30 = u_xlat30 * u_xlat3.x;
					    u_xlat15 = u_xlat15 * u_xlat30 + 1.0;
					    u_xlat15 = u_xlat15 * u_xlat29;
					    u_xlat15 = u_xlat2.x * u_xlat15;
					    u_xlat29 = u_xlat46 * u_xlat46;
					    u_xlat29 = max(u_xlat29, 0.00200000009);
					    u_xlat3.x = (-u_xlat29) + 1.0;
					    u_xlat17 = abs(u_xlat42) * u_xlat3.x + u_xlat29;
					    u_xlat3.x = u_xlat2.x * u_xlat3.x + u_xlat29;
					    u_xlat42 = abs(u_xlat42) * u_xlat3.x;
					    u_xlat42 = u_xlat2.x * u_xlat17 + u_xlat42;
					    u_xlat42 = u_xlat42 + 9.99999975e-06;
					    u_xlat42 = 0.5 / u_xlat42;
					    u_xlat3.x = u_xlat29 * u_xlat29;
					    u_xlat17 = u_xlat16 * u_xlat3.x + (-u_xlat16);
					    u_xlat16 = u_xlat17 * u_xlat16 + 1.0;
					    u_xlat3.x = u_xlat3.x * 0.318309873;
					    u_xlat16 = u_xlat16 * u_xlat16 + 1.00000001e-07;
					    u_xlat16 = u_xlat3.x / u_xlat16;
					    u_xlat42 = u_xlat42 * u_xlat16;
					    u_xlat42 = u_xlat42 * 3.14159274;
					    u_xlat42 = u_xlat2.x * u_xlat42;
					    u_xlat42 = max(u_xlat42, 0.0);
					    u_xlat29 = u_xlat29 * u_xlat29 + 1.0;
					    u_xlat29 = float(1.0) / u_xlat29;
					    u_xlat2.x = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlatb2 = u_xlat2.x!=0.0;
					    u_xlat2.x = u_xlatb2 ? 1.0 : float(0.0);
					    u_xlat42 = u_xlat42 * u_xlat2.x;
					    u_xlat43 = (-u_xlat43) + u_xlat44;
					    u_xlat43 = u_xlat43 + 1.0;
					    u_xlat43 = clamp(u_xlat43, 0.0, 1.0);
					    u_xlat2.xyw = u_xlat6.xyz * vec3(u_xlat15) + u_xlat7.xyz;
					    u_xlat3.xyz = u_xlat6.xyz * vec3(u_xlat42);
					    u_xlat42 = (-u_xlat1.x) + 1.0;
					    u_xlat1.x = u_xlat42 * u_xlat42;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat42 = u_xlat42 * u_xlat1.x;
					    u_xlat5.xyz = (-u_xlat0.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat5.xyz = u_xlat5.xyz * vec3(u_xlat42) + u_xlat0.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * u_xlat5.xyz;
					    u_xlat2.xyw = u_xlat4.xyz * u_xlat2.xyw + u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat9.xyz * vec3(u_xlat29);
					    u_xlat3.xyz = (-u_xlat0.xyz) + vec3(u_xlat43);
					    u_xlat0.xyz = vec3(u_xlat30) * u_xlat3.xyz + u_xlat0.xyz;
					    SV_Target0.xyz = u_xlat1.xyz * u_xlat0.xyz + u_xlat2.xyw;
					    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 unity_Lightmap_HDR;
						vec4 unused_0_1;
						vec4 _LightColor0;
						vec4 unused_0_3;
						vec4 _MainNormalMap_ST;
						float _DriedBloodEffect_Tiling;
						float _DriedBloodEffectLevel;
						float _OverallNormalPower;
						float _Noise1;
						float _Noise2;
						vec4 _Noise_Texture_ST;
						float _Bias;
						float _Scale;
						vec4 _MainColorTintFadeA;
						vec4 _MainTexture_ST;
						vec4 _DriedBloodColorGloss;
						float _Metallic;
						float _DriedBlood_Metallic;
						float _Gloss;
						vec4 unused_0_19;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					uniform  sampler2D _MainNormalMap;
					uniform  sampler2D _DriedBlood_Normal;
					uniform  sampler2D _Noise_Texture;
					uniform  sampler2D _MainTexture;
					uniform  sampler2D _DriedBlood_Curvature;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					in  vec2 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					bool u_xlatb2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					bvec3 u_xlatb6;
					vec4 u_xlat7;
					vec3 u_xlat8;
					vec4 u_xlat9;
					vec3 u_xlat10;
					bvec3 u_xlatb10;
					vec3 u_xlat11;
					bvec3 u_xlatb12;
					float u_xlat14;
					float u_xlat15;
					float u_xlat16;
					vec3 u_xlat18;
					bvec3 u_xlatb20;
					float u_xlat27;
					float u_xlat28;
					vec2 u_xlat30;
					vec2 u_xlat31;
					float u_xlat39;
					float u_xlat40;
					bool u_xlatb40;
					float u_xlat41;
					bool u_xlatb41;
					float u_xlat42;
					float u_xlat43;
					bool u_xlatb43;
					float u_xlat44;
					float u_xlat45;
					bool u_xlatb45;
					void main()
					{
					    u_xlat0.x = vs_TEXCOORD1.w;
					    u_xlat0.y = vs_TEXCOORD2.w;
					    u_xlat0.z = vs_TEXCOORD3.w;
					    u_xlat1.xyz = (-u_xlat0.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat39 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat39 = inversesqrt(u_xlat39);
					    u_xlat2.xyz = vec3(u_xlat39) * u_xlat1.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainNormalMap_ST.xy + _MainNormalMap_ST.zw;
					    u_xlat4 = vs_TEXCOORD0.xyxy * vec4(_DriedBloodEffect_Tiling, _DriedBloodEffect_Tiling, _Noise1, _Noise1);
					    u_xlat3 = texture(_MainNormalMap, u_xlat3.xy);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat40 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat40 = min(u_xlat40, 1.0);
					    u_xlat40 = (-u_xlat40) + 1.0;
					    u_xlat3.z = sqrt(u_xlat40);
					    u_xlat5 = texture(_DriedBlood_Normal, u_xlat4.xy);
					    u_xlat5.x = u_xlat5.w * u_xlat5.x;
					    u_xlat5.xy = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat40 = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat40 = min(u_xlat40, 1.0);
					    u_xlat40 = (-u_xlat40) + 1.0;
					    u_xlat5.z = sqrt(u_xlat40);
					    u_xlat5.xyz = (-u_xlat3.xyz) + u_xlat5.xyz;
					    u_xlat3.xyz = vec3(vec3(_DriedBloodEffectLevel, _DriedBloodEffectLevel, _DriedBloodEffectLevel)) * u_xlat5.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz + vec3(-0.0, -0.0, -1.0);
					    u_xlat3.xyz = vec3(vec3(_OverallNormalPower, _OverallNormalPower, _OverallNormalPower)) * u_xlat3.xyz + vec3(0.0, 0.0, 1.0);
					    u_xlat40 = dot(u_xlat4.zw, vec2(0.366025418, 0.366025418));
					    u_xlat30.xy = vs_TEXCOORD0.xy * vec2(vec2(_Noise1, _Noise1)) + vec2(u_xlat40);
					    u_xlat30.xy = floor(u_xlat30.xy);
					    u_xlat5.xy = vs_TEXCOORD0.xy * vec2(vec2(_Noise1, _Noise1)) + (-u_xlat30.xy);
					    u_xlat40 = dot(u_xlat30.xy, vec2(0.211324871, 0.211324871));
					    u_xlat5.xy = vec2(u_xlat40) + u_xlat5.xy;
					    u_xlatb40 = u_xlat5.y<u_xlat5.x;
					    u_xlat6 = u_xlat5.xyxy + vec4(0.211324871, 0.211324871, -0.577350259, -0.577350259);
					    u_xlat7 = (bool(u_xlatb40)) ? vec4(0.0, 1.0, -1.0, -0.0) : vec4(1.0, 0.0, -0.0, -1.0);
					    u_xlat6.xy = u_xlat6.xy + u_xlat7.zw;
					    u_xlat31.xy = u_xlat30.xy * vec2(0.00346020772, 0.00346020772);
					    u_xlat31.xy = floor(u_xlat31.xy);
					    u_xlat30.xy = (-u_xlat31.xy) * vec2(289.0, 289.0) + u_xlat30.xy;
					    u_xlat8.x = float(0.0);
					    u_xlat8.z = float(1.0);
					    u_xlat8.y = u_xlat7.x;
					    u_xlat8.xyz = u_xlat30.yyy + u_xlat8.xyz;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xyz;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat9.xyz = floor(u_xlat9.xyz);
					    u_xlat8.xyz = (-u_xlat9.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat30.xxx + u_xlat8.xyz;
					    u_xlat7.x = float(0.0);
					    u_xlat7.z = float(1.0);
					    u_xlat7.xyz = u_xlat7.xyz + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat8.xyz = floor(u_xlat8.xyz);
					    u_xlat7.xyz = (-u_xlat8.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat7.xyz;
					    u_xlat8.x = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat8.y = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat8.z = dot(u_xlat6.zw, u_xlat6.zw);
					    u_xlat8.xyz = (-u_xlat8.xyz) + vec3(0.5, 0.5, 0.5);
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat8.xyz;
					    u_xlat7.xyz = u_xlat7.xyz * vec3(0.024390243, 0.024390243, 0.024390243);
					    u_xlat7.xyz = fract(u_xlat7.xyz);
					    u_xlat9.xyz = u_xlat7.xyz * vec3(2.0, 2.0, 2.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat10.xyz = abs(u_xlat9.xyz) + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = u_xlat7.xyz * vec3(2.0, 2.0, 2.0) + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = floor(u_xlat7.xyz);
					    u_xlat7.xyz = (-u_xlat7.xyz) + u_xlat9.xyz;
					    u_xlat9.xyz = u_xlat10.xyz * u_xlat10.xyz;
					    u_xlat9.xyz = u_xlat7.xyz * u_xlat7.xyz + u_xlat9.xyz;
					    u_xlat9.xyz = (-u_xlat9.xyz) * vec3(0.853734732, 0.853734732, 0.853734732) + vec3(1.79284286, 1.79284286, 1.79284286);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xyz;
					    u_xlat40 = u_xlat5.y * u_xlat10.x;
					    u_xlat5.x = u_xlat7.x * u_xlat5.x + u_xlat40;
					    u_xlat30.xy = u_xlat6.yw * u_xlat10.yz;
					    u_xlat5.yz = u_xlat7.yz * u_xlat6.xz + u_xlat30.xy;
					    u_xlat40 = dot(u_xlat8.xyz, u_xlat5.xyz);
					    u_xlat40 = u_xlat40 * 130.0;
					    u_xlat41 = _Noise1 * _Noise2;
					    u_xlat30.xy = vec2(u_xlat41) * vs_TEXCOORD0.xy;
					    u_xlat42 = dot(u_xlat30.xy, vec2(0.366025418, 0.366025418));
					    u_xlat30.xy = vs_TEXCOORD0.xy * vec2(u_xlat41) + vec2(u_xlat42);
					    u_xlat30.xy = floor(u_xlat30.xy);
					    u_xlat5.xy = vs_TEXCOORD0.xy * vec2(u_xlat41) + (-u_xlat30.xy);
					    u_xlat41 = dot(u_xlat30.xy, vec2(0.211324871, 0.211324871));
					    u_xlat5.xy = vec2(u_xlat41) + u_xlat5.xy;
					    u_xlatb41 = u_xlat5.y<u_xlat5.x;
					    u_xlat6 = u_xlat5.xyxy + vec4(0.211324871, 0.211324871, -0.577350259, -0.577350259);
					    u_xlat7 = (bool(u_xlatb41)) ? vec4(0.0, 1.0, -1.0, -0.0) : vec4(1.0, 0.0, -0.0, -1.0);
					    u_xlat6.xy = u_xlat6.xy + u_xlat7.zw;
					    u_xlat31.xy = u_xlat30.xy * vec2(0.00346020772, 0.00346020772);
					    u_xlat31.xy = floor(u_xlat31.xy);
					    u_xlat30.xy = (-u_xlat31.xy) * vec2(289.0, 289.0) + u_xlat30.xy;
					    u_xlat8.x = float(0.0);
					    u_xlat8.z = float(1.0);
					    u_xlat8.y = u_xlat7.x;
					    u_xlat8.xyz = u_xlat30.yyy + u_xlat8.xyz;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xyz;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat9.xyz = floor(u_xlat9.xyz);
					    u_xlat8.xyz = (-u_xlat9.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat30.xxx + u_xlat8.xyz;
					    u_xlat7.x = float(0.0);
					    u_xlat7.z = float(1.0);
					    u_xlat7.xyz = u_xlat7.xyz + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat8.xyz = floor(u_xlat8.xyz);
					    u_xlat7.xyz = (-u_xlat8.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat7.xyz;
					    u_xlat8.x = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat8.y = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat8.z = dot(u_xlat6.zw, u_xlat6.zw);
					    u_xlat8.xyz = (-u_xlat8.xyz) + vec3(0.5, 0.5, 0.5);
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat8.xyz;
					    u_xlat7.xyz = u_xlat7.xyz * vec3(0.024390243, 0.024390243, 0.024390243);
					    u_xlat7.xyz = fract(u_xlat7.xyz);
					    u_xlat9.xyz = u_xlat7.xyz * vec3(2.0, 2.0, 2.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat10.xyz = abs(u_xlat9.xyz) + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = u_xlat7.xyz * vec3(2.0, 2.0, 2.0) + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = floor(u_xlat7.xyz);
					    u_xlat7.xyz = (-u_xlat7.xyz) + u_xlat9.xyz;
					    u_xlat9.xyz = u_xlat10.xyz * u_xlat10.xyz;
					    u_xlat9.xyz = u_xlat7.xyz * u_xlat7.xyz + u_xlat9.xyz;
					    u_xlat9.xyz = (-u_xlat9.xyz) * vec3(0.853734732, 0.853734732, 0.853734732) + vec3(1.79284286, 1.79284286, 1.79284286);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xyz;
					    u_xlat41 = u_xlat5.y * u_xlat10.x;
					    u_xlat5.x = u_xlat7.x * u_xlat5.x + u_xlat41;
					    u_xlat30.xy = u_xlat6.yw * u_xlat10.yz;
					    u_xlat5.yz = u_xlat7.yz * u_xlat6.xz + u_xlat30.xy;
					    u_xlat41 = dot(u_xlat8.xyz, u_xlat5.xyz);
					    u_xlat40 = u_xlat40 * u_xlat41;
					    u_xlat30.xy = vs_TEXCOORD0.xy * _Noise_Texture_ST.xy + _Noise_Texture_ST.zw;
					    u_xlat41 = _Bias * 3.0;
					    u_xlat40 = u_xlat40 * 130.0;
					    u_xlat5 = texture(_Noise_Texture, u_xlat30.xy);
					    u_xlat5.xyz = (-vec3(u_xlat40)) * u_xlat5.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat5.xyz = u_xlat5.xyz + vec3(_Bias);
					    u_xlat5.xyz = u_xlat5.xyz * vec3(vec3(_Scale, _Scale, _Scale));
					    u_xlat5.xyz = log2(u_xlat5.xyz);
					    u_xlat5.xyz = vec3(u_xlat41) * u_xlat5.xyz;
					    u_xlat5.xyz = exp2(u_xlat5.xyz);
					    u_xlat18.xyz = min(u_xlat5.xyz, vec3(1.0, 0.0, 0.0));
					    u_xlat30.xy = vs_TEXCOORD0.xy * _MainTexture_ST.xy + _MainTexture_ST.zw;
					    u_xlat6 = texture(_MainTexture, u_xlat30.xy);
					    u_xlat7.xyz = u_xlat6.xxx * _MainColorTintFadeA.xyz;
					    u_xlat4 = texture(_DriedBlood_Curvature, u_xlat4.xy);
					    u_xlat8.xyz = u_xlat18.xyz * vec3(vec3(_DriedBloodEffectLevel, _DriedBloodEffectLevel, _DriedBloodEffectLevel));
					    u_xlatb20.xyz = lessThan(vec4(0.5, 0.5, 0.5, 0.5), u_xlat7.xyzz).xyz;
					    u_xlat6.xyz = _MainColorTintFadeA.xyz * u_xlat6.xxx + vec3(-0.5, -0.5, -0.5);
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat9.xyz = (-u_xlat18.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat6.xyz = (-u_xlat6.xyz) * u_xlat9.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat40 = u_xlat18.x * u_xlat7.x;
					    u_xlat9.x = u_xlat40 * 2.0;
					    u_xlat9.y = float(0.0);
					    u_xlat9.z = float(0.0);
					    u_xlat18.x = (u_xlatb20.x) ? u_xlat6.x : u_xlat9.x;
					    u_xlat18.y = (u_xlatb20.y) ? u_xlat6.y : u_xlat9.y;
					    u_xlat18.z = (u_xlatb20.z) ? u_xlat6.z : u_xlat9.z;
					    u_xlat18.xyz = clamp(u_xlat18.xyz, 0.0, 1.0);
					    u_xlatb6.xyz = lessThan(vec4(0.5, 0.5, 0.5, 0.0), u_xlat4.xyzx).xyz;
					    u_xlat7.xyz = u_xlat4.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = (-u_xlat7.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat9.xyz = (-_DriedBloodColorGloss.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = (-u_xlat7.xyz) * u_xlat9.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = u_xlat4.xyz * _DriedBloodColorGloss.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + u_xlat4.xyz;
					    {
					        vec4 hlslcc_movcTemp = u_xlat4;
					        hlslcc_movcTemp.x = (u_xlatb6.x) ? u_xlat7.x : u_xlat4.x;
					        hlslcc_movcTemp.y = (u_xlatb6.y) ? u_xlat7.y : u_xlat4.y;
					        hlslcc_movcTemp.z = (u_xlatb6.z) ? u_xlat7.z : u_xlat4.z;
					        u_xlat4 = hlslcc_movcTemp;
					    }
					    u_xlat4.xyz = (-u_xlat18.xyz) + u_xlat4.xyz;
					    u_xlat4.xyz = u_xlat8.xyz * u_xlat4.xyz + u_xlat18.xyz;
					    u_xlat40 = (-_Metallic) + _DriedBlood_Metallic;
					    u_xlat40 = u_xlat8.x * u_xlat40 + _Metallic;
					    u_xlat41 = _DriedBloodColorGloss.w + (-_Gloss);
					    u_xlat41 = u_xlat8.x * u_xlat41 + _Gloss;
					    u_xlat42 = u_xlat5.x * u_xlat6.w;
					    u_xlat42 = u_xlat42 * u_xlat42;
					    u_xlat43 = u_xlat42 * u_xlat42;
					    u_xlat42 = u_xlat42 * u_xlat43;
					    u_xlat42 = min(u_xlat42, 1.0);
					    SV_Target0.w = u_xlat42 * _MainColorTintFadeA.w;
					    u_xlat5.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat5.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat5.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat5.xyz;
					    u_xlat42 = (-u_xlat41) + 1.0;
					    u_xlat43 = dot((-u_xlat2.xyz), u_xlat3.xyz);
					    u_xlat43 = u_xlat43 + u_xlat43;
					    u_xlat5.xyz = u_xlat3.xyz * (-vec3(u_xlat43)) + (-u_xlat2.xyz);
					    u_xlat6 = texture(unity_Lightmap, vs_TEXCOORD4.xy);
					    u_xlat43 = log2(u_xlat6.w);
					    u_xlat43 = u_xlat43 * unity_Lightmap_HDR.y;
					    u_xlat43 = exp2(u_xlat43);
					    u_xlat43 = u_xlat43 * unity_Lightmap_HDR.x;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat43);
					    u_xlat7 = texture(unity_LightmapInd, vs_TEXCOORD4.xy);
					    u_xlat7.xyz = u_xlat7.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat43 = dot(u_xlat3.xyz, u_xlat7.xyz);
					    u_xlat43 = u_xlat43 + 0.5;
					    u_xlat6.xyz = vec3(u_xlat43) * u_xlat6.xyz;
					    u_xlat43 = max(u_xlat7.w, 9.99999975e-05);
					    u_xlat6.xyz = u_xlat6.xyz / vec3(u_xlat43);
					    u_xlatb43 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb43){
					        u_xlat43 = dot(u_xlat5.xyz, u_xlat5.xyz);
					        u_xlat43 = inversesqrt(u_xlat43);
					        u_xlat7.xyz = vec3(u_xlat43) * u_xlat5.xyz;
					        u_xlat8.xyz = (-u_xlat0.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat8.xyz = u_xlat8.xyz / u_xlat7.xyz;
					        u_xlat9.xyz = (-u_xlat0.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat9.xyz = u_xlat9.xyz / u_xlat7.xyz;
					        u_xlatb10.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat7.xyzx).xyz;
					        {
					            vec3 hlslcc_movcTemp = u_xlat8;
					            hlslcc_movcTemp.x = (u_xlatb10.x) ? u_xlat8.x : u_xlat9.x;
					            hlslcc_movcTemp.y = (u_xlatb10.y) ? u_xlat8.y : u_xlat9.y;
					            hlslcc_movcTemp.z = (u_xlatb10.z) ? u_xlat8.z : u_xlat9.z;
					            u_xlat8 = hlslcc_movcTemp;
					        }
					        u_xlat43 = min(u_xlat8.y, u_xlat8.x);
					        u_xlat43 = min(u_xlat8.z, u_xlat43);
					        u_xlat8.xyz = u_xlat0.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat7.xyz = u_xlat7.xyz * vec3(u_xlat43) + u_xlat8.xyz;
					    } else {
					        u_xlat7.xyz = u_xlat5.xyz;
					    }
					    u_xlat43 = (-u_xlat42) * 0.699999988 + 1.70000005;
					    u_xlat43 = u_xlat42 * u_xlat43;
					    u_xlat43 = u_xlat43 * 6.0;
					    u_xlat7 = textureLod(unity_SpecCube0, u_xlat7.xyz, u_xlat43);
					    u_xlat44 = u_xlat7.w + -1.0;
					    u_xlat44 = unity_SpecCube0_HDR.w * u_xlat44 + 1.0;
					    u_xlat44 = log2(u_xlat44);
					    u_xlat44 = u_xlat44 * unity_SpecCube0_HDR.y;
					    u_xlat44 = exp2(u_xlat44);
					    u_xlat44 = u_xlat44 * unity_SpecCube0_HDR.x;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(u_xlat44);
					    u_xlatb45 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb45){
					        u_xlatb45 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb45){
					            u_xlat45 = dot(u_xlat5.xyz, u_xlat5.xyz);
					            u_xlat45 = inversesqrt(u_xlat45);
					            u_xlat9.xyz = u_xlat5.xyz * vec3(u_xlat45);
					            u_xlat10.xyz = (-u_xlat0.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat10.xyz = u_xlat10.xyz / u_xlat9.xyz;
					            u_xlat11.xyz = (-u_xlat0.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat11.xyz = u_xlat11.xyz / u_xlat9.xyz;
					            u_xlatb12.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat9.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat10;
					                hlslcc_movcTemp.x = (u_xlatb12.x) ? u_xlat10.x : u_xlat11.x;
					                hlslcc_movcTemp.y = (u_xlatb12.y) ? u_xlat10.y : u_xlat11.y;
					                hlslcc_movcTemp.z = (u_xlatb12.z) ? u_xlat10.z : u_xlat11.z;
					                u_xlat10 = hlslcc_movcTemp;
					            }
					            u_xlat45 = min(u_xlat10.y, u_xlat10.x);
					            u_xlat45 = min(u_xlat10.z, u_xlat45);
					            u_xlat0.xyz = u_xlat0.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat5.xyz = u_xlat9.xyz * vec3(u_xlat45) + u_xlat0.xyz;
					        }
					        u_xlat9 = textureLod(unity_SpecCube1, u_xlat5.xyz, u_xlat43);
					        u_xlat0.x = u_xlat9.w + -1.0;
					        u_xlat0.x = unity_SpecCube1_HDR.w * u_xlat0.x + 1.0;
					        u_xlat0.x = log2(u_xlat0.x);
					        u_xlat0.x = u_xlat0.x * unity_SpecCube1_HDR.y;
					        u_xlat0.x = exp2(u_xlat0.x);
					        u_xlat0.x = u_xlat0.x * unity_SpecCube1_HDR.x;
					        u_xlat0.xyz = u_xlat9.xyz * u_xlat0.xxx;
					        u_xlat5.xyz = vec3(u_xlat44) * u_xlat7.xyz + (-u_xlat0.xyz);
					        u_xlat8.xyz = unity_SpecCube0_BoxMin.www * u_xlat5.xyz + u_xlat0.xyz;
					    }
					    u_xlat0.xyz = u_xlat4.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat0.xyz = vec3(u_xlat40) * u_xlat0.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat40 = (-u_xlat40) * 0.959999979 + 0.959999979;
					    u_xlat4.xyz = vec3(u_xlat40) * u_xlat4.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat39) + _WorldSpaceLightPos0.xyz;
					    u_xlat39 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat39 = max(u_xlat39, 0.00100000005);
					    u_xlat39 = inversesqrt(u_xlat39);
					    u_xlat1.xyz = vec3(u_xlat39) * u_xlat1.xyz;
					    u_xlat39 = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat3.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlat15 = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat15 = clamp(u_xlat15, 0.0, 1.0);
					    u_xlat1.x = dot(_WorldSpaceLightPos0.xyz, u_xlat1.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat14 = u_xlat1.x + u_xlat1.x;
					    u_xlat14 = u_xlat1.x * u_xlat14;
					    u_xlat14 = u_xlat14 * u_xlat42 + -0.5;
					    u_xlat27 = (-u_xlat2.x) + 1.0;
					    u_xlat28 = u_xlat27 * u_xlat27;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat27 = u_xlat27 * u_xlat28;
					    u_xlat27 = u_xlat14 * u_xlat27 + 1.0;
					    u_xlat28 = -abs(u_xlat39) + 1.0;
					    u_xlat3.x = u_xlat28 * u_xlat28;
					    u_xlat3.x = u_xlat3.x * u_xlat3.x;
					    u_xlat28 = u_xlat28 * u_xlat3.x;
					    u_xlat14 = u_xlat14 * u_xlat28 + 1.0;
					    u_xlat14 = u_xlat14 * u_xlat27;
					    u_xlat14 = u_xlat2.x * u_xlat14;
					    u_xlat27 = u_xlat42 * u_xlat42;
					    u_xlat27 = max(u_xlat27, 0.00200000009);
					    u_xlat3.x = (-u_xlat27) + 1.0;
					    u_xlat16 = abs(u_xlat39) * u_xlat3.x + u_xlat27;
					    u_xlat3.x = u_xlat2.x * u_xlat3.x + u_xlat27;
					    u_xlat39 = abs(u_xlat39) * u_xlat3.x;
					    u_xlat39 = u_xlat2.x * u_xlat16 + u_xlat39;
					    u_xlat39 = u_xlat39 + 9.99999975e-06;
					    u_xlat39 = 0.5 / u_xlat39;
					    u_xlat3.x = u_xlat27 * u_xlat27;
					    u_xlat16 = u_xlat15 * u_xlat3.x + (-u_xlat15);
					    u_xlat15 = u_xlat16 * u_xlat15 + 1.0;
					    u_xlat3.x = u_xlat3.x * 0.318309873;
					    u_xlat15 = u_xlat15 * u_xlat15 + 1.00000001e-07;
					    u_xlat15 = u_xlat3.x / u_xlat15;
					    u_xlat39 = u_xlat39 * u_xlat15;
					    u_xlat39 = u_xlat39 * 3.14159274;
					    u_xlat39 = u_xlat2.x * u_xlat39;
					    u_xlat39 = max(u_xlat39, 0.0);
					    u_xlat27 = u_xlat27 * u_xlat27 + 1.0;
					    u_xlat27 = float(1.0) / u_xlat27;
					    u_xlat2.x = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlatb2 = u_xlat2.x!=0.0;
					    u_xlat2.x = u_xlatb2 ? 1.0 : float(0.0);
					    u_xlat39 = u_xlat39 * u_xlat2.x;
					    u_xlat40 = (-u_xlat40) + u_xlat41;
					    u_xlat40 = u_xlat40 + 1.0;
					    u_xlat40 = clamp(u_xlat40, 0.0, 1.0);
					    u_xlat2.xyw = _LightColor0.xyz * vec3(u_xlat14) + u_xlat6.xyz;
					    u_xlat3.xyz = vec3(u_xlat39) * _LightColor0.xyz;
					    u_xlat39 = (-u_xlat1.x) + 1.0;
					    u_xlat1.x = u_xlat39 * u_xlat39;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat39 = u_xlat39 * u_xlat1.x;
					    u_xlat5.xyz = (-u_xlat0.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat5.xyz = u_xlat5.xyz * vec3(u_xlat39) + u_xlat0.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * u_xlat5.xyz;
					    u_xlat2.xyw = u_xlat4.xyz * u_xlat2.xyw + u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat8.xyz * vec3(u_xlat27);
					    u_xlat3.xyz = (-u_xlat0.xyz) + vec3(u_xlat40);
					    u_xlat0.xyz = vec3(u_xlat28) * u_xlat3.xyz + u_xlat0.xyz;
					    SV_Target0.xyz = u_xlat1.xyz * u_xlat0.xyz + u_xlat2.xyw;
					    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 unity_Lightmap_HDR;
						vec4 unused_0_1;
						vec4 _LightColor0;
						vec4 unused_0_3;
						vec4 _MainNormalMap_ST;
						float _DriedBloodEffect_Tiling;
						float _DriedBloodEffectLevel;
						float _OverallNormalPower;
						float _Noise1;
						float _Noise2;
						vec4 _Noise_Texture_ST;
						float _Bias;
						float _Scale;
						vec4 _MainColorTintFadeA;
						vec4 _MainTexture_ST;
						vec4 _DriedBloodColorGloss;
						float _Metallic;
						float _DriedBlood_Metallic;
						float _Gloss;
						vec4 unused_0_19;
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[47];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					uniform  sampler2D _MainNormalMap;
					uniform  sampler2D _DriedBlood_Normal;
					uniform  sampler2D _Noise_Texture;
					uniform  sampler2D _MainTexture;
					uniform  sampler2D _DriedBlood_Curvature;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					in  vec2 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					bool u_xlatb2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					bvec3 u_xlatb6;
					vec4 u_xlat7;
					vec3 u_xlat8;
					vec4 u_xlat9;
					vec3 u_xlat10;
					bvec3 u_xlatb10;
					vec3 u_xlat11;
					bvec3 u_xlatb12;
					float u_xlat14;
					float u_xlat15;
					float u_xlat16;
					vec3 u_xlat18;
					bvec3 u_xlatb20;
					float u_xlat27;
					float u_xlat28;
					vec2 u_xlat30;
					vec2 u_xlat31;
					float u_xlat39;
					int u_xlati39;
					float u_xlat40;
					bool u_xlatb40;
					float u_xlat41;
					bool u_xlatb41;
					float u_xlat42;
					float u_xlat43;
					bool u_xlatb43;
					float u_xlat44;
					float u_xlat45;
					bool u_xlatb45;
					void main()
					{
					    u_xlat0.x = vs_TEXCOORD1.w;
					    u_xlat0.y = vs_TEXCOORD2.w;
					    u_xlat0.z = vs_TEXCOORD3.w;
					    u_xlati39 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat0.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati39].xyz;
					    u_xlat39 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat39 = inversesqrt(u_xlat39);
					    u_xlat2.xyz = vec3(u_xlat39) * u_xlat1.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainNormalMap_ST.xy + _MainNormalMap_ST.zw;
					    u_xlat4 = vs_TEXCOORD0.xyxy * vec4(_DriedBloodEffect_Tiling, _DriedBloodEffect_Tiling, _Noise1, _Noise1);
					    u_xlat3 = texture(_MainNormalMap, u_xlat3.xy);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat40 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat40 = min(u_xlat40, 1.0);
					    u_xlat40 = (-u_xlat40) + 1.0;
					    u_xlat3.z = sqrt(u_xlat40);
					    u_xlat5 = texture(_DriedBlood_Normal, u_xlat4.xy);
					    u_xlat5.x = u_xlat5.w * u_xlat5.x;
					    u_xlat5.xy = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat40 = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat40 = min(u_xlat40, 1.0);
					    u_xlat40 = (-u_xlat40) + 1.0;
					    u_xlat5.z = sqrt(u_xlat40);
					    u_xlat5.xyz = (-u_xlat3.xyz) + u_xlat5.xyz;
					    u_xlat3.xyz = vec3(vec3(_DriedBloodEffectLevel, _DriedBloodEffectLevel, _DriedBloodEffectLevel)) * u_xlat5.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz + vec3(-0.0, -0.0, -1.0);
					    u_xlat3.xyz = vec3(vec3(_OverallNormalPower, _OverallNormalPower, _OverallNormalPower)) * u_xlat3.xyz + vec3(0.0, 0.0, 1.0);
					    u_xlat40 = dot(u_xlat4.zw, vec2(0.366025418, 0.366025418));
					    u_xlat30.xy = vs_TEXCOORD0.xy * vec2(vec2(_Noise1, _Noise1)) + vec2(u_xlat40);
					    u_xlat30.xy = floor(u_xlat30.xy);
					    u_xlat5.xy = vs_TEXCOORD0.xy * vec2(vec2(_Noise1, _Noise1)) + (-u_xlat30.xy);
					    u_xlat40 = dot(u_xlat30.xy, vec2(0.211324871, 0.211324871));
					    u_xlat5.xy = vec2(u_xlat40) + u_xlat5.xy;
					    u_xlatb40 = u_xlat5.y<u_xlat5.x;
					    u_xlat6 = u_xlat5.xyxy + vec4(0.211324871, 0.211324871, -0.577350259, -0.577350259);
					    u_xlat7 = (bool(u_xlatb40)) ? vec4(0.0, 1.0, -1.0, -0.0) : vec4(1.0, 0.0, -0.0, -1.0);
					    u_xlat6.xy = u_xlat6.xy + u_xlat7.zw;
					    u_xlat31.xy = u_xlat30.xy * vec2(0.00346020772, 0.00346020772);
					    u_xlat31.xy = floor(u_xlat31.xy);
					    u_xlat30.xy = (-u_xlat31.xy) * vec2(289.0, 289.0) + u_xlat30.xy;
					    u_xlat8.x = float(0.0);
					    u_xlat8.z = float(1.0);
					    u_xlat8.y = u_xlat7.x;
					    u_xlat8.xyz = u_xlat30.yyy + u_xlat8.xyz;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xyz;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat9.xyz = floor(u_xlat9.xyz);
					    u_xlat8.xyz = (-u_xlat9.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat30.xxx + u_xlat8.xyz;
					    u_xlat7.x = float(0.0);
					    u_xlat7.z = float(1.0);
					    u_xlat7.xyz = u_xlat7.xyz + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat8.xyz = floor(u_xlat8.xyz);
					    u_xlat7.xyz = (-u_xlat8.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat7.xyz;
					    u_xlat8.x = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat8.y = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat8.z = dot(u_xlat6.zw, u_xlat6.zw);
					    u_xlat8.xyz = (-u_xlat8.xyz) + vec3(0.5, 0.5, 0.5);
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat8.xyz;
					    u_xlat7.xyz = u_xlat7.xyz * vec3(0.024390243, 0.024390243, 0.024390243);
					    u_xlat7.xyz = fract(u_xlat7.xyz);
					    u_xlat9.xyz = u_xlat7.xyz * vec3(2.0, 2.0, 2.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat10.xyz = abs(u_xlat9.xyz) + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = u_xlat7.xyz * vec3(2.0, 2.0, 2.0) + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = floor(u_xlat7.xyz);
					    u_xlat7.xyz = (-u_xlat7.xyz) + u_xlat9.xyz;
					    u_xlat9.xyz = u_xlat10.xyz * u_xlat10.xyz;
					    u_xlat9.xyz = u_xlat7.xyz * u_xlat7.xyz + u_xlat9.xyz;
					    u_xlat9.xyz = (-u_xlat9.xyz) * vec3(0.853734732, 0.853734732, 0.853734732) + vec3(1.79284286, 1.79284286, 1.79284286);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xyz;
					    u_xlat40 = u_xlat5.y * u_xlat10.x;
					    u_xlat5.x = u_xlat7.x * u_xlat5.x + u_xlat40;
					    u_xlat30.xy = u_xlat6.yw * u_xlat10.yz;
					    u_xlat5.yz = u_xlat7.yz * u_xlat6.xz + u_xlat30.xy;
					    u_xlat40 = dot(u_xlat8.xyz, u_xlat5.xyz);
					    u_xlat40 = u_xlat40 * 130.0;
					    u_xlat41 = _Noise1 * _Noise2;
					    u_xlat30.xy = vec2(u_xlat41) * vs_TEXCOORD0.xy;
					    u_xlat42 = dot(u_xlat30.xy, vec2(0.366025418, 0.366025418));
					    u_xlat30.xy = vs_TEXCOORD0.xy * vec2(u_xlat41) + vec2(u_xlat42);
					    u_xlat30.xy = floor(u_xlat30.xy);
					    u_xlat5.xy = vs_TEXCOORD0.xy * vec2(u_xlat41) + (-u_xlat30.xy);
					    u_xlat41 = dot(u_xlat30.xy, vec2(0.211324871, 0.211324871));
					    u_xlat5.xy = vec2(u_xlat41) + u_xlat5.xy;
					    u_xlatb41 = u_xlat5.y<u_xlat5.x;
					    u_xlat6 = u_xlat5.xyxy + vec4(0.211324871, 0.211324871, -0.577350259, -0.577350259);
					    u_xlat7 = (bool(u_xlatb41)) ? vec4(0.0, 1.0, -1.0, -0.0) : vec4(1.0, 0.0, -0.0, -1.0);
					    u_xlat6.xy = u_xlat6.xy + u_xlat7.zw;
					    u_xlat31.xy = u_xlat30.xy * vec2(0.00346020772, 0.00346020772);
					    u_xlat31.xy = floor(u_xlat31.xy);
					    u_xlat30.xy = (-u_xlat31.xy) * vec2(289.0, 289.0) + u_xlat30.xy;
					    u_xlat8.x = float(0.0);
					    u_xlat8.z = float(1.0);
					    u_xlat8.y = u_xlat7.x;
					    u_xlat8.xyz = u_xlat30.yyy + u_xlat8.xyz;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xyz;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat9.xyz = floor(u_xlat9.xyz);
					    u_xlat8.xyz = (-u_xlat9.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat30.xxx + u_xlat8.xyz;
					    u_xlat7.x = float(0.0);
					    u_xlat7.z = float(1.0);
					    u_xlat7.xyz = u_xlat7.xyz + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat8.xyz = floor(u_xlat8.xyz);
					    u_xlat7.xyz = (-u_xlat8.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat7.xyz;
					    u_xlat8.x = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat8.y = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat8.z = dot(u_xlat6.zw, u_xlat6.zw);
					    u_xlat8.xyz = (-u_xlat8.xyz) + vec3(0.5, 0.5, 0.5);
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat8.xyz;
					    u_xlat7.xyz = u_xlat7.xyz * vec3(0.024390243, 0.024390243, 0.024390243);
					    u_xlat7.xyz = fract(u_xlat7.xyz);
					    u_xlat9.xyz = u_xlat7.xyz * vec3(2.0, 2.0, 2.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat10.xyz = abs(u_xlat9.xyz) + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = u_xlat7.xyz * vec3(2.0, 2.0, 2.0) + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = floor(u_xlat7.xyz);
					    u_xlat7.xyz = (-u_xlat7.xyz) + u_xlat9.xyz;
					    u_xlat9.xyz = u_xlat10.xyz * u_xlat10.xyz;
					    u_xlat9.xyz = u_xlat7.xyz * u_xlat7.xyz + u_xlat9.xyz;
					    u_xlat9.xyz = (-u_xlat9.xyz) * vec3(0.853734732, 0.853734732, 0.853734732) + vec3(1.79284286, 1.79284286, 1.79284286);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xyz;
					    u_xlat41 = u_xlat5.y * u_xlat10.x;
					    u_xlat5.x = u_xlat7.x * u_xlat5.x + u_xlat41;
					    u_xlat30.xy = u_xlat6.yw * u_xlat10.yz;
					    u_xlat5.yz = u_xlat7.yz * u_xlat6.xz + u_xlat30.xy;
					    u_xlat41 = dot(u_xlat8.xyz, u_xlat5.xyz);
					    u_xlat40 = u_xlat40 * u_xlat41;
					    u_xlat30.xy = vs_TEXCOORD0.xy * _Noise_Texture_ST.xy + _Noise_Texture_ST.zw;
					    u_xlat41 = _Bias * 3.0;
					    u_xlat40 = u_xlat40 * 130.0;
					    u_xlat5 = texture(_Noise_Texture, u_xlat30.xy);
					    u_xlat5.xyz = (-vec3(u_xlat40)) * u_xlat5.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat5.xyz = u_xlat5.xyz + vec3(_Bias);
					    u_xlat5.xyz = u_xlat5.xyz * vec3(vec3(_Scale, _Scale, _Scale));
					    u_xlat5.xyz = log2(u_xlat5.xyz);
					    u_xlat5.xyz = vec3(u_xlat41) * u_xlat5.xyz;
					    u_xlat5.xyz = exp2(u_xlat5.xyz);
					    u_xlat18.xyz = min(u_xlat5.xyz, vec3(1.0, 0.0, 0.0));
					    u_xlat30.xy = vs_TEXCOORD0.xy * _MainTexture_ST.xy + _MainTexture_ST.zw;
					    u_xlat6 = texture(_MainTexture, u_xlat30.xy);
					    u_xlat7.xyz = u_xlat6.xxx * _MainColorTintFadeA.xyz;
					    u_xlat4 = texture(_DriedBlood_Curvature, u_xlat4.xy);
					    u_xlat8.xyz = u_xlat18.xyz * vec3(vec3(_DriedBloodEffectLevel, _DriedBloodEffectLevel, _DriedBloodEffectLevel));
					    u_xlatb20.xyz = lessThan(vec4(0.5, 0.5, 0.5, 0.5), u_xlat7.xyzz).xyz;
					    u_xlat6.xyz = _MainColorTintFadeA.xyz * u_xlat6.xxx + vec3(-0.5, -0.5, -0.5);
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat9.xyz = (-u_xlat18.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat6.xyz = (-u_xlat6.xyz) * u_xlat9.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat40 = u_xlat18.x * u_xlat7.x;
					    u_xlat9.x = u_xlat40 * 2.0;
					    u_xlat9.y = float(0.0);
					    u_xlat9.z = float(0.0);
					    u_xlat18.x = (u_xlatb20.x) ? u_xlat6.x : u_xlat9.x;
					    u_xlat18.y = (u_xlatb20.y) ? u_xlat6.y : u_xlat9.y;
					    u_xlat18.z = (u_xlatb20.z) ? u_xlat6.z : u_xlat9.z;
					    u_xlat18.xyz = clamp(u_xlat18.xyz, 0.0, 1.0);
					    u_xlatb6.xyz = lessThan(vec4(0.5, 0.5, 0.5, 0.0), u_xlat4.xyzx).xyz;
					    u_xlat7.xyz = u_xlat4.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = (-u_xlat7.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat9.xyz = (-_DriedBloodColorGloss.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = (-u_xlat7.xyz) * u_xlat9.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = u_xlat4.xyz * _DriedBloodColorGloss.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + u_xlat4.xyz;
					    {
					        vec4 hlslcc_movcTemp = u_xlat4;
					        hlslcc_movcTemp.x = (u_xlatb6.x) ? u_xlat7.x : u_xlat4.x;
					        hlslcc_movcTemp.y = (u_xlatb6.y) ? u_xlat7.y : u_xlat4.y;
					        hlslcc_movcTemp.z = (u_xlatb6.z) ? u_xlat7.z : u_xlat4.z;
					        u_xlat4 = hlslcc_movcTemp;
					    }
					    u_xlat4.xyz = (-u_xlat18.xyz) + u_xlat4.xyz;
					    u_xlat4.xyz = u_xlat8.xyz * u_xlat4.xyz + u_xlat18.xyz;
					    u_xlat40 = (-_Metallic) + _DriedBlood_Metallic;
					    u_xlat40 = u_xlat8.x * u_xlat40 + _Metallic;
					    u_xlat41 = _DriedBloodColorGloss.w + (-_Gloss);
					    u_xlat41 = u_xlat8.x * u_xlat41 + _Gloss;
					    u_xlat42 = u_xlat5.x * u_xlat6.w;
					    u_xlat42 = u_xlat42 * u_xlat42;
					    u_xlat43 = u_xlat42 * u_xlat42;
					    u_xlat42 = u_xlat42 * u_xlat43;
					    u_xlat42 = min(u_xlat42, 1.0);
					    SV_Target0.w = u_xlat42 * _MainColorTintFadeA.w;
					    u_xlat5.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat5.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat5.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat5.xyz;
					    u_xlat42 = (-u_xlat41) + 1.0;
					    u_xlat43 = dot((-u_xlat2.xyz), u_xlat3.xyz);
					    u_xlat43 = u_xlat43 + u_xlat43;
					    u_xlat5.xyz = u_xlat3.xyz * (-vec3(u_xlat43)) + (-u_xlat2.xyz);
					    u_xlat6 = texture(unity_Lightmap, vs_TEXCOORD4.xy);
					    u_xlat43 = log2(u_xlat6.w);
					    u_xlat43 = u_xlat43 * unity_Lightmap_HDR.y;
					    u_xlat43 = exp2(u_xlat43);
					    u_xlat43 = u_xlat43 * unity_Lightmap_HDR.x;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat43);
					    u_xlat7 = texture(unity_LightmapInd, vs_TEXCOORD4.xy);
					    u_xlat7.xyz = u_xlat7.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat43 = dot(u_xlat3.xyz, u_xlat7.xyz);
					    u_xlat43 = u_xlat43 + 0.5;
					    u_xlat6.xyz = vec3(u_xlat43) * u_xlat6.xyz;
					    u_xlat43 = max(u_xlat7.w, 9.99999975e-05);
					    u_xlat6.xyz = u_xlat6.xyz / vec3(u_xlat43);
					    u_xlatb43 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb43){
					        u_xlat43 = dot(u_xlat5.xyz, u_xlat5.xyz);
					        u_xlat43 = inversesqrt(u_xlat43);
					        u_xlat7.xyz = vec3(u_xlat43) * u_xlat5.xyz;
					        u_xlat8.xyz = (-u_xlat0.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat8.xyz = u_xlat8.xyz / u_xlat7.xyz;
					        u_xlat9.xyz = (-u_xlat0.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat9.xyz = u_xlat9.xyz / u_xlat7.xyz;
					        u_xlatb10.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat7.xyzx).xyz;
					        {
					            vec3 hlslcc_movcTemp = u_xlat8;
					            hlslcc_movcTemp.x = (u_xlatb10.x) ? u_xlat8.x : u_xlat9.x;
					            hlslcc_movcTemp.y = (u_xlatb10.y) ? u_xlat8.y : u_xlat9.y;
					            hlslcc_movcTemp.z = (u_xlatb10.z) ? u_xlat8.z : u_xlat9.z;
					            u_xlat8 = hlslcc_movcTemp;
					        }
					        u_xlat43 = min(u_xlat8.y, u_xlat8.x);
					        u_xlat43 = min(u_xlat8.z, u_xlat43);
					        u_xlat8.xyz = u_xlat0.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat7.xyz = u_xlat7.xyz * vec3(u_xlat43) + u_xlat8.xyz;
					    } else {
					        u_xlat7.xyz = u_xlat5.xyz;
					    }
					    u_xlat43 = (-u_xlat42) * 0.699999988 + 1.70000005;
					    u_xlat43 = u_xlat42 * u_xlat43;
					    u_xlat43 = u_xlat43 * 6.0;
					    u_xlat7 = textureLod(unity_SpecCube0, u_xlat7.xyz, u_xlat43);
					    u_xlat44 = u_xlat7.w + -1.0;
					    u_xlat44 = unity_SpecCube0_HDR.w * u_xlat44 + 1.0;
					    u_xlat44 = log2(u_xlat44);
					    u_xlat44 = u_xlat44 * unity_SpecCube0_HDR.y;
					    u_xlat44 = exp2(u_xlat44);
					    u_xlat44 = u_xlat44 * unity_SpecCube0_HDR.x;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(u_xlat44);
					    u_xlatb45 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb45){
					        u_xlatb45 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb45){
					            u_xlat45 = dot(u_xlat5.xyz, u_xlat5.xyz);
					            u_xlat45 = inversesqrt(u_xlat45);
					            u_xlat9.xyz = u_xlat5.xyz * vec3(u_xlat45);
					            u_xlat10.xyz = (-u_xlat0.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat10.xyz = u_xlat10.xyz / u_xlat9.xyz;
					            u_xlat11.xyz = (-u_xlat0.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat11.xyz = u_xlat11.xyz / u_xlat9.xyz;
					            u_xlatb12.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat9.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat10;
					                hlslcc_movcTemp.x = (u_xlatb12.x) ? u_xlat10.x : u_xlat11.x;
					                hlslcc_movcTemp.y = (u_xlatb12.y) ? u_xlat10.y : u_xlat11.y;
					                hlslcc_movcTemp.z = (u_xlatb12.z) ? u_xlat10.z : u_xlat11.z;
					                u_xlat10 = hlslcc_movcTemp;
					            }
					            u_xlat45 = min(u_xlat10.y, u_xlat10.x);
					            u_xlat45 = min(u_xlat10.z, u_xlat45);
					            u_xlat0.xyz = u_xlat0.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat5.xyz = u_xlat9.xyz * vec3(u_xlat45) + u_xlat0.xyz;
					        }
					        u_xlat9 = textureLod(unity_SpecCube1, u_xlat5.xyz, u_xlat43);
					        u_xlat0.x = u_xlat9.w + -1.0;
					        u_xlat0.x = unity_SpecCube1_HDR.w * u_xlat0.x + 1.0;
					        u_xlat0.x = log2(u_xlat0.x);
					        u_xlat0.x = u_xlat0.x * unity_SpecCube1_HDR.y;
					        u_xlat0.x = exp2(u_xlat0.x);
					        u_xlat0.x = u_xlat0.x * unity_SpecCube1_HDR.x;
					        u_xlat0.xyz = u_xlat9.xyz * u_xlat0.xxx;
					        u_xlat5.xyz = vec3(u_xlat44) * u_xlat7.xyz + (-u_xlat0.xyz);
					        u_xlat8.xyz = unity_SpecCube0_BoxMin.www * u_xlat5.xyz + u_xlat0.xyz;
					    }
					    u_xlat0.xyz = u_xlat4.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat0.xyz = vec3(u_xlat40) * u_xlat0.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat40 = (-u_xlat40) * 0.959999979 + 0.959999979;
					    u_xlat4.xyz = vec3(u_xlat40) * u_xlat4.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat39) + _WorldSpaceLightPos0.xyz;
					    u_xlat39 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat39 = max(u_xlat39, 0.00100000005);
					    u_xlat39 = inversesqrt(u_xlat39);
					    u_xlat1.xyz = vec3(u_xlat39) * u_xlat1.xyz;
					    u_xlat39 = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat3.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlat15 = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat15 = clamp(u_xlat15, 0.0, 1.0);
					    u_xlat1.x = dot(_WorldSpaceLightPos0.xyz, u_xlat1.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat14 = u_xlat1.x + u_xlat1.x;
					    u_xlat14 = u_xlat1.x * u_xlat14;
					    u_xlat14 = u_xlat14 * u_xlat42 + -0.5;
					    u_xlat27 = (-u_xlat2.x) + 1.0;
					    u_xlat28 = u_xlat27 * u_xlat27;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat27 = u_xlat27 * u_xlat28;
					    u_xlat27 = u_xlat14 * u_xlat27 + 1.0;
					    u_xlat28 = -abs(u_xlat39) + 1.0;
					    u_xlat3.x = u_xlat28 * u_xlat28;
					    u_xlat3.x = u_xlat3.x * u_xlat3.x;
					    u_xlat28 = u_xlat28 * u_xlat3.x;
					    u_xlat14 = u_xlat14 * u_xlat28 + 1.0;
					    u_xlat14 = u_xlat14 * u_xlat27;
					    u_xlat14 = u_xlat2.x * u_xlat14;
					    u_xlat27 = u_xlat42 * u_xlat42;
					    u_xlat27 = max(u_xlat27, 0.00200000009);
					    u_xlat3.x = (-u_xlat27) + 1.0;
					    u_xlat16 = abs(u_xlat39) * u_xlat3.x + u_xlat27;
					    u_xlat3.x = u_xlat2.x * u_xlat3.x + u_xlat27;
					    u_xlat39 = abs(u_xlat39) * u_xlat3.x;
					    u_xlat39 = u_xlat2.x * u_xlat16 + u_xlat39;
					    u_xlat39 = u_xlat39 + 9.99999975e-06;
					    u_xlat39 = 0.5 / u_xlat39;
					    u_xlat3.x = u_xlat27 * u_xlat27;
					    u_xlat16 = u_xlat15 * u_xlat3.x + (-u_xlat15);
					    u_xlat15 = u_xlat16 * u_xlat15 + 1.0;
					    u_xlat3.x = u_xlat3.x * 0.318309873;
					    u_xlat15 = u_xlat15 * u_xlat15 + 1.00000001e-07;
					    u_xlat15 = u_xlat3.x / u_xlat15;
					    u_xlat39 = u_xlat39 * u_xlat15;
					    u_xlat39 = u_xlat39 * 3.14159274;
					    u_xlat39 = u_xlat2.x * u_xlat39;
					    u_xlat39 = max(u_xlat39, 0.0);
					    u_xlat27 = u_xlat27 * u_xlat27 + 1.0;
					    u_xlat27 = float(1.0) / u_xlat27;
					    u_xlat2.x = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlatb2 = u_xlat2.x!=0.0;
					    u_xlat2.x = u_xlatb2 ? 1.0 : float(0.0);
					    u_xlat39 = u_xlat39 * u_xlat2.x;
					    u_xlat40 = (-u_xlat40) + u_xlat41;
					    u_xlat40 = u_xlat40 + 1.0;
					    u_xlat40 = clamp(u_xlat40, 0.0, 1.0);
					    u_xlat2.xyw = _LightColor0.xyz * vec3(u_xlat14) + u_xlat6.xyz;
					    u_xlat3.xyz = vec3(u_xlat39) * _LightColor0.xyz;
					    u_xlat39 = (-u_xlat1.x) + 1.0;
					    u_xlat1.x = u_xlat39 * u_xlat39;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat39 = u_xlat39 * u_xlat1.x;
					    u_xlat5.xyz = (-u_xlat0.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat5.xyz = u_xlat5.xyz * vec3(u_xlat39) + u_xlat0.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * u_xlat5.xyz;
					    u_xlat2.xyw = u_xlat4.xyz * u_xlat2.xyw + u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat8.xyz * vec3(u_xlat27);
					    u_xlat3.xyz = (-u_xlat0.xyz) + vec3(u_xlat40);
					    u_xlat0.xyz = vec3(u_xlat28) * u_xlat3.xyz + u_xlat0.xyz;
					    SV_Target0.xyz = u_xlat1.xyz * u_xlat0.xyz + u_xlat2.xyw;
					    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 unity_Lightmap_HDR;
						vec4 unused_0_1;
						vec4 _LightColor0;
						vec4 unused_0_3;
						vec4 _MainNormalMap_ST;
						float _DriedBloodEffect_Tiling;
						float _DriedBloodEffectLevel;
						float _OverallNormalPower;
						float _Noise1;
						float _Noise2;
						vec4 _Noise_Texture_ST;
						float _Bias;
						float _Scale;
						vec4 _MainColorTintFadeA;
						vec4 _MainTexture_ST;
						vec4 _DriedBloodColorGloss;
						float _Metallic;
						float _DriedBlood_Metallic;
						float _Gloss;
						vec4 unused_0_19;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_9[2];
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainNormalMap;
					uniform  sampler2D _DriedBlood_Normal;
					uniform  sampler2D _Noise_Texture;
					uniform  sampler2D _MainTexture;
					uniform  sampler2D _DriedBlood_Curvature;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					bool u_xlatb2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					bvec3 u_xlatb6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					vec3 u_xlat10;
					bvec3 u_xlatb10;
					vec3 u_xlat11;
					bvec3 u_xlatb12;
					float u_xlat14;
					float u_xlat15;
					float u_xlat16;
					vec3 u_xlat18;
					float u_xlat19;
					bvec3 u_xlatb20;
					float u_xlat27;
					float u_xlat28;
					vec2 u_xlat30;
					vec2 u_xlat31;
					float u_xlat39;
					float u_xlat40;
					bool u_xlatb40;
					float u_xlat41;
					bool u_xlatb41;
					float u_xlat42;
					bool u_xlatb42;
					float u_xlat43;
					float u_xlat44;
					bool u_xlatb44;
					float u_xlat45;
					bool u_xlatb45;
					void main()
					{
					    u_xlat0.x = vs_TEXCOORD1.w;
					    u_xlat0.y = vs_TEXCOORD2.w;
					    u_xlat0.z = vs_TEXCOORD3.w;
					    u_xlat1.xyz = (-u_xlat0.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat39 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat39 = inversesqrt(u_xlat39);
					    u_xlat2.xyz = vec3(u_xlat39) * u_xlat1.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainNormalMap_ST.xy + _MainNormalMap_ST.zw;
					    u_xlat4 = vs_TEXCOORD0.xyxy * vec4(_DriedBloodEffect_Tiling, _DriedBloodEffect_Tiling, _Noise1, _Noise1);
					    u_xlat3 = texture(_MainNormalMap, u_xlat3.xy);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat40 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat40 = min(u_xlat40, 1.0);
					    u_xlat40 = (-u_xlat40) + 1.0;
					    u_xlat3.z = sqrt(u_xlat40);
					    u_xlat5 = texture(_DriedBlood_Normal, u_xlat4.xy);
					    u_xlat5.x = u_xlat5.w * u_xlat5.x;
					    u_xlat5.xy = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat40 = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat40 = min(u_xlat40, 1.0);
					    u_xlat40 = (-u_xlat40) + 1.0;
					    u_xlat5.z = sqrt(u_xlat40);
					    u_xlat5.xyz = (-u_xlat3.xyz) + u_xlat5.xyz;
					    u_xlat3.xyz = vec3(vec3(_DriedBloodEffectLevel, _DriedBloodEffectLevel, _DriedBloodEffectLevel)) * u_xlat5.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz + vec3(-0.0, -0.0, -1.0);
					    u_xlat3.xyz = vec3(vec3(_OverallNormalPower, _OverallNormalPower, _OverallNormalPower)) * u_xlat3.xyz + vec3(0.0, 0.0, 1.0);
					    u_xlat40 = dot(u_xlat4.zw, vec2(0.366025418, 0.366025418));
					    u_xlat30.xy = vs_TEXCOORD0.xy * vec2(vec2(_Noise1, _Noise1)) + vec2(u_xlat40);
					    u_xlat30.xy = floor(u_xlat30.xy);
					    u_xlat5.xy = vs_TEXCOORD0.xy * vec2(vec2(_Noise1, _Noise1)) + (-u_xlat30.xy);
					    u_xlat40 = dot(u_xlat30.xy, vec2(0.211324871, 0.211324871));
					    u_xlat5.xy = vec2(u_xlat40) + u_xlat5.xy;
					    u_xlatb40 = u_xlat5.y<u_xlat5.x;
					    u_xlat6 = u_xlat5.xyxy + vec4(0.211324871, 0.211324871, -0.577350259, -0.577350259);
					    u_xlat7 = (bool(u_xlatb40)) ? vec4(0.0, 1.0, -1.0, -0.0) : vec4(1.0, 0.0, -0.0, -1.0);
					    u_xlat6.xy = u_xlat6.xy + u_xlat7.zw;
					    u_xlat31.xy = u_xlat30.xy * vec2(0.00346020772, 0.00346020772);
					    u_xlat31.xy = floor(u_xlat31.xy);
					    u_xlat30.xy = (-u_xlat31.xy) * vec2(289.0, 289.0) + u_xlat30.xy;
					    u_xlat8.x = float(0.0);
					    u_xlat8.z = float(1.0);
					    u_xlat8.y = u_xlat7.x;
					    u_xlat8.xyz = u_xlat30.yyy + u_xlat8.xyz;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xyz;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat9.xyz = floor(u_xlat9.xyz);
					    u_xlat8.xyz = (-u_xlat9.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat30.xxx + u_xlat8.xyz;
					    u_xlat7.x = float(0.0);
					    u_xlat7.z = float(1.0);
					    u_xlat7.xyz = u_xlat7.xyz + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat8.xyz = floor(u_xlat8.xyz);
					    u_xlat7.xyz = (-u_xlat8.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat7.xyz;
					    u_xlat8.x = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat8.y = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat8.z = dot(u_xlat6.zw, u_xlat6.zw);
					    u_xlat8.xyz = (-u_xlat8.xyz) + vec3(0.5, 0.5, 0.5);
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat8.xyz;
					    u_xlat7.xyz = u_xlat7.xyz * vec3(0.024390243, 0.024390243, 0.024390243);
					    u_xlat7.xyz = fract(u_xlat7.xyz);
					    u_xlat9.xyz = u_xlat7.xyz * vec3(2.0, 2.0, 2.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat10.xyz = abs(u_xlat9.xyz) + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = u_xlat7.xyz * vec3(2.0, 2.0, 2.0) + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = floor(u_xlat7.xyz);
					    u_xlat7.xyz = (-u_xlat7.xyz) + u_xlat9.xyz;
					    u_xlat9.xyz = u_xlat10.xyz * u_xlat10.xyz;
					    u_xlat9.xyz = u_xlat7.xyz * u_xlat7.xyz + u_xlat9.xyz;
					    u_xlat9.xyz = (-u_xlat9.xyz) * vec3(0.853734732, 0.853734732, 0.853734732) + vec3(1.79284286, 1.79284286, 1.79284286);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xyz;
					    u_xlat40 = u_xlat5.y * u_xlat10.x;
					    u_xlat5.x = u_xlat7.x * u_xlat5.x + u_xlat40;
					    u_xlat30.xy = u_xlat6.yw * u_xlat10.yz;
					    u_xlat5.yz = u_xlat7.yz * u_xlat6.xz + u_xlat30.xy;
					    u_xlat40 = dot(u_xlat8.xyz, u_xlat5.xyz);
					    u_xlat40 = u_xlat40 * 130.0;
					    u_xlat41 = _Noise1 * _Noise2;
					    u_xlat30.xy = vec2(u_xlat41) * vs_TEXCOORD0.xy;
					    u_xlat42 = dot(u_xlat30.xy, vec2(0.366025418, 0.366025418));
					    u_xlat30.xy = vs_TEXCOORD0.xy * vec2(u_xlat41) + vec2(u_xlat42);
					    u_xlat30.xy = floor(u_xlat30.xy);
					    u_xlat5.xy = vs_TEXCOORD0.xy * vec2(u_xlat41) + (-u_xlat30.xy);
					    u_xlat41 = dot(u_xlat30.xy, vec2(0.211324871, 0.211324871));
					    u_xlat5.xy = vec2(u_xlat41) + u_xlat5.xy;
					    u_xlatb41 = u_xlat5.y<u_xlat5.x;
					    u_xlat6 = u_xlat5.xyxy + vec4(0.211324871, 0.211324871, -0.577350259, -0.577350259);
					    u_xlat7 = (bool(u_xlatb41)) ? vec4(0.0, 1.0, -1.0, -0.0) : vec4(1.0, 0.0, -0.0, -1.0);
					    u_xlat6.xy = u_xlat6.xy + u_xlat7.zw;
					    u_xlat31.xy = u_xlat30.xy * vec2(0.00346020772, 0.00346020772);
					    u_xlat31.xy = floor(u_xlat31.xy);
					    u_xlat30.xy = (-u_xlat31.xy) * vec2(289.0, 289.0) + u_xlat30.xy;
					    u_xlat8.x = float(0.0);
					    u_xlat8.z = float(1.0);
					    u_xlat8.y = u_xlat7.x;
					    u_xlat8.xyz = u_xlat30.yyy + u_xlat8.xyz;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xyz;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat9.xyz = floor(u_xlat9.xyz);
					    u_xlat8.xyz = (-u_xlat9.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat30.xxx + u_xlat8.xyz;
					    u_xlat7.x = float(0.0);
					    u_xlat7.z = float(1.0);
					    u_xlat7.xyz = u_xlat7.xyz + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat8.xyz = floor(u_xlat8.xyz);
					    u_xlat7.xyz = (-u_xlat8.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat7.xyz;
					    u_xlat8.x = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat8.y = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat8.z = dot(u_xlat6.zw, u_xlat6.zw);
					    u_xlat8.xyz = (-u_xlat8.xyz) + vec3(0.5, 0.5, 0.5);
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat8.xyz;
					    u_xlat7.xyz = u_xlat7.xyz * vec3(0.024390243, 0.024390243, 0.024390243);
					    u_xlat7.xyz = fract(u_xlat7.xyz);
					    u_xlat9.xyz = u_xlat7.xyz * vec3(2.0, 2.0, 2.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat10.xyz = abs(u_xlat9.xyz) + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = u_xlat7.xyz * vec3(2.0, 2.0, 2.0) + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = floor(u_xlat7.xyz);
					    u_xlat7.xyz = (-u_xlat7.xyz) + u_xlat9.xyz;
					    u_xlat9.xyz = u_xlat10.xyz * u_xlat10.xyz;
					    u_xlat9.xyz = u_xlat7.xyz * u_xlat7.xyz + u_xlat9.xyz;
					    u_xlat9.xyz = (-u_xlat9.xyz) * vec3(0.853734732, 0.853734732, 0.853734732) + vec3(1.79284286, 1.79284286, 1.79284286);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xyz;
					    u_xlat41 = u_xlat5.y * u_xlat10.x;
					    u_xlat5.x = u_xlat7.x * u_xlat5.x + u_xlat41;
					    u_xlat30.xy = u_xlat6.yw * u_xlat10.yz;
					    u_xlat5.yz = u_xlat7.yz * u_xlat6.xz + u_xlat30.xy;
					    u_xlat41 = dot(u_xlat8.xyz, u_xlat5.xyz);
					    u_xlat40 = u_xlat40 * u_xlat41;
					    u_xlat30.xy = vs_TEXCOORD0.xy * _Noise_Texture_ST.xy + _Noise_Texture_ST.zw;
					    u_xlat41 = _Bias * 3.0;
					    u_xlat40 = u_xlat40 * 130.0;
					    u_xlat5 = texture(_Noise_Texture, u_xlat30.xy);
					    u_xlat5.xyz = (-vec3(u_xlat40)) * u_xlat5.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat5.xyz = u_xlat5.xyz + vec3(_Bias);
					    u_xlat5.xyz = u_xlat5.xyz * vec3(vec3(_Scale, _Scale, _Scale));
					    u_xlat5.xyz = log2(u_xlat5.xyz);
					    u_xlat5.xyz = vec3(u_xlat41) * u_xlat5.xyz;
					    u_xlat5.xyz = exp2(u_xlat5.xyz);
					    u_xlat18.xyz = min(u_xlat5.xyz, vec3(1.0, 0.0, 0.0));
					    u_xlat30.xy = vs_TEXCOORD0.xy * _MainTexture_ST.xy + _MainTexture_ST.zw;
					    u_xlat6 = texture(_MainTexture, u_xlat30.xy);
					    u_xlat7.xyz = u_xlat6.xxx * _MainColorTintFadeA.xyz;
					    u_xlat4 = texture(_DriedBlood_Curvature, u_xlat4.xy);
					    u_xlat8.xyz = u_xlat18.xyz * vec3(vec3(_DriedBloodEffectLevel, _DriedBloodEffectLevel, _DriedBloodEffectLevel));
					    u_xlatb20.xyz = lessThan(vec4(0.5, 0.5, 0.5, 0.5), u_xlat7.xyzz).xyz;
					    u_xlat6.xyz = _MainColorTintFadeA.xyz * u_xlat6.xxx + vec3(-0.5, -0.5, -0.5);
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat9.xyz = (-u_xlat18.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat6.xyz = (-u_xlat6.xyz) * u_xlat9.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat40 = u_xlat18.x * u_xlat7.x;
					    u_xlat9.x = u_xlat40 * 2.0;
					    u_xlat9.y = float(0.0);
					    u_xlat9.z = float(0.0);
					    u_xlat18.x = (u_xlatb20.x) ? u_xlat6.x : u_xlat9.x;
					    u_xlat18.y = (u_xlatb20.y) ? u_xlat6.y : u_xlat9.y;
					    u_xlat18.z = (u_xlatb20.z) ? u_xlat6.z : u_xlat9.z;
					    u_xlat18.xyz = clamp(u_xlat18.xyz, 0.0, 1.0);
					    u_xlatb6.xyz = lessThan(vec4(0.5, 0.5, 0.5, 0.0), u_xlat4.xyzx).xyz;
					    u_xlat7.xyz = u_xlat4.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = (-u_xlat7.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat9.xyz = (-_DriedBloodColorGloss.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = (-u_xlat7.xyz) * u_xlat9.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = u_xlat4.xyz * _DriedBloodColorGloss.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + u_xlat4.xyz;
					    {
					        vec4 hlslcc_movcTemp = u_xlat4;
					        hlslcc_movcTemp.x = (u_xlatb6.x) ? u_xlat7.x : u_xlat4.x;
					        hlslcc_movcTemp.y = (u_xlatb6.y) ? u_xlat7.y : u_xlat4.y;
					        hlslcc_movcTemp.z = (u_xlatb6.z) ? u_xlat7.z : u_xlat4.z;
					        u_xlat4 = hlslcc_movcTemp;
					    }
					    u_xlat4.xyz = (-u_xlat18.xyz) + u_xlat4.xyz;
					    u_xlat4.xyz = u_xlat8.xyz * u_xlat4.xyz + u_xlat18.xyz;
					    u_xlat40 = (-_Metallic) + _DriedBlood_Metallic;
					    u_xlat40 = u_xlat8.x * u_xlat40 + _Metallic;
					    u_xlat41 = _DriedBloodColorGloss.w + (-_Gloss);
					    u_xlat41 = u_xlat8.x * u_xlat41 + _Gloss;
					    u_xlat42 = u_xlat5.x * u_xlat6.w;
					    u_xlat42 = u_xlat42 * u_xlat42;
					    u_xlat43 = u_xlat42 * u_xlat42;
					    u_xlat42 = u_xlat42 * u_xlat43;
					    u_xlat42 = min(u_xlat42, 1.0);
					    SV_Target0.w = u_xlat42 * _MainColorTintFadeA.w;
					    u_xlat5.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat5.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat5.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat5.xyz;
					    u_xlat43 = (-u_xlat41) + 1.0;
					    u_xlat5.x = dot((-u_xlat2.xyz), u_xlat3.xyz);
					    u_xlat5.x = u_xlat5.x + u_xlat5.x;
					    u_xlat5.xyz = u_xlat3.xyz * (-u_xlat5.xxx) + (-u_xlat2.xyz);
					    u_xlatb44 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb44){
					        u_xlatb44 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat6.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat6.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat6.xyz;
					        u_xlat6.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat6.xyz;
					        u_xlat6.xyz = u_xlat6.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat6.xyz = (bool(u_xlatb44)) ? u_xlat6.xyz : u_xlat0.xyz;
					        u_xlat6.xyz = u_xlat6.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat6.yzw = u_xlat6.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat44 = u_xlat6.y * 0.25;
					        u_xlat19 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat7.x = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat44 = max(u_xlat44, u_xlat19);
					        u_xlat6.x = min(u_xlat7.x, u_xlat44);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat6.xzw);
					        u_xlat8.xyz = u_xlat6.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat8 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat6.xyz = u_xlat6.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat6.xyz);
					        u_xlat3.w = 1.0;
					        u_xlat7.x = dot(u_xlat7, u_xlat3);
					        u_xlat7.y = dot(u_xlat8, u_xlat3);
					        u_xlat7.z = dot(u_xlat6, u_xlat3);
					    } else {
					        u_xlat3.w = 1.0;
					        u_xlat7.x = dot(unity_SHAr, u_xlat3);
					        u_xlat7.y = dot(unity_SHAg, u_xlat3);
					        u_xlat7.z = dot(unity_SHAb, u_xlat3);
					    }
					    u_xlat6 = u_xlat3.yzzx * u_xlat3.xyzz;
					    u_xlat8.x = dot(unity_SHBr, u_xlat6);
					    u_xlat8.y = dot(unity_SHBg, u_xlat6);
					    u_xlat8.z = dot(unity_SHBb, u_xlat6);
					    u_xlat42 = u_xlat3.y * u_xlat3.y;
					    u_xlat42 = u_xlat3.x * u_xlat3.x + (-u_xlat42);
					    u_xlat6.xyz = unity_SHC.xyz * vec3(u_xlat42) + u_xlat8.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat6.xyz = max(u_xlat6.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7 = texture(unity_Lightmap, vs_TEXCOORD4.xy);
					    u_xlat42 = log2(u_xlat7.w);
					    u_xlat42 = u_xlat42 * unity_Lightmap_HDR.y;
					    u_xlat42 = exp2(u_xlat42);
					    u_xlat42 = u_xlat42 * unity_Lightmap_HDR.x;
					    u_xlat7.xyz = u_xlat7.xyz * vec3(u_xlat42);
					    u_xlat8 = texture(unity_LightmapInd, vs_TEXCOORD4.xy);
					    u_xlat8.xyz = u_xlat8.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat42 = dot(u_xlat3.xyz, u_xlat8.xyz);
					    u_xlat42 = u_xlat42 + 0.5;
					    u_xlat7.xyz = vec3(u_xlat42) * u_xlat7.xyz;
					    u_xlat42 = max(u_xlat8.w, 9.99999975e-05);
					    u_xlat7.xyz = u_xlat7.xyz / vec3(u_xlat42);
					    u_xlat6.xyz = u_xlat6.xyz + u_xlat7.xyz;
					    u_xlatb42 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb42){
					        u_xlat42 = dot(u_xlat5.xyz, u_xlat5.xyz);
					        u_xlat42 = inversesqrt(u_xlat42);
					        u_xlat7.xyz = vec3(u_xlat42) * u_xlat5.xyz;
					        u_xlat8.xyz = (-u_xlat0.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat8.xyz = u_xlat8.xyz / u_xlat7.xyz;
					        u_xlat9.xyz = (-u_xlat0.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat9.xyz = u_xlat9.xyz / u_xlat7.xyz;
					        u_xlatb10.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat7.xyzx).xyz;
					        {
					            vec4 hlslcc_movcTemp = u_xlat8;
					            hlslcc_movcTemp.x = (u_xlatb10.x) ? u_xlat8.x : u_xlat9.x;
					            hlslcc_movcTemp.y = (u_xlatb10.y) ? u_xlat8.y : u_xlat9.y;
					            hlslcc_movcTemp.z = (u_xlatb10.z) ? u_xlat8.z : u_xlat9.z;
					            u_xlat8 = hlslcc_movcTemp;
					        }
					        u_xlat42 = min(u_xlat8.y, u_xlat8.x);
					        u_xlat42 = min(u_xlat8.z, u_xlat42);
					        u_xlat8.xyz = u_xlat0.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat7.xyz = u_xlat7.xyz * vec3(u_xlat42) + u_xlat8.xyz;
					    } else {
					        u_xlat7.xyz = u_xlat5.xyz;
					    }
					    u_xlat42 = (-u_xlat43) * 0.699999988 + 1.70000005;
					    u_xlat42 = u_xlat42 * u_xlat43;
					    u_xlat42 = u_xlat42 * 6.0;
					    u_xlat7 = textureLod(unity_SpecCube0, u_xlat7.xyz, u_xlat42);
					    u_xlat44 = u_xlat7.w + -1.0;
					    u_xlat44 = unity_SpecCube0_HDR.w * u_xlat44 + 1.0;
					    u_xlat44 = log2(u_xlat44);
					    u_xlat44 = u_xlat44 * unity_SpecCube0_HDR.y;
					    u_xlat44 = exp2(u_xlat44);
					    u_xlat44 = u_xlat44 * unity_SpecCube0_HDR.x;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(u_xlat44);
					    u_xlatb45 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb45){
					        u_xlatb45 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb45){
					            u_xlat45 = dot(u_xlat5.xyz, u_xlat5.xyz);
					            u_xlat45 = inversesqrt(u_xlat45);
					            u_xlat9.xyz = u_xlat5.xyz * vec3(u_xlat45);
					            u_xlat10.xyz = (-u_xlat0.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat10.xyz = u_xlat10.xyz / u_xlat9.xyz;
					            u_xlat11.xyz = (-u_xlat0.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat11.xyz = u_xlat11.xyz / u_xlat9.xyz;
					            u_xlatb12.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat9.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat10;
					                hlslcc_movcTemp.x = (u_xlatb12.x) ? u_xlat10.x : u_xlat11.x;
					                hlslcc_movcTemp.y = (u_xlatb12.y) ? u_xlat10.y : u_xlat11.y;
					                hlslcc_movcTemp.z = (u_xlatb12.z) ? u_xlat10.z : u_xlat11.z;
					                u_xlat10 = hlslcc_movcTemp;
					            }
					            u_xlat45 = min(u_xlat10.y, u_xlat10.x);
					            u_xlat45 = min(u_xlat10.z, u_xlat45);
					            u_xlat0.xyz = u_xlat0.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat5.xyz = u_xlat9.xyz * vec3(u_xlat45) + u_xlat0.xyz;
					        }
					        u_xlat9 = textureLod(unity_SpecCube1, u_xlat5.xyz, u_xlat42);
					        u_xlat0.x = u_xlat9.w + -1.0;
					        u_xlat0.x = unity_SpecCube1_HDR.w * u_xlat0.x + 1.0;
					        u_xlat0.x = log2(u_xlat0.x);
					        u_xlat0.x = u_xlat0.x * unity_SpecCube1_HDR.y;
					        u_xlat0.x = exp2(u_xlat0.x);
					        u_xlat0.x = u_xlat0.x * unity_SpecCube1_HDR.x;
					        u_xlat0.xyz = u_xlat9.xyz * u_xlat0.xxx;
					        u_xlat5.xyz = vec3(u_xlat44) * u_xlat7.xyz + (-u_xlat0.xyz);
					        u_xlat8.xyz = unity_SpecCube0_BoxMin.www * u_xlat5.xyz + u_xlat0.xyz;
					    }
					    u_xlat0.xyz = u_xlat4.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat0.xyz = vec3(u_xlat40) * u_xlat0.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat40 = (-u_xlat40) * 0.959999979 + 0.959999979;
					    u_xlat4.xyz = vec3(u_xlat40) * u_xlat4.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat39) + _WorldSpaceLightPos0.xyz;
					    u_xlat39 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat39 = max(u_xlat39, 0.00100000005);
					    u_xlat39 = inversesqrt(u_xlat39);
					    u_xlat1.xyz = vec3(u_xlat39) * u_xlat1.xyz;
					    u_xlat39 = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat3.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlat15 = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat15 = clamp(u_xlat15, 0.0, 1.0);
					    u_xlat1.x = dot(_WorldSpaceLightPos0.xyz, u_xlat1.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat14 = u_xlat1.x + u_xlat1.x;
					    u_xlat14 = u_xlat1.x * u_xlat14;
					    u_xlat14 = u_xlat14 * u_xlat43 + -0.5;
					    u_xlat27 = (-u_xlat2.x) + 1.0;
					    u_xlat28 = u_xlat27 * u_xlat27;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat27 = u_xlat27 * u_xlat28;
					    u_xlat27 = u_xlat14 * u_xlat27 + 1.0;
					    u_xlat28 = -abs(u_xlat39) + 1.0;
					    u_xlat3.x = u_xlat28 * u_xlat28;
					    u_xlat3.x = u_xlat3.x * u_xlat3.x;
					    u_xlat28 = u_xlat28 * u_xlat3.x;
					    u_xlat14 = u_xlat14 * u_xlat28 + 1.0;
					    u_xlat14 = u_xlat14 * u_xlat27;
					    u_xlat14 = u_xlat2.x * u_xlat14;
					    u_xlat27 = u_xlat43 * u_xlat43;
					    u_xlat27 = max(u_xlat27, 0.00200000009);
					    u_xlat3.x = (-u_xlat27) + 1.0;
					    u_xlat16 = abs(u_xlat39) * u_xlat3.x + u_xlat27;
					    u_xlat3.x = u_xlat2.x * u_xlat3.x + u_xlat27;
					    u_xlat39 = abs(u_xlat39) * u_xlat3.x;
					    u_xlat39 = u_xlat2.x * u_xlat16 + u_xlat39;
					    u_xlat39 = u_xlat39 + 9.99999975e-06;
					    u_xlat39 = 0.5 / u_xlat39;
					    u_xlat3.x = u_xlat27 * u_xlat27;
					    u_xlat16 = u_xlat15 * u_xlat3.x + (-u_xlat15);
					    u_xlat15 = u_xlat16 * u_xlat15 + 1.0;
					    u_xlat3.x = u_xlat3.x * 0.318309873;
					    u_xlat15 = u_xlat15 * u_xlat15 + 1.00000001e-07;
					    u_xlat15 = u_xlat3.x / u_xlat15;
					    u_xlat39 = u_xlat39 * u_xlat15;
					    u_xlat39 = u_xlat39 * 3.14159274;
					    u_xlat39 = u_xlat2.x * u_xlat39;
					    u_xlat39 = max(u_xlat39, 0.0);
					    u_xlat27 = u_xlat27 * u_xlat27 + 1.0;
					    u_xlat27 = float(1.0) / u_xlat27;
					    u_xlat2.x = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlatb2 = u_xlat2.x!=0.0;
					    u_xlat2.x = u_xlatb2 ? 1.0 : float(0.0);
					    u_xlat39 = u_xlat39 * u_xlat2.x;
					    u_xlat40 = (-u_xlat40) + u_xlat41;
					    u_xlat40 = u_xlat40 + 1.0;
					    u_xlat40 = clamp(u_xlat40, 0.0, 1.0);
					    u_xlat2.xyw = _LightColor0.xyz * vec3(u_xlat14) + u_xlat6.xyz;
					    u_xlat3.xyz = vec3(u_xlat39) * _LightColor0.xyz;
					    u_xlat39 = (-u_xlat1.x) + 1.0;
					    u_xlat1.x = u_xlat39 * u_xlat39;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat39 = u_xlat39 * u_xlat1.x;
					    u_xlat5.xyz = (-u_xlat0.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat5.xyz = u_xlat5.xyz * vec3(u_xlat39) + u_xlat0.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * u_xlat5.xyz;
					    u_xlat2.xyw = u_xlat4.xyz * u_xlat2.xyw + u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat8.xyz * vec3(u_xlat27);
					    u_xlat3.xyz = (-u_xlat0.xyz) + vec3(u_xlat40);
					    u_xlat0.xyz = vec3(u_xlat28) * u_xlat3.xyz + u_xlat0.xyz;
					    SV_Target0.xyz = u_xlat1.xyz * u_xlat0.xyz + u_xlat2.xyw;
					    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 unity_Lightmap_HDR;
						vec4 unused_0_1;
						vec4 _LightColor0;
						vec4 unused_0_3;
						vec4 _MainNormalMap_ST;
						float _DriedBloodEffect_Tiling;
						float _DriedBloodEffectLevel;
						float _OverallNormalPower;
						float _Noise1;
						float _Noise2;
						vec4 _Noise_Texture_ST;
						float _Bias;
						float _Scale;
						vec4 _MainColorTintFadeA;
						vec4 _MainTexture_ST;
						vec4 _DriedBloodColorGloss;
						float _Metallic;
						float _DriedBlood_Metallic;
						float _Gloss;
						vec4 unused_0_19;
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_1_9[2];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainNormalMap;
					uniform  sampler2D _DriedBlood_Normal;
					uniform  sampler2D _Noise_Texture;
					uniform  sampler2D _MainTexture;
					uniform  sampler2D _DriedBlood_Curvature;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					bool u_xlatb2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					bvec3 u_xlatb6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					vec3 u_xlat10;
					bvec3 u_xlatb10;
					vec3 u_xlat11;
					bvec3 u_xlatb12;
					float u_xlat14;
					float u_xlat15;
					float u_xlat16;
					vec3 u_xlat18;
					float u_xlat19;
					bvec3 u_xlatb20;
					float u_xlat27;
					float u_xlat28;
					vec2 u_xlat30;
					vec2 u_xlat31;
					float u_xlat39;
					int u_xlati39;
					float u_xlat40;
					bool u_xlatb40;
					float u_xlat41;
					bool u_xlatb41;
					float u_xlat42;
					bool u_xlatb42;
					float u_xlat43;
					float u_xlat44;
					bool u_xlatb44;
					float u_xlat45;
					bool u_xlatb45;
					void main()
					{
					    u_xlat0.x = vs_TEXCOORD1.w;
					    u_xlat0.y = vs_TEXCOORD2.w;
					    u_xlat0.z = vs_TEXCOORD3.w;
					    u_xlati39 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat0.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati39].xyz;
					    u_xlat39 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat39 = inversesqrt(u_xlat39);
					    u_xlat2.xyz = vec3(u_xlat39) * u_xlat1.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainNormalMap_ST.xy + _MainNormalMap_ST.zw;
					    u_xlat4 = vs_TEXCOORD0.xyxy * vec4(_DriedBloodEffect_Tiling, _DriedBloodEffect_Tiling, _Noise1, _Noise1);
					    u_xlat3 = texture(_MainNormalMap, u_xlat3.xy);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat40 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat40 = min(u_xlat40, 1.0);
					    u_xlat40 = (-u_xlat40) + 1.0;
					    u_xlat3.z = sqrt(u_xlat40);
					    u_xlat5 = texture(_DriedBlood_Normal, u_xlat4.xy);
					    u_xlat5.x = u_xlat5.w * u_xlat5.x;
					    u_xlat5.xy = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat40 = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat40 = min(u_xlat40, 1.0);
					    u_xlat40 = (-u_xlat40) + 1.0;
					    u_xlat5.z = sqrt(u_xlat40);
					    u_xlat5.xyz = (-u_xlat3.xyz) + u_xlat5.xyz;
					    u_xlat3.xyz = vec3(vec3(_DriedBloodEffectLevel, _DriedBloodEffectLevel, _DriedBloodEffectLevel)) * u_xlat5.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz + vec3(-0.0, -0.0, -1.0);
					    u_xlat3.xyz = vec3(vec3(_OverallNormalPower, _OverallNormalPower, _OverallNormalPower)) * u_xlat3.xyz + vec3(0.0, 0.0, 1.0);
					    u_xlat40 = dot(u_xlat4.zw, vec2(0.366025418, 0.366025418));
					    u_xlat30.xy = vs_TEXCOORD0.xy * vec2(vec2(_Noise1, _Noise1)) + vec2(u_xlat40);
					    u_xlat30.xy = floor(u_xlat30.xy);
					    u_xlat5.xy = vs_TEXCOORD0.xy * vec2(vec2(_Noise1, _Noise1)) + (-u_xlat30.xy);
					    u_xlat40 = dot(u_xlat30.xy, vec2(0.211324871, 0.211324871));
					    u_xlat5.xy = vec2(u_xlat40) + u_xlat5.xy;
					    u_xlatb40 = u_xlat5.y<u_xlat5.x;
					    u_xlat6 = u_xlat5.xyxy + vec4(0.211324871, 0.211324871, -0.577350259, -0.577350259);
					    u_xlat7 = (bool(u_xlatb40)) ? vec4(0.0, 1.0, -1.0, -0.0) : vec4(1.0, 0.0, -0.0, -1.0);
					    u_xlat6.xy = u_xlat6.xy + u_xlat7.zw;
					    u_xlat31.xy = u_xlat30.xy * vec2(0.00346020772, 0.00346020772);
					    u_xlat31.xy = floor(u_xlat31.xy);
					    u_xlat30.xy = (-u_xlat31.xy) * vec2(289.0, 289.0) + u_xlat30.xy;
					    u_xlat8.x = float(0.0);
					    u_xlat8.z = float(1.0);
					    u_xlat8.y = u_xlat7.x;
					    u_xlat8.xyz = u_xlat30.yyy + u_xlat8.xyz;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xyz;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat9.xyz = floor(u_xlat9.xyz);
					    u_xlat8.xyz = (-u_xlat9.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat30.xxx + u_xlat8.xyz;
					    u_xlat7.x = float(0.0);
					    u_xlat7.z = float(1.0);
					    u_xlat7.xyz = u_xlat7.xyz + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat8.xyz = floor(u_xlat8.xyz);
					    u_xlat7.xyz = (-u_xlat8.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat7.xyz;
					    u_xlat8.x = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat8.y = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat8.z = dot(u_xlat6.zw, u_xlat6.zw);
					    u_xlat8.xyz = (-u_xlat8.xyz) + vec3(0.5, 0.5, 0.5);
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat8.xyz;
					    u_xlat7.xyz = u_xlat7.xyz * vec3(0.024390243, 0.024390243, 0.024390243);
					    u_xlat7.xyz = fract(u_xlat7.xyz);
					    u_xlat9.xyz = u_xlat7.xyz * vec3(2.0, 2.0, 2.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat10.xyz = abs(u_xlat9.xyz) + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = u_xlat7.xyz * vec3(2.0, 2.0, 2.0) + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = floor(u_xlat7.xyz);
					    u_xlat7.xyz = (-u_xlat7.xyz) + u_xlat9.xyz;
					    u_xlat9.xyz = u_xlat10.xyz * u_xlat10.xyz;
					    u_xlat9.xyz = u_xlat7.xyz * u_xlat7.xyz + u_xlat9.xyz;
					    u_xlat9.xyz = (-u_xlat9.xyz) * vec3(0.853734732, 0.853734732, 0.853734732) + vec3(1.79284286, 1.79284286, 1.79284286);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xyz;
					    u_xlat40 = u_xlat5.y * u_xlat10.x;
					    u_xlat5.x = u_xlat7.x * u_xlat5.x + u_xlat40;
					    u_xlat30.xy = u_xlat6.yw * u_xlat10.yz;
					    u_xlat5.yz = u_xlat7.yz * u_xlat6.xz + u_xlat30.xy;
					    u_xlat40 = dot(u_xlat8.xyz, u_xlat5.xyz);
					    u_xlat40 = u_xlat40 * 130.0;
					    u_xlat41 = _Noise1 * _Noise2;
					    u_xlat30.xy = vec2(u_xlat41) * vs_TEXCOORD0.xy;
					    u_xlat42 = dot(u_xlat30.xy, vec2(0.366025418, 0.366025418));
					    u_xlat30.xy = vs_TEXCOORD0.xy * vec2(u_xlat41) + vec2(u_xlat42);
					    u_xlat30.xy = floor(u_xlat30.xy);
					    u_xlat5.xy = vs_TEXCOORD0.xy * vec2(u_xlat41) + (-u_xlat30.xy);
					    u_xlat41 = dot(u_xlat30.xy, vec2(0.211324871, 0.211324871));
					    u_xlat5.xy = vec2(u_xlat41) + u_xlat5.xy;
					    u_xlatb41 = u_xlat5.y<u_xlat5.x;
					    u_xlat6 = u_xlat5.xyxy + vec4(0.211324871, 0.211324871, -0.577350259, -0.577350259);
					    u_xlat7 = (bool(u_xlatb41)) ? vec4(0.0, 1.0, -1.0, -0.0) : vec4(1.0, 0.0, -0.0, -1.0);
					    u_xlat6.xy = u_xlat6.xy + u_xlat7.zw;
					    u_xlat31.xy = u_xlat30.xy * vec2(0.00346020772, 0.00346020772);
					    u_xlat31.xy = floor(u_xlat31.xy);
					    u_xlat30.xy = (-u_xlat31.xy) * vec2(289.0, 289.0) + u_xlat30.xy;
					    u_xlat8.x = float(0.0);
					    u_xlat8.z = float(1.0);
					    u_xlat8.y = u_xlat7.x;
					    u_xlat8.xyz = u_xlat30.yyy + u_xlat8.xyz;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xyz;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat9.xyz = floor(u_xlat9.xyz);
					    u_xlat8.xyz = (-u_xlat9.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat30.xxx + u_xlat8.xyz;
					    u_xlat7.x = float(0.0);
					    u_xlat7.z = float(1.0);
					    u_xlat7.xyz = u_xlat7.xyz + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat8.xyz = floor(u_xlat8.xyz);
					    u_xlat7.xyz = (-u_xlat8.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat7.xyz;
					    u_xlat8.x = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat8.y = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat8.z = dot(u_xlat6.zw, u_xlat6.zw);
					    u_xlat8.xyz = (-u_xlat8.xyz) + vec3(0.5, 0.5, 0.5);
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat8.xyz;
					    u_xlat7.xyz = u_xlat7.xyz * vec3(0.024390243, 0.024390243, 0.024390243);
					    u_xlat7.xyz = fract(u_xlat7.xyz);
					    u_xlat9.xyz = u_xlat7.xyz * vec3(2.0, 2.0, 2.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat10.xyz = abs(u_xlat9.xyz) + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = u_xlat7.xyz * vec3(2.0, 2.0, 2.0) + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = floor(u_xlat7.xyz);
					    u_xlat7.xyz = (-u_xlat7.xyz) + u_xlat9.xyz;
					    u_xlat9.xyz = u_xlat10.xyz * u_xlat10.xyz;
					    u_xlat9.xyz = u_xlat7.xyz * u_xlat7.xyz + u_xlat9.xyz;
					    u_xlat9.xyz = (-u_xlat9.xyz) * vec3(0.853734732, 0.853734732, 0.853734732) + vec3(1.79284286, 1.79284286, 1.79284286);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xyz;
					    u_xlat41 = u_xlat5.y * u_xlat10.x;
					    u_xlat5.x = u_xlat7.x * u_xlat5.x + u_xlat41;
					    u_xlat30.xy = u_xlat6.yw * u_xlat10.yz;
					    u_xlat5.yz = u_xlat7.yz * u_xlat6.xz + u_xlat30.xy;
					    u_xlat41 = dot(u_xlat8.xyz, u_xlat5.xyz);
					    u_xlat40 = u_xlat40 * u_xlat41;
					    u_xlat30.xy = vs_TEXCOORD0.xy * _Noise_Texture_ST.xy + _Noise_Texture_ST.zw;
					    u_xlat41 = _Bias * 3.0;
					    u_xlat40 = u_xlat40 * 130.0;
					    u_xlat5 = texture(_Noise_Texture, u_xlat30.xy);
					    u_xlat5.xyz = (-vec3(u_xlat40)) * u_xlat5.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat5.xyz = u_xlat5.xyz + vec3(_Bias);
					    u_xlat5.xyz = u_xlat5.xyz * vec3(vec3(_Scale, _Scale, _Scale));
					    u_xlat5.xyz = log2(u_xlat5.xyz);
					    u_xlat5.xyz = vec3(u_xlat41) * u_xlat5.xyz;
					    u_xlat5.xyz = exp2(u_xlat5.xyz);
					    u_xlat18.xyz = min(u_xlat5.xyz, vec3(1.0, 0.0, 0.0));
					    u_xlat30.xy = vs_TEXCOORD0.xy * _MainTexture_ST.xy + _MainTexture_ST.zw;
					    u_xlat6 = texture(_MainTexture, u_xlat30.xy);
					    u_xlat7.xyz = u_xlat6.xxx * _MainColorTintFadeA.xyz;
					    u_xlat4 = texture(_DriedBlood_Curvature, u_xlat4.xy);
					    u_xlat8.xyz = u_xlat18.xyz * vec3(vec3(_DriedBloodEffectLevel, _DriedBloodEffectLevel, _DriedBloodEffectLevel));
					    u_xlatb20.xyz = lessThan(vec4(0.5, 0.5, 0.5, 0.5), u_xlat7.xyzz).xyz;
					    u_xlat6.xyz = _MainColorTintFadeA.xyz * u_xlat6.xxx + vec3(-0.5, -0.5, -0.5);
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat9.xyz = (-u_xlat18.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat6.xyz = (-u_xlat6.xyz) * u_xlat9.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat40 = u_xlat18.x * u_xlat7.x;
					    u_xlat9.x = u_xlat40 * 2.0;
					    u_xlat9.y = float(0.0);
					    u_xlat9.z = float(0.0);
					    u_xlat18.x = (u_xlatb20.x) ? u_xlat6.x : u_xlat9.x;
					    u_xlat18.y = (u_xlatb20.y) ? u_xlat6.y : u_xlat9.y;
					    u_xlat18.z = (u_xlatb20.z) ? u_xlat6.z : u_xlat9.z;
					    u_xlat18.xyz = clamp(u_xlat18.xyz, 0.0, 1.0);
					    u_xlatb6.xyz = lessThan(vec4(0.5, 0.5, 0.5, 0.0), u_xlat4.xyzx).xyz;
					    u_xlat7.xyz = u_xlat4.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = (-u_xlat7.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat9.xyz = (-_DriedBloodColorGloss.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = (-u_xlat7.xyz) * u_xlat9.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = u_xlat4.xyz * _DriedBloodColorGloss.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + u_xlat4.xyz;
					    {
					        vec4 hlslcc_movcTemp = u_xlat4;
					        hlslcc_movcTemp.x = (u_xlatb6.x) ? u_xlat7.x : u_xlat4.x;
					        hlslcc_movcTemp.y = (u_xlatb6.y) ? u_xlat7.y : u_xlat4.y;
					        hlslcc_movcTemp.z = (u_xlatb6.z) ? u_xlat7.z : u_xlat4.z;
					        u_xlat4 = hlslcc_movcTemp;
					    }
					    u_xlat4.xyz = (-u_xlat18.xyz) + u_xlat4.xyz;
					    u_xlat4.xyz = u_xlat8.xyz * u_xlat4.xyz + u_xlat18.xyz;
					    u_xlat40 = (-_Metallic) + _DriedBlood_Metallic;
					    u_xlat40 = u_xlat8.x * u_xlat40 + _Metallic;
					    u_xlat41 = _DriedBloodColorGloss.w + (-_Gloss);
					    u_xlat41 = u_xlat8.x * u_xlat41 + _Gloss;
					    u_xlat42 = u_xlat5.x * u_xlat6.w;
					    u_xlat42 = u_xlat42 * u_xlat42;
					    u_xlat43 = u_xlat42 * u_xlat42;
					    u_xlat42 = u_xlat42 * u_xlat43;
					    u_xlat42 = min(u_xlat42, 1.0);
					    SV_Target0.w = u_xlat42 * _MainColorTintFadeA.w;
					    u_xlat5.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat5.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat5.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat5.xyz;
					    u_xlat43 = (-u_xlat41) + 1.0;
					    u_xlat5.x = dot((-u_xlat2.xyz), u_xlat3.xyz);
					    u_xlat5.x = u_xlat5.x + u_xlat5.x;
					    u_xlat5.xyz = u_xlat3.xyz * (-u_xlat5.xxx) + (-u_xlat2.xyz);
					    u_xlatb44 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb44){
					        u_xlatb44 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat6.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat6.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat6.xyz;
					        u_xlat6.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat6.xyz;
					        u_xlat6.xyz = u_xlat6.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat6.xyz = (bool(u_xlatb44)) ? u_xlat6.xyz : u_xlat0.xyz;
					        u_xlat6.xyz = u_xlat6.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat6.yzw = u_xlat6.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat44 = u_xlat6.y * 0.25;
					        u_xlat19 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat7.x = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat44 = max(u_xlat44, u_xlat19);
					        u_xlat6.x = min(u_xlat7.x, u_xlat44);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat6.xzw);
					        u_xlat8.xyz = u_xlat6.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat8 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat6.xyz = u_xlat6.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat6.xyz);
					        u_xlat3.w = 1.0;
					        u_xlat7.x = dot(u_xlat7, u_xlat3);
					        u_xlat7.y = dot(u_xlat8, u_xlat3);
					        u_xlat7.z = dot(u_xlat6, u_xlat3);
					    } else {
					        u_xlat3.w = 1.0;
					        u_xlat7.x = dot(unity_SHAr, u_xlat3);
					        u_xlat7.y = dot(unity_SHAg, u_xlat3);
					        u_xlat7.z = dot(unity_SHAb, u_xlat3);
					    }
					    u_xlat6 = u_xlat3.yzzx * u_xlat3.xyzz;
					    u_xlat8.x = dot(unity_SHBr, u_xlat6);
					    u_xlat8.y = dot(unity_SHBg, u_xlat6);
					    u_xlat8.z = dot(unity_SHBb, u_xlat6);
					    u_xlat42 = u_xlat3.y * u_xlat3.y;
					    u_xlat42 = u_xlat3.x * u_xlat3.x + (-u_xlat42);
					    u_xlat6.xyz = unity_SHC.xyz * vec3(u_xlat42) + u_xlat8.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat6.xyz = max(u_xlat6.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7 = texture(unity_Lightmap, vs_TEXCOORD4.xy);
					    u_xlat42 = log2(u_xlat7.w);
					    u_xlat42 = u_xlat42 * unity_Lightmap_HDR.y;
					    u_xlat42 = exp2(u_xlat42);
					    u_xlat42 = u_xlat42 * unity_Lightmap_HDR.x;
					    u_xlat7.xyz = u_xlat7.xyz * vec3(u_xlat42);
					    u_xlat8 = texture(unity_LightmapInd, vs_TEXCOORD4.xy);
					    u_xlat8.xyz = u_xlat8.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat42 = dot(u_xlat3.xyz, u_xlat8.xyz);
					    u_xlat42 = u_xlat42 + 0.5;
					    u_xlat7.xyz = vec3(u_xlat42) * u_xlat7.xyz;
					    u_xlat42 = max(u_xlat8.w, 9.99999975e-05);
					    u_xlat7.xyz = u_xlat7.xyz / vec3(u_xlat42);
					    u_xlat6.xyz = u_xlat6.xyz + u_xlat7.xyz;
					    u_xlatb42 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb42){
					        u_xlat42 = dot(u_xlat5.xyz, u_xlat5.xyz);
					        u_xlat42 = inversesqrt(u_xlat42);
					        u_xlat7.xyz = vec3(u_xlat42) * u_xlat5.xyz;
					        u_xlat8.xyz = (-u_xlat0.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat8.xyz = u_xlat8.xyz / u_xlat7.xyz;
					        u_xlat9.xyz = (-u_xlat0.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat9.xyz = u_xlat9.xyz / u_xlat7.xyz;
					        u_xlatb10.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat7.xyzx).xyz;
					        {
					            vec4 hlslcc_movcTemp = u_xlat8;
					            hlslcc_movcTemp.x = (u_xlatb10.x) ? u_xlat8.x : u_xlat9.x;
					            hlslcc_movcTemp.y = (u_xlatb10.y) ? u_xlat8.y : u_xlat9.y;
					            hlslcc_movcTemp.z = (u_xlatb10.z) ? u_xlat8.z : u_xlat9.z;
					            u_xlat8 = hlslcc_movcTemp;
					        }
					        u_xlat42 = min(u_xlat8.y, u_xlat8.x);
					        u_xlat42 = min(u_xlat8.z, u_xlat42);
					        u_xlat8.xyz = u_xlat0.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat7.xyz = u_xlat7.xyz * vec3(u_xlat42) + u_xlat8.xyz;
					    } else {
					        u_xlat7.xyz = u_xlat5.xyz;
					    }
					    u_xlat42 = (-u_xlat43) * 0.699999988 + 1.70000005;
					    u_xlat42 = u_xlat42 * u_xlat43;
					    u_xlat42 = u_xlat42 * 6.0;
					    u_xlat7 = textureLod(unity_SpecCube0, u_xlat7.xyz, u_xlat42);
					    u_xlat44 = u_xlat7.w + -1.0;
					    u_xlat44 = unity_SpecCube0_HDR.w * u_xlat44 + 1.0;
					    u_xlat44 = log2(u_xlat44);
					    u_xlat44 = u_xlat44 * unity_SpecCube0_HDR.y;
					    u_xlat44 = exp2(u_xlat44);
					    u_xlat44 = u_xlat44 * unity_SpecCube0_HDR.x;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(u_xlat44);
					    u_xlatb45 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb45){
					        u_xlatb45 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb45){
					            u_xlat45 = dot(u_xlat5.xyz, u_xlat5.xyz);
					            u_xlat45 = inversesqrt(u_xlat45);
					            u_xlat9.xyz = u_xlat5.xyz * vec3(u_xlat45);
					            u_xlat10.xyz = (-u_xlat0.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat10.xyz = u_xlat10.xyz / u_xlat9.xyz;
					            u_xlat11.xyz = (-u_xlat0.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat11.xyz = u_xlat11.xyz / u_xlat9.xyz;
					            u_xlatb12.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat9.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat10;
					                hlslcc_movcTemp.x = (u_xlatb12.x) ? u_xlat10.x : u_xlat11.x;
					                hlslcc_movcTemp.y = (u_xlatb12.y) ? u_xlat10.y : u_xlat11.y;
					                hlslcc_movcTemp.z = (u_xlatb12.z) ? u_xlat10.z : u_xlat11.z;
					                u_xlat10 = hlslcc_movcTemp;
					            }
					            u_xlat45 = min(u_xlat10.y, u_xlat10.x);
					            u_xlat45 = min(u_xlat10.z, u_xlat45);
					            u_xlat0.xyz = u_xlat0.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat5.xyz = u_xlat9.xyz * vec3(u_xlat45) + u_xlat0.xyz;
					        }
					        u_xlat9 = textureLod(unity_SpecCube1, u_xlat5.xyz, u_xlat42);
					        u_xlat0.x = u_xlat9.w + -1.0;
					        u_xlat0.x = unity_SpecCube1_HDR.w * u_xlat0.x + 1.0;
					        u_xlat0.x = log2(u_xlat0.x);
					        u_xlat0.x = u_xlat0.x * unity_SpecCube1_HDR.y;
					        u_xlat0.x = exp2(u_xlat0.x);
					        u_xlat0.x = u_xlat0.x * unity_SpecCube1_HDR.x;
					        u_xlat0.xyz = u_xlat9.xyz * u_xlat0.xxx;
					        u_xlat5.xyz = vec3(u_xlat44) * u_xlat7.xyz + (-u_xlat0.xyz);
					        u_xlat8.xyz = unity_SpecCube0_BoxMin.www * u_xlat5.xyz + u_xlat0.xyz;
					    }
					    u_xlat0.xyz = u_xlat4.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat0.xyz = vec3(u_xlat40) * u_xlat0.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat40 = (-u_xlat40) * 0.959999979 + 0.959999979;
					    u_xlat4.xyz = vec3(u_xlat40) * u_xlat4.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat39) + _WorldSpaceLightPos0.xyz;
					    u_xlat39 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat39 = max(u_xlat39, 0.00100000005);
					    u_xlat39 = inversesqrt(u_xlat39);
					    u_xlat1.xyz = vec3(u_xlat39) * u_xlat1.xyz;
					    u_xlat39 = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat3.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlat15 = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat15 = clamp(u_xlat15, 0.0, 1.0);
					    u_xlat1.x = dot(_WorldSpaceLightPos0.xyz, u_xlat1.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat14 = u_xlat1.x + u_xlat1.x;
					    u_xlat14 = u_xlat1.x * u_xlat14;
					    u_xlat14 = u_xlat14 * u_xlat43 + -0.5;
					    u_xlat27 = (-u_xlat2.x) + 1.0;
					    u_xlat28 = u_xlat27 * u_xlat27;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat27 = u_xlat27 * u_xlat28;
					    u_xlat27 = u_xlat14 * u_xlat27 + 1.0;
					    u_xlat28 = -abs(u_xlat39) + 1.0;
					    u_xlat3.x = u_xlat28 * u_xlat28;
					    u_xlat3.x = u_xlat3.x * u_xlat3.x;
					    u_xlat28 = u_xlat28 * u_xlat3.x;
					    u_xlat14 = u_xlat14 * u_xlat28 + 1.0;
					    u_xlat14 = u_xlat14 * u_xlat27;
					    u_xlat14 = u_xlat2.x * u_xlat14;
					    u_xlat27 = u_xlat43 * u_xlat43;
					    u_xlat27 = max(u_xlat27, 0.00200000009);
					    u_xlat3.x = (-u_xlat27) + 1.0;
					    u_xlat16 = abs(u_xlat39) * u_xlat3.x + u_xlat27;
					    u_xlat3.x = u_xlat2.x * u_xlat3.x + u_xlat27;
					    u_xlat39 = abs(u_xlat39) * u_xlat3.x;
					    u_xlat39 = u_xlat2.x * u_xlat16 + u_xlat39;
					    u_xlat39 = u_xlat39 + 9.99999975e-06;
					    u_xlat39 = 0.5 / u_xlat39;
					    u_xlat3.x = u_xlat27 * u_xlat27;
					    u_xlat16 = u_xlat15 * u_xlat3.x + (-u_xlat15);
					    u_xlat15 = u_xlat16 * u_xlat15 + 1.0;
					    u_xlat3.x = u_xlat3.x * 0.318309873;
					    u_xlat15 = u_xlat15 * u_xlat15 + 1.00000001e-07;
					    u_xlat15 = u_xlat3.x / u_xlat15;
					    u_xlat39 = u_xlat39 * u_xlat15;
					    u_xlat39 = u_xlat39 * 3.14159274;
					    u_xlat39 = u_xlat2.x * u_xlat39;
					    u_xlat39 = max(u_xlat39, 0.0);
					    u_xlat27 = u_xlat27 * u_xlat27 + 1.0;
					    u_xlat27 = float(1.0) / u_xlat27;
					    u_xlat2.x = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlatb2 = u_xlat2.x!=0.0;
					    u_xlat2.x = u_xlatb2 ? 1.0 : float(0.0);
					    u_xlat39 = u_xlat39 * u_xlat2.x;
					    u_xlat40 = (-u_xlat40) + u_xlat41;
					    u_xlat40 = u_xlat40 + 1.0;
					    u_xlat40 = clamp(u_xlat40, 0.0, 1.0);
					    u_xlat2.xyw = _LightColor0.xyz * vec3(u_xlat14) + u_xlat6.xyz;
					    u_xlat3.xyz = vec3(u_xlat39) * _LightColor0.xyz;
					    u_xlat39 = (-u_xlat1.x) + 1.0;
					    u_xlat1.x = u_xlat39 * u_xlat39;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat39 = u_xlat39 * u_xlat1.x;
					    u_xlat5.xyz = (-u_xlat0.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat5.xyz = u_xlat5.xyz * vec3(u_xlat39) + u_xlat0.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * u_xlat5.xyz;
					    u_xlat2.xyw = u_xlat4.xyz * u_xlat2.xyw + u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat8.xyz * vec3(u_xlat27);
					    u_xlat3.xyz = (-u_xlat0.xyz) + vec3(u_xlat40);
					    u_xlat0.xyz = vec3(u_xlat28) * u_xlat3.xyz + u_xlat0.xyz;
					    SV_Target0.xyz = u_xlat1.xyz * u_xlat0.xyz + u_xlat2.xyw;
					    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 unity_Lightmap_HDR;
						vec4 unity_DynamicLightmap_HDR;
						vec4 _LightColor0;
						vec4 unused_0_3;
						vec4 _MainNormalMap_ST;
						float _DriedBloodEffect_Tiling;
						float _DriedBloodEffectLevel;
						float _OverallNormalPower;
						float _Noise1;
						float _Noise2;
						vec4 _Noise_Texture_ST;
						float _Bias;
						float _Scale;
						vec4 _MainColorTintFadeA;
						vec4 _MainTexture_ST;
						vec4 _DriedBloodColorGloss;
						float _Metallic;
						float _DriedBlood_Metallic;
						float _Gloss;
						vec4 unused_0_19;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					uniform  sampler2D _MainNormalMap;
					uniform  sampler2D _DriedBlood_Normal;
					uniform  sampler2D _Noise_Texture;
					uniform  sampler2D _MainTexture;
					uniform  sampler2D _DriedBlood_Curvature;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler2D unity_DynamicLightmap;
					uniform  sampler2D unity_DynamicDirectionality;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					in  vec2 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					bool u_xlatb2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					bvec3 u_xlatb6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					vec3 u_xlat10;
					bvec3 u_xlatb10;
					vec3 u_xlat11;
					bvec3 u_xlatb12;
					float u_xlat14;
					float u_xlat15;
					float u_xlat16;
					vec3 u_xlat18;
					bvec3 u_xlatb20;
					float u_xlat27;
					float u_xlat28;
					vec2 u_xlat30;
					vec2 u_xlat31;
					float u_xlat39;
					float u_xlat40;
					bool u_xlatb40;
					float u_xlat41;
					bool u_xlatb41;
					float u_xlat42;
					float u_xlat43;
					bool u_xlatb43;
					float u_xlat44;
					float u_xlat45;
					bool u_xlatb45;
					void main()
					{
					    u_xlat0.x = vs_TEXCOORD1.w;
					    u_xlat0.y = vs_TEXCOORD2.w;
					    u_xlat0.z = vs_TEXCOORD3.w;
					    u_xlat1.xyz = (-u_xlat0.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat39 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat39 = inversesqrt(u_xlat39);
					    u_xlat2.xyz = vec3(u_xlat39) * u_xlat1.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainNormalMap_ST.xy + _MainNormalMap_ST.zw;
					    u_xlat4 = vs_TEXCOORD0.xyxy * vec4(_DriedBloodEffect_Tiling, _DriedBloodEffect_Tiling, _Noise1, _Noise1);
					    u_xlat3 = texture(_MainNormalMap, u_xlat3.xy);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat40 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat40 = min(u_xlat40, 1.0);
					    u_xlat40 = (-u_xlat40) + 1.0;
					    u_xlat3.z = sqrt(u_xlat40);
					    u_xlat5 = texture(_DriedBlood_Normal, u_xlat4.xy);
					    u_xlat5.x = u_xlat5.w * u_xlat5.x;
					    u_xlat5.xy = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat40 = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat40 = min(u_xlat40, 1.0);
					    u_xlat40 = (-u_xlat40) + 1.0;
					    u_xlat5.z = sqrt(u_xlat40);
					    u_xlat5.xyz = (-u_xlat3.xyz) + u_xlat5.xyz;
					    u_xlat3.xyz = vec3(vec3(_DriedBloodEffectLevel, _DriedBloodEffectLevel, _DriedBloodEffectLevel)) * u_xlat5.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz + vec3(-0.0, -0.0, -1.0);
					    u_xlat3.xyz = vec3(vec3(_OverallNormalPower, _OverallNormalPower, _OverallNormalPower)) * u_xlat3.xyz + vec3(0.0, 0.0, 1.0);
					    u_xlat40 = dot(u_xlat4.zw, vec2(0.366025418, 0.366025418));
					    u_xlat30.xy = vs_TEXCOORD0.xy * vec2(vec2(_Noise1, _Noise1)) + vec2(u_xlat40);
					    u_xlat30.xy = floor(u_xlat30.xy);
					    u_xlat5.xy = vs_TEXCOORD0.xy * vec2(vec2(_Noise1, _Noise1)) + (-u_xlat30.xy);
					    u_xlat40 = dot(u_xlat30.xy, vec2(0.211324871, 0.211324871));
					    u_xlat5.xy = vec2(u_xlat40) + u_xlat5.xy;
					    u_xlatb40 = u_xlat5.y<u_xlat5.x;
					    u_xlat6 = u_xlat5.xyxy + vec4(0.211324871, 0.211324871, -0.577350259, -0.577350259);
					    u_xlat7 = (bool(u_xlatb40)) ? vec4(0.0, 1.0, -1.0, -0.0) : vec4(1.0, 0.0, -0.0, -1.0);
					    u_xlat6.xy = u_xlat6.xy + u_xlat7.zw;
					    u_xlat31.xy = u_xlat30.xy * vec2(0.00346020772, 0.00346020772);
					    u_xlat31.xy = floor(u_xlat31.xy);
					    u_xlat30.xy = (-u_xlat31.xy) * vec2(289.0, 289.0) + u_xlat30.xy;
					    u_xlat8.x = float(0.0);
					    u_xlat8.z = float(1.0);
					    u_xlat8.y = u_xlat7.x;
					    u_xlat8.xyz = u_xlat30.yyy + u_xlat8.xyz;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xyz;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat9.xyz = floor(u_xlat9.xyz);
					    u_xlat8.xyz = (-u_xlat9.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat30.xxx + u_xlat8.xyz;
					    u_xlat7.x = float(0.0);
					    u_xlat7.z = float(1.0);
					    u_xlat7.xyz = u_xlat7.xyz + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat8.xyz = floor(u_xlat8.xyz);
					    u_xlat7.xyz = (-u_xlat8.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat7.xyz;
					    u_xlat8.x = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat8.y = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat8.z = dot(u_xlat6.zw, u_xlat6.zw);
					    u_xlat8.xyz = (-u_xlat8.xyz) + vec3(0.5, 0.5, 0.5);
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat8.xyz;
					    u_xlat7.xyz = u_xlat7.xyz * vec3(0.024390243, 0.024390243, 0.024390243);
					    u_xlat7.xyz = fract(u_xlat7.xyz);
					    u_xlat9.xyz = u_xlat7.xyz * vec3(2.0, 2.0, 2.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat10.xyz = abs(u_xlat9.xyz) + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = u_xlat7.xyz * vec3(2.0, 2.0, 2.0) + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = floor(u_xlat7.xyz);
					    u_xlat7.xyz = (-u_xlat7.xyz) + u_xlat9.xyz;
					    u_xlat9.xyz = u_xlat10.xyz * u_xlat10.xyz;
					    u_xlat9.xyz = u_xlat7.xyz * u_xlat7.xyz + u_xlat9.xyz;
					    u_xlat9.xyz = (-u_xlat9.xyz) * vec3(0.853734732, 0.853734732, 0.853734732) + vec3(1.79284286, 1.79284286, 1.79284286);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xyz;
					    u_xlat40 = u_xlat5.y * u_xlat10.x;
					    u_xlat5.x = u_xlat7.x * u_xlat5.x + u_xlat40;
					    u_xlat30.xy = u_xlat6.yw * u_xlat10.yz;
					    u_xlat5.yz = u_xlat7.yz * u_xlat6.xz + u_xlat30.xy;
					    u_xlat40 = dot(u_xlat8.xyz, u_xlat5.xyz);
					    u_xlat40 = u_xlat40 * 130.0;
					    u_xlat41 = _Noise1 * _Noise2;
					    u_xlat30.xy = vec2(u_xlat41) * vs_TEXCOORD0.xy;
					    u_xlat42 = dot(u_xlat30.xy, vec2(0.366025418, 0.366025418));
					    u_xlat30.xy = vs_TEXCOORD0.xy * vec2(u_xlat41) + vec2(u_xlat42);
					    u_xlat30.xy = floor(u_xlat30.xy);
					    u_xlat5.xy = vs_TEXCOORD0.xy * vec2(u_xlat41) + (-u_xlat30.xy);
					    u_xlat41 = dot(u_xlat30.xy, vec2(0.211324871, 0.211324871));
					    u_xlat5.xy = vec2(u_xlat41) + u_xlat5.xy;
					    u_xlatb41 = u_xlat5.y<u_xlat5.x;
					    u_xlat6 = u_xlat5.xyxy + vec4(0.211324871, 0.211324871, -0.577350259, -0.577350259);
					    u_xlat7 = (bool(u_xlatb41)) ? vec4(0.0, 1.0, -1.0, -0.0) : vec4(1.0, 0.0, -0.0, -1.0);
					    u_xlat6.xy = u_xlat6.xy + u_xlat7.zw;
					    u_xlat31.xy = u_xlat30.xy * vec2(0.00346020772, 0.00346020772);
					    u_xlat31.xy = floor(u_xlat31.xy);
					    u_xlat30.xy = (-u_xlat31.xy) * vec2(289.0, 289.0) + u_xlat30.xy;
					    u_xlat8.x = float(0.0);
					    u_xlat8.z = float(1.0);
					    u_xlat8.y = u_xlat7.x;
					    u_xlat8.xyz = u_xlat30.yyy + u_xlat8.xyz;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xyz;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat9.xyz = floor(u_xlat9.xyz);
					    u_xlat8.xyz = (-u_xlat9.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat30.xxx + u_xlat8.xyz;
					    u_xlat7.x = float(0.0);
					    u_xlat7.z = float(1.0);
					    u_xlat7.xyz = u_xlat7.xyz + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat8.xyz = floor(u_xlat8.xyz);
					    u_xlat7.xyz = (-u_xlat8.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat7.xyz;
					    u_xlat8.x = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat8.y = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat8.z = dot(u_xlat6.zw, u_xlat6.zw);
					    u_xlat8.xyz = (-u_xlat8.xyz) + vec3(0.5, 0.5, 0.5);
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat8.xyz;
					    u_xlat7.xyz = u_xlat7.xyz * vec3(0.024390243, 0.024390243, 0.024390243);
					    u_xlat7.xyz = fract(u_xlat7.xyz);
					    u_xlat9.xyz = u_xlat7.xyz * vec3(2.0, 2.0, 2.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat10.xyz = abs(u_xlat9.xyz) + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = u_xlat7.xyz * vec3(2.0, 2.0, 2.0) + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = floor(u_xlat7.xyz);
					    u_xlat7.xyz = (-u_xlat7.xyz) + u_xlat9.xyz;
					    u_xlat9.xyz = u_xlat10.xyz * u_xlat10.xyz;
					    u_xlat9.xyz = u_xlat7.xyz * u_xlat7.xyz + u_xlat9.xyz;
					    u_xlat9.xyz = (-u_xlat9.xyz) * vec3(0.853734732, 0.853734732, 0.853734732) + vec3(1.79284286, 1.79284286, 1.79284286);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xyz;
					    u_xlat41 = u_xlat5.y * u_xlat10.x;
					    u_xlat5.x = u_xlat7.x * u_xlat5.x + u_xlat41;
					    u_xlat30.xy = u_xlat6.yw * u_xlat10.yz;
					    u_xlat5.yz = u_xlat7.yz * u_xlat6.xz + u_xlat30.xy;
					    u_xlat41 = dot(u_xlat8.xyz, u_xlat5.xyz);
					    u_xlat40 = u_xlat40 * u_xlat41;
					    u_xlat30.xy = vs_TEXCOORD0.xy * _Noise_Texture_ST.xy + _Noise_Texture_ST.zw;
					    u_xlat41 = _Bias * 3.0;
					    u_xlat40 = u_xlat40 * 130.0;
					    u_xlat5 = texture(_Noise_Texture, u_xlat30.xy);
					    u_xlat5.xyz = (-vec3(u_xlat40)) * u_xlat5.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat5.xyz = u_xlat5.xyz + vec3(_Bias);
					    u_xlat5.xyz = u_xlat5.xyz * vec3(vec3(_Scale, _Scale, _Scale));
					    u_xlat5.xyz = log2(u_xlat5.xyz);
					    u_xlat5.xyz = vec3(u_xlat41) * u_xlat5.xyz;
					    u_xlat5.xyz = exp2(u_xlat5.xyz);
					    u_xlat18.xyz = min(u_xlat5.xyz, vec3(1.0, 0.0, 0.0));
					    u_xlat30.xy = vs_TEXCOORD0.xy * _MainTexture_ST.xy + _MainTexture_ST.zw;
					    u_xlat6 = texture(_MainTexture, u_xlat30.xy);
					    u_xlat7.xyz = u_xlat6.xxx * _MainColorTintFadeA.xyz;
					    u_xlat4 = texture(_DriedBlood_Curvature, u_xlat4.xy);
					    u_xlat8.xyz = u_xlat18.xyz * vec3(vec3(_DriedBloodEffectLevel, _DriedBloodEffectLevel, _DriedBloodEffectLevel));
					    u_xlatb20.xyz = lessThan(vec4(0.5, 0.5, 0.5, 0.5), u_xlat7.xyzz).xyz;
					    u_xlat6.xyz = _MainColorTintFadeA.xyz * u_xlat6.xxx + vec3(-0.5, -0.5, -0.5);
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat9.xyz = (-u_xlat18.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat6.xyz = (-u_xlat6.xyz) * u_xlat9.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat40 = u_xlat18.x * u_xlat7.x;
					    u_xlat9.x = u_xlat40 * 2.0;
					    u_xlat9.y = float(0.0);
					    u_xlat9.z = float(0.0);
					    u_xlat18.x = (u_xlatb20.x) ? u_xlat6.x : u_xlat9.x;
					    u_xlat18.y = (u_xlatb20.y) ? u_xlat6.y : u_xlat9.y;
					    u_xlat18.z = (u_xlatb20.z) ? u_xlat6.z : u_xlat9.z;
					    u_xlat18.xyz = clamp(u_xlat18.xyz, 0.0, 1.0);
					    u_xlatb6.xyz = lessThan(vec4(0.5, 0.5, 0.5, 0.0), u_xlat4.xyzx).xyz;
					    u_xlat7.xyz = u_xlat4.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = (-u_xlat7.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat9.xyz = (-_DriedBloodColorGloss.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = (-u_xlat7.xyz) * u_xlat9.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = u_xlat4.xyz * _DriedBloodColorGloss.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + u_xlat4.xyz;
					    {
					        vec4 hlslcc_movcTemp = u_xlat4;
					        hlslcc_movcTemp.x = (u_xlatb6.x) ? u_xlat7.x : u_xlat4.x;
					        hlslcc_movcTemp.y = (u_xlatb6.y) ? u_xlat7.y : u_xlat4.y;
					        hlslcc_movcTemp.z = (u_xlatb6.z) ? u_xlat7.z : u_xlat4.z;
					        u_xlat4 = hlslcc_movcTemp;
					    }
					    u_xlat4.xyz = (-u_xlat18.xyz) + u_xlat4.xyz;
					    u_xlat4.xyz = u_xlat8.xyz * u_xlat4.xyz + u_xlat18.xyz;
					    u_xlat40 = (-_Metallic) + _DriedBlood_Metallic;
					    u_xlat40 = u_xlat8.x * u_xlat40 + _Metallic;
					    u_xlat41 = _DriedBloodColorGloss.w + (-_Gloss);
					    u_xlat41 = u_xlat8.x * u_xlat41 + _Gloss;
					    u_xlat42 = u_xlat5.x * u_xlat6.w;
					    u_xlat42 = u_xlat42 * u_xlat42;
					    u_xlat43 = u_xlat42 * u_xlat42;
					    u_xlat42 = u_xlat42 * u_xlat43;
					    u_xlat42 = min(u_xlat42, 1.0);
					    SV_Target0.w = u_xlat42 * _MainColorTintFadeA.w;
					    u_xlat5.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat5.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat5.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat5.xyz;
					    u_xlat42 = (-u_xlat41) + 1.0;
					    u_xlat43 = dot((-u_xlat2.xyz), u_xlat3.xyz);
					    u_xlat43 = u_xlat43 + u_xlat43;
					    u_xlat5.xyz = u_xlat3.xyz * (-vec3(u_xlat43)) + (-u_xlat2.xyz);
					    u_xlat6 = texture(unity_Lightmap, vs_TEXCOORD4.xy);
					    u_xlat43 = log2(u_xlat6.w);
					    u_xlat43 = u_xlat43 * unity_Lightmap_HDR.y;
					    u_xlat43 = exp2(u_xlat43);
					    u_xlat43 = u_xlat43 * unity_Lightmap_HDR.x;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat43);
					    u_xlat7 = texture(unity_LightmapInd, vs_TEXCOORD4.xy);
					    u_xlat7.xyz = u_xlat7.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat43 = dot(u_xlat3.xyz, u_xlat7.xyz);
					    u_xlat43 = u_xlat43 + 0.5;
					    u_xlat6.xyz = vec3(u_xlat43) * u_xlat6.xyz;
					    u_xlat43 = max(u_xlat7.w, 9.99999975e-05);
					    u_xlat6.xyz = u_xlat6.xyz / vec3(u_xlat43);
					    u_xlat7 = texture(unity_DynamicLightmap, vs_TEXCOORD4.zw);
					    u_xlat43 = u_xlat7.w * unity_DynamicLightmap_HDR.x;
					    u_xlat7.xyz = u_xlat7.xyz * vec3(u_xlat43);
					    u_xlat7.xyz = log2(u_xlat7.xyz);
					    u_xlat7.xyz = u_xlat7.xyz * unity_DynamicLightmap_HDR.yyy;
					    u_xlat7.xyz = exp2(u_xlat7.xyz);
					    u_xlat8 = texture(unity_DynamicDirectionality, vs_TEXCOORD4.zw);
					    u_xlat8.xyz = u_xlat8.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat43 = dot(u_xlat3.xyz, u_xlat8.xyz);
					    u_xlat43 = u_xlat43 + 0.5;
					    u_xlat7.xyz = vec3(u_xlat43) * u_xlat7.xyz;
					    u_xlat43 = max(u_xlat8.w, 9.99999975e-05);
					    u_xlat7.xyz = u_xlat7.xyz / vec3(u_xlat43);
					    u_xlat6.xyz = u_xlat6.xyz + u_xlat7.xyz;
					    u_xlatb43 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb43){
					        u_xlat43 = dot(u_xlat5.xyz, u_xlat5.xyz);
					        u_xlat43 = inversesqrt(u_xlat43);
					        u_xlat7.xyz = vec3(u_xlat43) * u_xlat5.xyz;
					        u_xlat8.xyz = (-u_xlat0.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat8.xyz = u_xlat8.xyz / u_xlat7.xyz;
					        u_xlat9.xyz = (-u_xlat0.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat9.xyz = u_xlat9.xyz / u_xlat7.xyz;
					        u_xlatb10.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat7.xyzx).xyz;
					        {
					            vec4 hlslcc_movcTemp = u_xlat8;
					            hlslcc_movcTemp.x = (u_xlatb10.x) ? u_xlat8.x : u_xlat9.x;
					            hlslcc_movcTemp.y = (u_xlatb10.y) ? u_xlat8.y : u_xlat9.y;
					            hlslcc_movcTemp.z = (u_xlatb10.z) ? u_xlat8.z : u_xlat9.z;
					            u_xlat8 = hlslcc_movcTemp;
					        }
					        u_xlat43 = min(u_xlat8.y, u_xlat8.x);
					        u_xlat43 = min(u_xlat8.z, u_xlat43);
					        u_xlat8.xyz = u_xlat0.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat7.xyz = u_xlat7.xyz * vec3(u_xlat43) + u_xlat8.xyz;
					    } else {
					        u_xlat7.xyz = u_xlat5.xyz;
					    }
					    u_xlat43 = (-u_xlat42) * 0.699999988 + 1.70000005;
					    u_xlat43 = u_xlat42 * u_xlat43;
					    u_xlat43 = u_xlat43 * 6.0;
					    u_xlat7 = textureLod(unity_SpecCube0, u_xlat7.xyz, u_xlat43);
					    u_xlat44 = u_xlat7.w + -1.0;
					    u_xlat44 = unity_SpecCube0_HDR.w * u_xlat44 + 1.0;
					    u_xlat44 = log2(u_xlat44);
					    u_xlat44 = u_xlat44 * unity_SpecCube0_HDR.y;
					    u_xlat44 = exp2(u_xlat44);
					    u_xlat44 = u_xlat44 * unity_SpecCube0_HDR.x;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(u_xlat44);
					    u_xlatb45 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb45){
					        u_xlatb45 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb45){
					            u_xlat45 = dot(u_xlat5.xyz, u_xlat5.xyz);
					            u_xlat45 = inversesqrt(u_xlat45);
					            u_xlat9.xyz = u_xlat5.xyz * vec3(u_xlat45);
					            u_xlat10.xyz = (-u_xlat0.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat10.xyz = u_xlat10.xyz / u_xlat9.xyz;
					            u_xlat11.xyz = (-u_xlat0.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat11.xyz = u_xlat11.xyz / u_xlat9.xyz;
					            u_xlatb12.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat9.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat10;
					                hlslcc_movcTemp.x = (u_xlatb12.x) ? u_xlat10.x : u_xlat11.x;
					                hlslcc_movcTemp.y = (u_xlatb12.y) ? u_xlat10.y : u_xlat11.y;
					                hlslcc_movcTemp.z = (u_xlatb12.z) ? u_xlat10.z : u_xlat11.z;
					                u_xlat10 = hlslcc_movcTemp;
					            }
					            u_xlat45 = min(u_xlat10.y, u_xlat10.x);
					            u_xlat45 = min(u_xlat10.z, u_xlat45);
					            u_xlat0.xyz = u_xlat0.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat5.xyz = u_xlat9.xyz * vec3(u_xlat45) + u_xlat0.xyz;
					        }
					        u_xlat9 = textureLod(unity_SpecCube1, u_xlat5.xyz, u_xlat43);
					        u_xlat0.x = u_xlat9.w + -1.0;
					        u_xlat0.x = unity_SpecCube1_HDR.w * u_xlat0.x + 1.0;
					        u_xlat0.x = log2(u_xlat0.x);
					        u_xlat0.x = u_xlat0.x * unity_SpecCube1_HDR.y;
					        u_xlat0.x = exp2(u_xlat0.x);
					        u_xlat0.x = u_xlat0.x * unity_SpecCube1_HDR.x;
					        u_xlat0.xyz = u_xlat9.xyz * u_xlat0.xxx;
					        u_xlat5.xyz = vec3(u_xlat44) * u_xlat7.xyz + (-u_xlat0.xyz);
					        u_xlat8.xyz = unity_SpecCube0_BoxMin.www * u_xlat5.xyz + u_xlat0.xyz;
					    }
					    u_xlat0.xyz = u_xlat4.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat0.xyz = vec3(u_xlat40) * u_xlat0.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat40 = (-u_xlat40) * 0.959999979 + 0.959999979;
					    u_xlat4.xyz = vec3(u_xlat40) * u_xlat4.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat39) + _WorldSpaceLightPos0.xyz;
					    u_xlat39 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat39 = max(u_xlat39, 0.00100000005);
					    u_xlat39 = inversesqrt(u_xlat39);
					    u_xlat1.xyz = vec3(u_xlat39) * u_xlat1.xyz;
					    u_xlat39 = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat3.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlat15 = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat15 = clamp(u_xlat15, 0.0, 1.0);
					    u_xlat1.x = dot(_WorldSpaceLightPos0.xyz, u_xlat1.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat14 = u_xlat1.x + u_xlat1.x;
					    u_xlat14 = u_xlat1.x * u_xlat14;
					    u_xlat14 = u_xlat14 * u_xlat42 + -0.5;
					    u_xlat27 = (-u_xlat2.x) + 1.0;
					    u_xlat28 = u_xlat27 * u_xlat27;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat27 = u_xlat27 * u_xlat28;
					    u_xlat27 = u_xlat14 * u_xlat27 + 1.0;
					    u_xlat28 = -abs(u_xlat39) + 1.0;
					    u_xlat3.x = u_xlat28 * u_xlat28;
					    u_xlat3.x = u_xlat3.x * u_xlat3.x;
					    u_xlat28 = u_xlat28 * u_xlat3.x;
					    u_xlat14 = u_xlat14 * u_xlat28 + 1.0;
					    u_xlat14 = u_xlat14 * u_xlat27;
					    u_xlat14 = u_xlat2.x * u_xlat14;
					    u_xlat27 = u_xlat42 * u_xlat42;
					    u_xlat27 = max(u_xlat27, 0.00200000009);
					    u_xlat3.x = (-u_xlat27) + 1.0;
					    u_xlat16 = abs(u_xlat39) * u_xlat3.x + u_xlat27;
					    u_xlat3.x = u_xlat2.x * u_xlat3.x + u_xlat27;
					    u_xlat39 = abs(u_xlat39) * u_xlat3.x;
					    u_xlat39 = u_xlat2.x * u_xlat16 + u_xlat39;
					    u_xlat39 = u_xlat39 + 9.99999975e-06;
					    u_xlat39 = 0.5 / u_xlat39;
					    u_xlat3.x = u_xlat27 * u_xlat27;
					    u_xlat16 = u_xlat15 * u_xlat3.x + (-u_xlat15);
					    u_xlat15 = u_xlat16 * u_xlat15 + 1.0;
					    u_xlat3.x = u_xlat3.x * 0.318309873;
					    u_xlat15 = u_xlat15 * u_xlat15 + 1.00000001e-07;
					    u_xlat15 = u_xlat3.x / u_xlat15;
					    u_xlat39 = u_xlat39 * u_xlat15;
					    u_xlat39 = u_xlat39 * 3.14159274;
					    u_xlat39 = u_xlat2.x * u_xlat39;
					    u_xlat39 = max(u_xlat39, 0.0);
					    u_xlat27 = u_xlat27 * u_xlat27 + 1.0;
					    u_xlat27 = float(1.0) / u_xlat27;
					    u_xlat2.x = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlatb2 = u_xlat2.x!=0.0;
					    u_xlat2.x = u_xlatb2 ? 1.0 : float(0.0);
					    u_xlat39 = u_xlat39 * u_xlat2.x;
					    u_xlat40 = (-u_xlat40) + u_xlat41;
					    u_xlat40 = u_xlat40 + 1.0;
					    u_xlat40 = clamp(u_xlat40, 0.0, 1.0);
					    u_xlat2.xyw = _LightColor0.xyz * vec3(u_xlat14) + u_xlat6.xyz;
					    u_xlat3.xyz = vec3(u_xlat39) * _LightColor0.xyz;
					    u_xlat39 = (-u_xlat1.x) + 1.0;
					    u_xlat1.x = u_xlat39 * u_xlat39;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat39 = u_xlat39 * u_xlat1.x;
					    u_xlat5.xyz = (-u_xlat0.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat5.xyz = u_xlat5.xyz * vec3(u_xlat39) + u_xlat0.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * u_xlat5.xyz;
					    u_xlat2.xyw = u_xlat4.xyz * u_xlat2.xyw + u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat8.xyz * vec3(u_xlat27);
					    u_xlat3.xyz = (-u_xlat0.xyz) + vec3(u_xlat40);
					    u_xlat0.xyz = vec3(u_xlat28) * u_xlat3.xyz + u_xlat0.xyz;
					    SV_Target0.xyz = u_xlat1.xyz * u_xlat0.xyz + u_xlat2.xyw;
					    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 unity_Lightmap_HDR;
						vec4 unity_DynamicLightmap_HDR;
						vec4 _LightColor0;
						vec4 unused_0_3;
						vec4 _MainNormalMap_ST;
						float _DriedBloodEffect_Tiling;
						float _DriedBloodEffectLevel;
						float _OverallNormalPower;
						float _Noise1;
						float _Noise2;
						vec4 _Noise_Texture_ST;
						float _Bias;
						float _Scale;
						vec4 _MainColorTintFadeA;
						vec4 _MainTexture_ST;
						vec4 _DriedBloodColorGloss;
						float _Metallic;
						float _DriedBlood_Metallic;
						float _Gloss;
						vec4 unused_0_19;
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[47];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					uniform  sampler2D _MainNormalMap;
					uniform  sampler2D _DriedBlood_Normal;
					uniform  sampler2D _Noise_Texture;
					uniform  sampler2D _MainTexture;
					uniform  sampler2D _DriedBlood_Curvature;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler2D unity_DynamicLightmap;
					uniform  sampler2D unity_DynamicDirectionality;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					in  vec2 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					bool u_xlatb2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					bvec3 u_xlatb6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					vec3 u_xlat10;
					bvec3 u_xlatb10;
					vec3 u_xlat11;
					bvec3 u_xlatb12;
					float u_xlat14;
					float u_xlat15;
					float u_xlat16;
					vec3 u_xlat18;
					bvec3 u_xlatb20;
					float u_xlat27;
					float u_xlat28;
					vec2 u_xlat30;
					vec2 u_xlat31;
					float u_xlat39;
					int u_xlati39;
					float u_xlat40;
					bool u_xlatb40;
					float u_xlat41;
					bool u_xlatb41;
					float u_xlat42;
					float u_xlat43;
					bool u_xlatb43;
					float u_xlat44;
					float u_xlat45;
					bool u_xlatb45;
					void main()
					{
					    u_xlat0.x = vs_TEXCOORD1.w;
					    u_xlat0.y = vs_TEXCOORD2.w;
					    u_xlat0.z = vs_TEXCOORD3.w;
					    u_xlati39 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat0.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati39].xyz;
					    u_xlat39 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat39 = inversesqrt(u_xlat39);
					    u_xlat2.xyz = vec3(u_xlat39) * u_xlat1.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainNormalMap_ST.xy + _MainNormalMap_ST.zw;
					    u_xlat4 = vs_TEXCOORD0.xyxy * vec4(_DriedBloodEffect_Tiling, _DriedBloodEffect_Tiling, _Noise1, _Noise1);
					    u_xlat3 = texture(_MainNormalMap, u_xlat3.xy);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat40 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat40 = min(u_xlat40, 1.0);
					    u_xlat40 = (-u_xlat40) + 1.0;
					    u_xlat3.z = sqrt(u_xlat40);
					    u_xlat5 = texture(_DriedBlood_Normal, u_xlat4.xy);
					    u_xlat5.x = u_xlat5.w * u_xlat5.x;
					    u_xlat5.xy = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat40 = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat40 = min(u_xlat40, 1.0);
					    u_xlat40 = (-u_xlat40) + 1.0;
					    u_xlat5.z = sqrt(u_xlat40);
					    u_xlat5.xyz = (-u_xlat3.xyz) + u_xlat5.xyz;
					    u_xlat3.xyz = vec3(vec3(_DriedBloodEffectLevel, _DriedBloodEffectLevel, _DriedBloodEffectLevel)) * u_xlat5.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz + vec3(-0.0, -0.0, -1.0);
					    u_xlat3.xyz = vec3(vec3(_OverallNormalPower, _OverallNormalPower, _OverallNormalPower)) * u_xlat3.xyz + vec3(0.0, 0.0, 1.0);
					    u_xlat40 = dot(u_xlat4.zw, vec2(0.366025418, 0.366025418));
					    u_xlat30.xy = vs_TEXCOORD0.xy * vec2(vec2(_Noise1, _Noise1)) + vec2(u_xlat40);
					    u_xlat30.xy = floor(u_xlat30.xy);
					    u_xlat5.xy = vs_TEXCOORD0.xy * vec2(vec2(_Noise1, _Noise1)) + (-u_xlat30.xy);
					    u_xlat40 = dot(u_xlat30.xy, vec2(0.211324871, 0.211324871));
					    u_xlat5.xy = vec2(u_xlat40) + u_xlat5.xy;
					    u_xlatb40 = u_xlat5.y<u_xlat5.x;
					    u_xlat6 = u_xlat5.xyxy + vec4(0.211324871, 0.211324871, -0.577350259, -0.577350259);
					    u_xlat7 = (bool(u_xlatb40)) ? vec4(0.0, 1.0, -1.0, -0.0) : vec4(1.0, 0.0, -0.0, -1.0);
					    u_xlat6.xy = u_xlat6.xy + u_xlat7.zw;
					    u_xlat31.xy = u_xlat30.xy * vec2(0.00346020772, 0.00346020772);
					    u_xlat31.xy = floor(u_xlat31.xy);
					    u_xlat30.xy = (-u_xlat31.xy) * vec2(289.0, 289.0) + u_xlat30.xy;
					    u_xlat8.x = float(0.0);
					    u_xlat8.z = float(1.0);
					    u_xlat8.y = u_xlat7.x;
					    u_xlat8.xyz = u_xlat30.yyy + u_xlat8.xyz;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xyz;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat9.xyz = floor(u_xlat9.xyz);
					    u_xlat8.xyz = (-u_xlat9.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat30.xxx + u_xlat8.xyz;
					    u_xlat7.x = float(0.0);
					    u_xlat7.z = float(1.0);
					    u_xlat7.xyz = u_xlat7.xyz + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat8.xyz = floor(u_xlat8.xyz);
					    u_xlat7.xyz = (-u_xlat8.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat7.xyz;
					    u_xlat8.x = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat8.y = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat8.z = dot(u_xlat6.zw, u_xlat6.zw);
					    u_xlat8.xyz = (-u_xlat8.xyz) + vec3(0.5, 0.5, 0.5);
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat8.xyz;
					    u_xlat7.xyz = u_xlat7.xyz * vec3(0.024390243, 0.024390243, 0.024390243);
					    u_xlat7.xyz = fract(u_xlat7.xyz);
					    u_xlat9.xyz = u_xlat7.xyz * vec3(2.0, 2.0, 2.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat10.xyz = abs(u_xlat9.xyz) + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = u_xlat7.xyz * vec3(2.0, 2.0, 2.0) + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = floor(u_xlat7.xyz);
					    u_xlat7.xyz = (-u_xlat7.xyz) + u_xlat9.xyz;
					    u_xlat9.xyz = u_xlat10.xyz * u_xlat10.xyz;
					    u_xlat9.xyz = u_xlat7.xyz * u_xlat7.xyz + u_xlat9.xyz;
					    u_xlat9.xyz = (-u_xlat9.xyz) * vec3(0.853734732, 0.853734732, 0.853734732) + vec3(1.79284286, 1.79284286, 1.79284286);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xyz;
					    u_xlat40 = u_xlat5.y * u_xlat10.x;
					    u_xlat5.x = u_xlat7.x * u_xlat5.x + u_xlat40;
					    u_xlat30.xy = u_xlat6.yw * u_xlat10.yz;
					    u_xlat5.yz = u_xlat7.yz * u_xlat6.xz + u_xlat30.xy;
					    u_xlat40 = dot(u_xlat8.xyz, u_xlat5.xyz);
					    u_xlat40 = u_xlat40 * 130.0;
					    u_xlat41 = _Noise1 * _Noise2;
					    u_xlat30.xy = vec2(u_xlat41) * vs_TEXCOORD0.xy;
					    u_xlat42 = dot(u_xlat30.xy, vec2(0.366025418, 0.366025418));
					    u_xlat30.xy = vs_TEXCOORD0.xy * vec2(u_xlat41) + vec2(u_xlat42);
					    u_xlat30.xy = floor(u_xlat30.xy);
					    u_xlat5.xy = vs_TEXCOORD0.xy * vec2(u_xlat41) + (-u_xlat30.xy);
					    u_xlat41 = dot(u_xlat30.xy, vec2(0.211324871, 0.211324871));
					    u_xlat5.xy = vec2(u_xlat41) + u_xlat5.xy;
					    u_xlatb41 = u_xlat5.y<u_xlat5.x;
					    u_xlat6 = u_xlat5.xyxy + vec4(0.211324871, 0.211324871, -0.577350259, -0.577350259);
					    u_xlat7 = (bool(u_xlatb41)) ? vec4(0.0, 1.0, -1.0, -0.0) : vec4(1.0, 0.0, -0.0, -1.0);
					    u_xlat6.xy = u_xlat6.xy + u_xlat7.zw;
					    u_xlat31.xy = u_xlat30.xy * vec2(0.00346020772, 0.00346020772);
					    u_xlat31.xy = floor(u_xlat31.xy);
					    u_xlat30.xy = (-u_xlat31.xy) * vec2(289.0, 289.0) + u_xlat30.xy;
					    u_xlat8.x = float(0.0);
					    u_xlat8.z = float(1.0);
					    u_xlat8.y = u_xlat7.x;
					    u_xlat8.xyz = u_xlat30.yyy + u_xlat8.xyz;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xyz;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat9.xyz = floor(u_xlat9.xyz);
					    u_xlat8.xyz = (-u_xlat9.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat30.xxx + u_xlat8.xyz;
					    u_xlat7.x = float(0.0);
					    u_xlat7.z = float(1.0);
					    u_xlat7.xyz = u_xlat7.xyz + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat8.xyz = floor(u_xlat8.xyz);
					    u_xlat7.xyz = (-u_xlat8.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat7.xyz;
					    u_xlat8.x = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat8.y = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat8.z = dot(u_xlat6.zw, u_xlat6.zw);
					    u_xlat8.xyz = (-u_xlat8.xyz) + vec3(0.5, 0.5, 0.5);
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat8.xyz;
					    u_xlat7.xyz = u_xlat7.xyz * vec3(0.024390243, 0.024390243, 0.024390243);
					    u_xlat7.xyz = fract(u_xlat7.xyz);
					    u_xlat9.xyz = u_xlat7.xyz * vec3(2.0, 2.0, 2.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat10.xyz = abs(u_xlat9.xyz) + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = u_xlat7.xyz * vec3(2.0, 2.0, 2.0) + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = floor(u_xlat7.xyz);
					    u_xlat7.xyz = (-u_xlat7.xyz) + u_xlat9.xyz;
					    u_xlat9.xyz = u_xlat10.xyz * u_xlat10.xyz;
					    u_xlat9.xyz = u_xlat7.xyz * u_xlat7.xyz + u_xlat9.xyz;
					    u_xlat9.xyz = (-u_xlat9.xyz) * vec3(0.853734732, 0.853734732, 0.853734732) + vec3(1.79284286, 1.79284286, 1.79284286);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xyz;
					    u_xlat41 = u_xlat5.y * u_xlat10.x;
					    u_xlat5.x = u_xlat7.x * u_xlat5.x + u_xlat41;
					    u_xlat30.xy = u_xlat6.yw * u_xlat10.yz;
					    u_xlat5.yz = u_xlat7.yz * u_xlat6.xz + u_xlat30.xy;
					    u_xlat41 = dot(u_xlat8.xyz, u_xlat5.xyz);
					    u_xlat40 = u_xlat40 * u_xlat41;
					    u_xlat30.xy = vs_TEXCOORD0.xy * _Noise_Texture_ST.xy + _Noise_Texture_ST.zw;
					    u_xlat41 = _Bias * 3.0;
					    u_xlat40 = u_xlat40 * 130.0;
					    u_xlat5 = texture(_Noise_Texture, u_xlat30.xy);
					    u_xlat5.xyz = (-vec3(u_xlat40)) * u_xlat5.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat5.xyz = u_xlat5.xyz + vec3(_Bias);
					    u_xlat5.xyz = u_xlat5.xyz * vec3(vec3(_Scale, _Scale, _Scale));
					    u_xlat5.xyz = log2(u_xlat5.xyz);
					    u_xlat5.xyz = vec3(u_xlat41) * u_xlat5.xyz;
					    u_xlat5.xyz = exp2(u_xlat5.xyz);
					    u_xlat18.xyz = min(u_xlat5.xyz, vec3(1.0, 0.0, 0.0));
					    u_xlat30.xy = vs_TEXCOORD0.xy * _MainTexture_ST.xy + _MainTexture_ST.zw;
					    u_xlat6 = texture(_MainTexture, u_xlat30.xy);
					    u_xlat7.xyz = u_xlat6.xxx * _MainColorTintFadeA.xyz;
					    u_xlat4 = texture(_DriedBlood_Curvature, u_xlat4.xy);
					    u_xlat8.xyz = u_xlat18.xyz * vec3(vec3(_DriedBloodEffectLevel, _DriedBloodEffectLevel, _DriedBloodEffectLevel));
					    u_xlatb20.xyz = lessThan(vec4(0.5, 0.5, 0.5, 0.5), u_xlat7.xyzz).xyz;
					    u_xlat6.xyz = _MainColorTintFadeA.xyz * u_xlat6.xxx + vec3(-0.5, -0.5, -0.5);
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat9.xyz = (-u_xlat18.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat6.xyz = (-u_xlat6.xyz) * u_xlat9.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat40 = u_xlat18.x * u_xlat7.x;
					    u_xlat9.x = u_xlat40 * 2.0;
					    u_xlat9.y = float(0.0);
					    u_xlat9.z = float(0.0);
					    u_xlat18.x = (u_xlatb20.x) ? u_xlat6.x : u_xlat9.x;
					    u_xlat18.y = (u_xlatb20.y) ? u_xlat6.y : u_xlat9.y;
					    u_xlat18.z = (u_xlatb20.z) ? u_xlat6.z : u_xlat9.z;
					    u_xlat18.xyz = clamp(u_xlat18.xyz, 0.0, 1.0);
					    u_xlatb6.xyz = lessThan(vec4(0.5, 0.5, 0.5, 0.0), u_xlat4.xyzx).xyz;
					    u_xlat7.xyz = u_xlat4.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = (-u_xlat7.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat9.xyz = (-_DriedBloodColorGloss.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = (-u_xlat7.xyz) * u_xlat9.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = u_xlat4.xyz * _DriedBloodColorGloss.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + u_xlat4.xyz;
					    {
					        vec4 hlslcc_movcTemp = u_xlat4;
					        hlslcc_movcTemp.x = (u_xlatb6.x) ? u_xlat7.x : u_xlat4.x;
					        hlslcc_movcTemp.y = (u_xlatb6.y) ? u_xlat7.y : u_xlat4.y;
					        hlslcc_movcTemp.z = (u_xlatb6.z) ? u_xlat7.z : u_xlat4.z;
					        u_xlat4 = hlslcc_movcTemp;
					    }
					    u_xlat4.xyz = (-u_xlat18.xyz) + u_xlat4.xyz;
					    u_xlat4.xyz = u_xlat8.xyz * u_xlat4.xyz + u_xlat18.xyz;
					    u_xlat40 = (-_Metallic) + _DriedBlood_Metallic;
					    u_xlat40 = u_xlat8.x * u_xlat40 + _Metallic;
					    u_xlat41 = _DriedBloodColorGloss.w + (-_Gloss);
					    u_xlat41 = u_xlat8.x * u_xlat41 + _Gloss;
					    u_xlat42 = u_xlat5.x * u_xlat6.w;
					    u_xlat42 = u_xlat42 * u_xlat42;
					    u_xlat43 = u_xlat42 * u_xlat42;
					    u_xlat42 = u_xlat42 * u_xlat43;
					    u_xlat42 = min(u_xlat42, 1.0);
					    SV_Target0.w = u_xlat42 * _MainColorTintFadeA.w;
					    u_xlat5.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat5.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat5.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat5.xyz;
					    u_xlat42 = (-u_xlat41) + 1.0;
					    u_xlat43 = dot((-u_xlat2.xyz), u_xlat3.xyz);
					    u_xlat43 = u_xlat43 + u_xlat43;
					    u_xlat5.xyz = u_xlat3.xyz * (-vec3(u_xlat43)) + (-u_xlat2.xyz);
					    u_xlat6 = texture(unity_Lightmap, vs_TEXCOORD4.xy);
					    u_xlat43 = log2(u_xlat6.w);
					    u_xlat43 = u_xlat43 * unity_Lightmap_HDR.y;
					    u_xlat43 = exp2(u_xlat43);
					    u_xlat43 = u_xlat43 * unity_Lightmap_HDR.x;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat43);
					    u_xlat7 = texture(unity_LightmapInd, vs_TEXCOORD4.xy);
					    u_xlat7.xyz = u_xlat7.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat43 = dot(u_xlat3.xyz, u_xlat7.xyz);
					    u_xlat43 = u_xlat43 + 0.5;
					    u_xlat6.xyz = vec3(u_xlat43) * u_xlat6.xyz;
					    u_xlat43 = max(u_xlat7.w, 9.99999975e-05);
					    u_xlat6.xyz = u_xlat6.xyz / vec3(u_xlat43);
					    u_xlat7 = texture(unity_DynamicLightmap, vs_TEXCOORD4.zw);
					    u_xlat43 = u_xlat7.w * unity_DynamicLightmap_HDR.x;
					    u_xlat7.xyz = u_xlat7.xyz * vec3(u_xlat43);
					    u_xlat7.xyz = log2(u_xlat7.xyz);
					    u_xlat7.xyz = u_xlat7.xyz * unity_DynamicLightmap_HDR.yyy;
					    u_xlat7.xyz = exp2(u_xlat7.xyz);
					    u_xlat8 = texture(unity_DynamicDirectionality, vs_TEXCOORD4.zw);
					    u_xlat8.xyz = u_xlat8.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat43 = dot(u_xlat3.xyz, u_xlat8.xyz);
					    u_xlat43 = u_xlat43 + 0.5;
					    u_xlat7.xyz = vec3(u_xlat43) * u_xlat7.xyz;
					    u_xlat43 = max(u_xlat8.w, 9.99999975e-05);
					    u_xlat7.xyz = u_xlat7.xyz / vec3(u_xlat43);
					    u_xlat6.xyz = u_xlat6.xyz + u_xlat7.xyz;
					    u_xlatb43 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb43){
					        u_xlat43 = dot(u_xlat5.xyz, u_xlat5.xyz);
					        u_xlat43 = inversesqrt(u_xlat43);
					        u_xlat7.xyz = vec3(u_xlat43) * u_xlat5.xyz;
					        u_xlat8.xyz = (-u_xlat0.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat8.xyz = u_xlat8.xyz / u_xlat7.xyz;
					        u_xlat9.xyz = (-u_xlat0.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat9.xyz = u_xlat9.xyz / u_xlat7.xyz;
					        u_xlatb10.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat7.xyzx).xyz;
					        {
					            vec4 hlslcc_movcTemp = u_xlat8;
					            hlslcc_movcTemp.x = (u_xlatb10.x) ? u_xlat8.x : u_xlat9.x;
					            hlslcc_movcTemp.y = (u_xlatb10.y) ? u_xlat8.y : u_xlat9.y;
					            hlslcc_movcTemp.z = (u_xlatb10.z) ? u_xlat8.z : u_xlat9.z;
					            u_xlat8 = hlslcc_movcTemp;
					        }
					        u_xlat43 = min(u_xlat8.y, u_xlat8.x);
					        u_xlat43 = min(u_xlat8.z, u_xlat43);
					        u_xlat8.xyz = u_xlat0.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat7.xyz = u_xlat7.xyz * vec3(u_xlat43) + u_xlat8.xyz;
					    } else {
					        u_xlat7.xyz = u_xlat5.xyz;
					    }
					    u_xlat43 = (-u_xlat42) * 0.699999988 + 1.70000005;
					    u_xlat43 = u_xlat42 * u_xlat43;
					    u_xlat43 = u_xlat43 * 6.0;
					    u_xlat7 = textureLod(unity_SpecCube0, u_xlat7.xyz, u_xlat43);
					    u_xlat44 = u_xlat7.w + -1.0;
					    u_xlat44 = unity_SpecCube0_HDR.w * u_xlat44 + 1.0;
					    u_xlat44 = log2(u_xlat44);
					    u_xlat44 = u_xlat44 * unity_SpecCube0_HDR.y;
					    u_xlat44 = exp2(u_xlat44);
					    u_xlat44 = u_xlat44 * unity_SpecCube0_HDR.x;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(u_xlat44);
					    u_xlatb45 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb45){
					        u_xlatb45 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb45){
					            u_xlat45 = dot(u_xlat5.xyz, u_xlat5.xyz);
					            u_xlat45 = inversesqrt(u_xlat45);
					            u_xlat9.xyz = u_xlat5.xyz * vec3(u_xlat45);
					            u_xlat10.xyz = (-u_xlat0.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat10.xyz = u_xlat10.xyz / u_xlat9.xyz;
					            u_xlat11.xyz = (-u_xlat0.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat11.xyz = u_xlat11.xyz / u_xlat9.xyz;
					            u_xlatb12.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat9.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat10;
					                hlslcc_movcTemp.x = (u_xlatb12.x) ? u_xlat10.x : u_xlat11.x;
					                hlslcc_movcTemp.y = (u_xlatb12.y) ? u_xlat10.y : u_xlat11.y;
					                hlslcc_movcTemp.z = (u_xlatb12.z) ? u_xlat10.z : u_xlat11.z;
					                u_xlat10 = hlslcc_movcTemp;
					            }
					            u_xlat45 = min(u_xlat10.y, u_xlat10.x);
					            u_xlat45 = min(u_xlat10.z, u_xlat45);
					            u_xlat0.xyz = u_xlat0.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat5.xyz = u_xlat9.xyz * vec3(u_xlat45) + u_xlat0.xyz;
					        }
					        u_xlat9 = textureLod(unity_SpecCube1, u_xlat5.xyz, u_xlat43);
					        u_xlat0.x = u_xlat9.w + -1.0;
					        u_xlat0.x = unity_SpecCube1_HDR.w * u_xlat0.x + 1.0;
					        u_xlat0.x = log2(u_xlat0.x);
					        u_xlat0.x = u_xlat0.x * unity_SpecCube1_HDR.y;
					        u_xlat0.x = exp2(u_xlat0.x);
					        u_xlat0.x = u_xlat0.x * unity_SpecCube1_HDR.x;
					        u_xlat0.xyz = u_xlat9.xyz * u_xlat0.xxx;
					        u_xlat5.xyz = vec3(u_xlat44) * u_xlat7.xyz + (-u_xlat0.xyz);
					        u_xlat8.xyz = unity_SpecCube0_BoxMin.www * u_xlat5.xyz + u_xlat0.xyz;
					    }
					    u_xlat0.xyz = u_xlat4.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat0.xyz = vec3(u_xlat40) * u_xlat0.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat40 = (-u_xlat40) * 0.959999979 + 0.959999979;
					    u_xlat4.xyz = vec3(u_xlat40) * u_xlat4.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat39) + _WorldSpaceLightPos0.xyz;
					    u_xlat39 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat39 = max(u_xlat39, 0.00100000005);
					    u_xlat39 = inversesqrt(u_xlat39);
					    u_xlat1.xyz = vec3(u_xlat39) * u_xlat1.xyz;
					    u_xlat39 = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat3.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlat15 = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat15 = clamp(u_xlat15, 0.0, 1.0);
					    u_xlat1.x = dot(_WorldSpaceLightPos0.xyz, u_xlat1.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat14 = u_xlat1.x + u_xlat1.x;
					    u_xlat14 = u_xlat1.x * u_xlat14;
					    u_xlat14 = u_xlat14 * u_xlat42 + -0.5;
					    u_xlat27 = (-u_xlat2.x) + 1.0;
					    u_xlat28 = u_xlat27 * u_xlat27;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat27 = u_xlat27 * u_xlat28;
					    u_xlat27 = u_xlat14 * u_xlat27 + 1.0;
					    u_xlat28 = -abs(u_xlat39) + 1.0;
					    u_xlat3.x = u_xlat28 * u_xlat28;
					    u_xlat3.x = u_xlat3.x * u_xlat3.x;
					    u_xlat28 = u_xlat28 * u_xlat3.x;
					    u_xlat14 = u_xlat14 * u_xlat28 + 1.0;
					    u_xlat14 = u_xlat14 * u_xlat27;
					    u_xlat14 = u_xlat2.x * u_xlat14;
					    u_xlat27 = u_xlat42 * u_xlat42;
					    u_xlat27 = max(u_xlat27, 0.00200000009);
					    u_xlat3.x = (-u_xlat27) + 1.0;
					    u_xlat16 = abs(u_xlat39) * u_xlat3.x + u_xlat27;
					    u_xlat3.x = u_xlat2.x * u_xlat3.x + u_xlat27;
					    u_xlat39 = abs(u_xlat39) * u_xlat3.x;
					    u_xlat39 = u_xlat2.x * u_xlat16 + u_xlat39;
					    u_xlat39 = u_xlat39 + 9.99999975e-06;
					    u_xlat39 = 0.5 / u_xlat39;
					    u_xlat3.x = u_xlat27 * u_xlat27;
					    u_xlat16 = u_xlat15 * u_xlat3.x + (-u_xlat15);
					    u_xlat15 = u_xlat16 * u_xlat15 + 1.0;
					    u_xlat3.x = u_xlat3.x * 0.318309873;
					    u_xlat15 = u_xlat15 * u_xlat15 + 1.00000001e-07;
					    u_xlat15 = u_xlat3.x / u_xlat15;
					    u_xlat39 = u_xlat39 * u_xlat15;
					    u_xlat39 = u_xlat39 * 3.14159274;
					    u_xlat39 = u_xlat2.x * u_xlat39;
					    u_xlat39 = max(u_xlat39, 0.0);
					    u_xlat27 = u_xlat27 * u_xlat27 + 1.0;
					    u_xlat27 = float(1.0) / u_xlat27;
					    u_xlat2.x = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlatb2 = u_xlat2.x!=0.0;
					    u_xlat2.x = u_xlatb2 ? 1.0 : float(0.0);
					    u_xlat39 = u_xlat39 * u_xlat2.x;
					    u_xlat40 = (-u_xlat40) + u_xlat41;
					    u_xlat40 = u_xlat40 + 1.0;
					    u_xlat40 = clamp(u_xlat40, 0.0, 1.0);
					    u_xlat2.xyw = _LightColor0.xyz * vec3(u_xlat14) + u_xlat6.xyz;
					    u_xlat3.xyz = vec3(u_xlat39) * _LightColor0.xyz;
					    u_xlat39 = (-u_xlat1.x) + 1.0;
					    u_xlat1.x = u_xlat39 * u_xlat39;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat39 = u_xlat39 * u_xlat1.x;
					    u_xlat5.xyz = (-u_xlat0.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat5.xyz = u_xlat5.xyz * vec3(u_xlat39) + u_xlat0.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * u_xlat5.xyz;
					    u_xlat2.xyw = u_xlat4.xyz * u_xlat2.xyw + u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat8.xyz * vec3(u_xlat27);
					    u_xlat3.xyz = (-u_xlat0.xyz) + vec3(u_xlat40);
					    u_xlat0.xyz = vec3(u_xlat28) * u_xlat3.xyz + u_xlat0.xyz;
					    SV_Target0.xyz = u_xlat1.xyz * u_xlat0.xyz + u_xlat2.xyw;
					    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 unity_Lightmap_HDR;
						vec4 unused_0_1[3];
						vec4 _MainNormalMap_ST;
						float _DriedBloodEffect_Tiling;
						float _DriedBloodEffectLevel;
						float _OverallNormalPower;
						float _Noise1;
						float _Noise2;
						vec4 _Noise_Texture_ST;
						float _Bias;
						float _Scale;
						vec4 _MainColorTintFadeA;
						vec4 _MainTexture_ST;
						vec4 _DriedBloodColorGloss;
						float _Metallic;
						float _DriedBlood_Metallic;
						float _Gloss;
						vec4 unused_0_17;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					uniform  sampler2D _MainNormalMap;
					uniform  sampler2D _DriedBlood_Normal;
					uniform  sampler2D _Noise_Texture;
					uniform  sampler2D _MainTexture;
					uniform  sampler2D _DriedBlood_Curvature;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					in  vec2 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					bvec3 u_xlatb5;
					vec4 u_xlat6;
					vec3 u_xlat7;
					vec4 u_xlat8;
					vec3 u_xlat9;
					bvec3 u_xlatb9;
					vec3 u_xlat10;
					bvec3 u_xlatb11;
					vec3 u_xlat13;
					vec3 u_xlat16;
					bvec3 u_xlatb18;
					vec2 u_xlat27;
					vec2 u_xlat28;
					float u_xlat36;
					bool u_xlatb36;
					float u_xlat37;
					bool u_xlatb37;
					float u_xlat38;
					float u_xlat39;
					bool u_xlatb39;
					float u_xlat40;
					float u_xlat41;
					bool u_xlatb41;
					void main()
					{
					    u_xlat0.x = vs_TEXCOORD1.w;
					    u_xlat0.y = vs_TEXCOORD2.w;
					    u_xlat0.z = vs_TEXCOORD3.w;
					    u_xlat1.xyz = (-u_xlat0.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat36 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat36 = inversesqrt(u_xlat36);
					    u_xlat1.xyz = vec3(u_xlat36) * u_xlat1.xyz;
					    u_xlat2.xy = vs_TEXCOORD0.xy * _MainNormalMap_ST.xy + _MainNormalMap_ST.zw;
					    u_xlat3 = vs_TEXCOORD0.xyxy * vec4(_DriedBloodEffect_Tiling, _DriedBloodEffect_Tiling, _Noise1, _Noise1);
					    u_xlat2 = texture(_MainNormalMap, u_xlat2.xy);
					    u_xlat2.x = u_xlat2.w * u_xlat2.x;
					    u_xlat2.xy = u_xlat2.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat36 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat36 = min(u_xlat36, 1.0);
					    u_xlat36 = (-u_xlat36) + 1.0;
					    u_xlat2.z = sqrt(u_xlat36);
					    u_xlat4 = texture(_DriedBlood_Normal, u_xlat3.xy);
					    u_xlat4.x = u_xlat4.w * u_xlat4.x;
					    u_xlat4.xy = u_xlat4.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat36 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat36 = min(u_xlat36, 1.0);
					    u_xlat36 = (-u_xlat36) + 1.0;
					    u_xlat4.z = sqrt(u_xlat36);
					    u_xlat4.xyz = (-u_xlat2.xyz) + u_xlat4.xyz;
					    u_xlat2.xyz = vec3(vec3(_DriedBloodEffectLevel, _DriedBloodEffectLevel, _DriedBloodEffectLevel)) * u_xlat4.xyz + u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz + vec3(-0.0, -0.0, -1.0);
					    u_xlat2.xyz = vec3(vec3(_OverallNormalPower, _OverallNormalPower, _OverallNormalPower)) * u_xlat2.xyz + vec3(0.0, 0.0, 1.0);
					    u_xlat36 = dot(u_xlat3.zw, vec2(0.366025418, 0.366025418));
					    u_xlat27.xy = vs_TEXCOORD0.xy * vec2(vec2(_Noise1, _Noise1)) + vec2(u_xlat36);
					    u_xlat27.xy = floor(u_xlat27.xy);
					    u_xlat4.xy = vs_TEXCOORD0.xy * vec2(vec2(_Noise1, _Noise1)) + (-u_xlat27.xy);
					    u_xlat36 = dot(u_xlat27.xy, vec2(0.211324871, 0.211324871));
					    u_xlat4.xy = vec2(u_xlat36) + u_xlat4.xy;
					    u_xlatb36 = u_xlat4.y<u_xlat4.x;
					    u_xlat5 = u_xlat4.xyxy + vec4(0.211324871, 0.211324871, -0.577350259, -0.577350259);
					    u_xlat6 = (bool(u_xlatb36)) ? vec4(0.0, 1.0, -1.0, -0.0) : vec4(1.0, 0.0, -0.0, -1.0);
					    u_xlat5.xy = u_xlat5.xy + u_xlat6.zw;
					    u_xlat28.xy = u_xlat27.xy * vec2(0.00346020772, 0.00346020772);
					    u_xlat28.xy = floor(u_xlat28.xy);
					    u_xlat27.xy = (-u_xlat28.xy) * vec2(289.0, 289.0) + u_xlat27.xy;
					    u_xlat7.x = float(0.0);
					    u_xlat7.z = float(1.0);
					    u_xlat7.y = u_xlat6.x;
					    u_xlat7.xyz = u_xlat27.yyy + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat8.xyz = floor(u_xlat8.xyz);
					    u_xlat7.xyz = (-u_xlat8.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat27.xxx + u_xlat7.xyz;
					    u_xlat6.x = float(0.0);
					    u_xlat6.z = float(1.0);
					    u_xlat6.xyz = u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat6.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat6.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat7.xyz = floor(u_xlat7.xyz);
					    u_xlat6.xyz = (-u_xlat7.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat6.xyz;
					    u_xlat7.x = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat7.y = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat7.z = dot(u_xlat5.zw, u_xlat5.zw);
					    u_xlat7.xyz = (-u_xlat7.xyz) + vec3(0.5, 0.5, 0.5);
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat7.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(0.024390243, 0.024390243, 0.024390243);
					    u_xlat6.xyz = fract(u_xlat6.xyz);
					    u_xlat8.xyz = u_xlat6.xyz * vec3(2.0, 2.0, 2.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat9.xyz = abs(u_xlat8.xyz) + vec3(-0.5, -0.5, -0.5);
					    u_xlat6.xyz = u_xlat6.xyz * vec3(2.0, 2.0, 2.0) + vec3(-0.5, -0.5, -0.5);
					    u_xlat6.xyz = floor(u_xlat6.xyz);
					    u_xlat6.xyz = (-u_xlat6.xyz) + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat9.xyz * u_xlat9.xyz;
					    u_xlat8.xyz = u_xlat6.xyz * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(0.853734732, 0.853734732, 0.853734732) + vec3(1.79284286, 1.79284286, 1.79284286);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat8.xyz;
					    u_xlat36 = u_xlat4.y * u_xlat9.x;
					    u_xlat4.x = u_xlat6.x * u_xlat4.x + u_xlat36;
					    u_xlat27.xy = u_xlat5.yw * u_xlat9.yz;
					    u_xlat4.yz = u_xlat6.yz * u_xlat5.xz + u_xlat27.xy;
					    u_xlat36 = dot(u_xlat7.xyz, u_xlat4.xyz);
					    u_xlat36 = u_xlat36 * 130.0;
					    u_xlat37 = _Noise1 * _Noise2;
					    u_xlat27.xy = vec2(u_xlat37) * vs_TEXCOORD0.xy;
					    u_xlat38 = dot(u_xlat27.xy, vec2(0.366025418, 0.366025418));
					    u_xlat27.xy = vs_TEXCOORD0.xy * vec2(u_xlat37) + vec2(u_xlat38);
					    u_xlat27.xy = floor(u_xlat27.xy);
					    u_xlat4.xy = vs_TEXCOORD0.xy * vec2(u_xlat37) + (-u_xlat27.xy);
					    u_xlat37 = dot(u_xlat27.xy, vec2(0.211324871, 0.211324871));
					    u_xlat4.xy = vec2(u_xlat37) + u_xlat4.xy;
					    u_xlatb37 = u_xlat4.y<u_xlat4.x;
					    u_xlat5 = u_xlat4.xyxy + vec4(0.211324871, 0.211324871, -0.577350259, -0.577350259);
					    u_xlat6 = (bool(u_xlatb37)) ? vec4(0.0, 1.0, -1.0, -0.0) : vec4(1.0, 0.0, -0.0, -1.0);
					    u_xlat5.xy = u_xlat5.xy + u_xlat6.zw;
					    u_xlat28.xy = u_xlat27.xy * vec2(0.00346020772, 0.00346020772);
					    u_xlat28.xy = floor(u_xlat28.xy);
					    u_xlat27.xy = (-u_xlat28.xy) * vec2(289.0, 289.0) + u_xlat27.xy;
					    u_xlat7.x = float(0.0);
					    u_xlat7.z = float(1.0);
					    u_xlat7.y = u_xlat6.x;
					    u_xlat7.xyz = u_xlat27.yyy + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat8.xyz = floor(u_xlat8.xyz);
					    u_xlat7.xyz = (-u_xlat8.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat27.xxx + u_xlat7.xyz;
					    u_xlat6.x = float(0.0);
					    u_xlat6.z = float(1.0);
					    u_xlat6.xyz = u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat6.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat6.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat7.xyz = floor(u_xlat7.xyz);
					    u_xlat6.xyz = (-u_xlat7.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat6.xyz;
					    u_xlat7.x = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat7.y = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat7.z = dot(u_xlat5.zw, u_xlat5.zw);
					    u_xlat7.xyz = (-u_xlat7.xyz) + vec3(0.5, 0.5, 0.5);
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat7.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(0.024390243, 0.024390243, 0.024390243);
					    u_xlat6.xyz = fract(u_xlat6.xyz);
					    u_xlat8.xyz = u_xlat6.xyz * vec3(2.0, 2.0, 2.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat9.xyz = abs(u_xlat8.xyz) + vec3(-0.5, -0.5, -0.5);
					    u_xlat6.xyz = u_xlat6.xyz * vec3(2.0, 2.0, 2.0) + vec3(-0.5, -0.5, -0.5);
					    u_xlat6.xyz = floor(u_xlat6.xyz);
					    u_xlat6.xyz = (-u_xlat6.xyz) + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat9.xyz * u_xlat9.xyz;
					    u_xlat8.xyz = u_xlat6.xyz * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(0.853734732, 0.853734732, 0.853734732) + vec3(1.79284286, 1.79284286, 1.79284286);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat8.xyz;
					    u_xlat37 = u_xlat4.y * u_xlat9.x;
					    u_xlat4.x = u_xlat6.x * u_xlat4.x + u_xlat37;
					    u_xlat27.xy = u_xlat5.yw * u_xlat9.yz;
					    u_xlat4.yz = u_xlat6.yz * u_xlat5.xz + u_xlat27.xy;
					    u_xlat37 = dot(u_xlat7.xyz, u_xlat4.xyz);
					    u_xlat36 = u_xlat36 * u_xlat37;
					    u_xlat27.xy = vs_TEXCOORD0.xy * _Noise_Texture_ST.xy + _Noise_Texture_ST.zw;
					    u_xlat37 = _Bias * 3.0;
					    u_xlat36 = u_xlat36 * 130.0;
					    u_xlat4 = texture(_Noise_Texture, u_xlat27.xy);
					    u_xlat4.xyz = (-vec3(u_xlat36)) * u_xlat4.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = u_xlat4.xyz + vec3(_Bias);
					    u_xlat4.xyz = u_xlat4.xyz * vec3(vec3(_Scale, _Scale, _Scale));
					    u_xlat4.xyz = log2(u_xlat4.xyz);
					    u_xlat4.xyz = vec3(u_xlat37) * u_xlat4.xyz;
					    u_xlat4.xyz = exp2(u_xlat4.xyz);
					    u_xlat16.xyz = min(u_xlat4.xyz, vec3(1.0, 0.0, 0.0));
					    u_xlat27.xy = vs_TEXCOORD0.xy * _MainTexture_ST.xy + _MainTexture_ST.zw;
					    u_xlat5 = texture(_MainTexture, u_xlat27.xy);
					    u_xlat6.xyz = u_xlat5.xxx * _MainColorTintFadeA.xyz;
					    u_xlat3 = texture(_DriedBlood_Curvature, u_xlat3.xy);
					    u_xlat7.xyz = u_xlat16.xyz * vec3(vec3(_DriedBloodEffectLevel, _DriedBloodEffectLevel, _DriedBloodEffectLevel));
					    u_xlatb18.xyz = lessThan(vec4(0.5, 0.5, 0.5, 0.5), u_xlat6.xyzz).xyz;
					    u_xlat5.xyz = _MainColorTintFadeA.xyz * u_xlat5.xxx + vec3(-0.5, -0.5, -0.5);
					    u_xlat5.xyz = (-u_xlat5.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = (-u_xlat16.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat5.xyz = (-u_xlat5.xyz) * u_xlat8.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat36 = u_xlat16.x * u_xlat6.x;
					    u_xlat8.x = u_xlat36 * 2.0;
					    u_xlat8.y = float(0.0);
					    u_xlat8.z = float(0.0);
					    u_xlat16.x = (u_xlatb18.x) ? u_xlat5.x : u_xlat8.x;
					    u_xlat16.y = (u_xlatb18.y) ? u_xlat5.y : u_xlat8.y;
					    u_xlat16.z = (u_xlatb18.z) ? u_xlat5.z : u_xlat8.z;
					    u_xlat16.xyz = clamp(u_xlat16.xyz, 0.0, 1.0);
					    u_xlatb5.xyz = lessThan(vec4(0.5, 0.5, 0.5, 0.0), u_xlat3.xyzx).xyz;
					    u_xlat6.xyz = u_xlat3.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = (-_DriedBloodColorGloss.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat6.xyz = (-u_xlat6.xyz) * u_xlat8.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat3.xyz = u_xlat3.xyz * _DriedBloodColorGloss.xyz;
					    u_xlat3.xyz = u_xlat3.xyz + u_xlat3.xyz;
					    {
					        vec4 hlslcc_movcTemp = u_xlat3;
					        hlslcc_movcTemp.x = (u_xlatb5.x) ? u_xlat6.x : u_xlat3.x;
					        hlslcc_movcTemp.y = (u_xlatb5.y) ? u_xlat6.y : u_xlat3.y;
					        hlslcc_movcTemp.z = (u_xlatb5.z) ? u_xlat6.z : u_xlat3.z;
					        u_xlat3 = hlslcc_movcTemp;
					    }
					    u_xlat3.xyz = (-u_xlat16.xyz) + u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat7.xyz * u_xlat3.xyz + u_xlat16.xyz;
					    u_xlat36 = (-_Metallic) + _DriedBlood_Metallic;
					    u_xlat36 = u_xlat7.x * u_xlat36 + _Metallic;
					    u_xlat37 = _DriedBloodColorGloss.w + (-_Gloss);
					    u_xlat37 = u_xlat7.x * u_xlat37 + _Gloss;
					    u_xlat38 = u_xlat4.x * u_xlat5.w;
					    u_xlat38 = u_xlat38 * u_xlat38;
					    u_xlat39 = u_xlat38 * u_xlat38;
					    u_xlat38 = u_xlat38 * u_xlat39;
					    u_xlat38 = min(u_xlat38, 1.0);
					    SV_Target0.w = u_xlat38 * _MainColorTintFadeA.w;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat2.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat2.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat2.x = inversesqrt(u_xlat2.x);
					    u_xlat2.xyz = u_xlat2.xxx * u_xlat4.xyz;
					    u_xlat38 = (-u_xlat37) + 1.0;
					    u_xlat39 = dot((-u_xlat1.xyz), u_xlat2.xyz);
					    u_xlat39 = u_xlat39 + u_xlat39;
					    u_xlat4.xyz = u_xlat2.xyz * (-vec3(u_xlat39)) + (-u_xlat1.xyz);
					    u_xlat5 = texture(unity_Lightmap, vs_TEXCOORD4.xy);
					    u_xlat39 = log2(u_xlat5.w);
					    u_xlat39 = u_xlat39 * unity_Lightmap_HDR.y;
					    u_xlat39 = exp2(u_xlat39);
					    u_xlat39 = u_xlat39 * unity_Lightmap_HDR.x;
					    u_xlat5.xyz = u_xlat5.xyz * vec3(u_xlat39);
					    u_xlat6 = texture(unity_LightmapInd, vs_TEXCOORD4.xy);
					    u_xlat6.xyz = u_xlat6.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat39 = dot(u_xlat2.xyz, u_xlat6.xyz);
					    u_xlat39 = u_xlat39 + 0.5;
					    u_xlat5.xyz = vec3(u_xlat39) * u_xlat5.xyz;
					    u_xlat39 = max(u_xlat6.w, 9.99999975e-05);
					    u_xlat5.xyz = u_xlat5.xyz / vec3(u_xlat39);
					    u_xlatb39 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb39){
					        u_xlat39 = dot(u_xlat4.xyz, u_xlat4.xyz);
					        u_xlat39 = inversesqrt(u_xlat39);
					        u_xlat6.xyz = vec3(u_xlat39) * u_xlat4.xyz;
					        u_xlat7.xyz = (-u_xlat0.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat7.xyz = u_xlat7.xyz / u_xlat6.xyz;
					        u_xlat8.xyz = (-u_xlat0.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat8.xyz = u_xlat8.xyz / u_xlat6.xyz;
					        u_xlatb9.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat6.xyzx).xyz;
					        {
					            vec3 hlslcc_movcTemp = u_xlat7;
					            hlslcc_movcTemp.x = (u_xlatb9.x) ? u_xlat7.x : u_xlat8.x;
					            hlslcc_movcTemp.y = (u_xlatb9.y) ? u_xlat7.y : u_xlat8.y;
					            hlslcc_movcTemp.z = (u_xlatb9.z) ? u_xlat7.z : u_xlat8.z;
					            u_xlat7 = hlslcc_movcTemp;
					        }
					        u_xlat39 = min(u_xlat7.y, u_xlat7.x);
					        u_xlat39 = min(u_xlat7.z, u_xlat39);
					        u_xlat7.xyz = u_xlat0.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat39) + u_xlat7.xyz;
					    } else {
					        u_xlat6.xyz = u_xlat4.xyz;
					    }
					    u_xlat39 = (-u_xlat38) * 0.699999988 + 1.70000005;
					    u_xlat39 = u_xlat38 * u_xlat39;
					    u_xlat39 = u_xlat39 * 6.0;
					    u_xlat6 = textureLod(unity_SpecCube0, u_xlat6.xyz, u_xlat39);
					    u_xlat40 = u_xlat6.w + -1.0;
					    u_xlat40 = unity_SpecCube0_HDR.w * u_xlat40 + 1.0;
					    u_xlat40 = log2(u_xlat40);
					    u_xlat40 = u_xlat40 * unity_SpecCube0_HDR.y;
					    u_xlat40 = exp2(u_xlat40);
					    u_xlat40 = u_xlat40 * unity_SpecCube0_HDR.x;
					    u_xlat7.xyz = u_xlat6.xyz * vec3(u_xlat40);
					    u_xlatb41 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb41){
					        u_xlatb41 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb41){
					            u_xlat41 = dot(u_xlat4.xyz, u_xlat4.xyz);
					            u_xlat41 = inversesqrt(u_xlat41);
					            u_xlat8.xyz = u_xlat4.xyz * vec3(u_xlat41);
					            u_xlat9.xyz = (-u_xlat0.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat9.xyz = u_xlat9.xyz / u_xlat8.xyz;
					            u_xlat10.xyz = (-u_xlat0.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat10.xyz = u_xlat10.xyz / u_xlat8.xyz;
					            u_xlatb11.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat8.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat9;
					                hlslcc_movcTemp.x = (u_xlatb11.x) ? u_xlat9.x : u_xlat10.x;
					                hlslcc_movcTemp.y = (u_xlatb11.y) ? u_xlat9.y : u_xlat10.y;
					                hlslcc_movcTemp.z = (u_xlatb11.z) ? u_xlat9.z : u_xlat10.z;
					                u_xlat9 = hlslcc_movcTemp;
					            }
					            u_xlat41 = min(u_xlat9.y, u_xlat9.x);
					            u_xlat41 = min(u_xlat9.z, u_xlat41);
					            u_xlat0.xyz = u_xlat0.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat4.xyz = u_xlat8.xyz * vec3(u_xlat41) + u_xlat0.xyz;
					        }
					        u_xlat8 = textureLod(unity_SpecCube1, u_xlat4.xyz, u_xlat39);
					        u_xlat0.x = u_xlat8.w + -1.0;
					        u_xlat0.x = unity_SpecCube1_HDR.w * u_xlat0.x + 1.0;
					        u_xlat0.x = log2(u_xlat0.x);
					        u_xlat0.x = u_xlat0.x * unity_SpecCube1_HDR.y;
					        u_xlat0.x = exp2(u_xlat0.x);
					        u_xlat0.x = u_xlat0.x * unity_SpecCube1_HDR.x;
					        u_xlat0.xyz = u_xlat8.xyz * u_xlat0.xxx;
					        u_xlat4.xyz = vec3(u_xlat40) * u_xlat6.xyz + (-u_xlat0.xyz);
					        u_xlat7.xyz = unity_SpecCube0_BoxMin.www * u_xlat4.xyz + u_xlat0.xyz;
					    }
					    u_xlat0.xyz = u_xlat3.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat0.xyz = vec3(u_xlat36) * u_xlat0.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat36 = (-u_xlat36) * 0.959999979 + 0.959999979;
					    u_xlat3.xyz = vec3(u_xlat36) * u_xlat3.xyz;
					    u_xlat1.x = dot(u_xlat2.xyz, u_xlat1.xyz);
					    u_xlat13.x = u_xlat38 * u_xlat38;
					    u_xlat13.x = max(u_xlat13.x, 0.00200000009);
					    u_xlat13.x = u_xlat13.x * u_xlat13.x + 1.0;
					    u_xlat13.x = float(1.0) / u_xlat13.x;
					    u_xlat36 = (-u_xlat36) + u_xlat37;
					    u_xlat36 = u_xlat36 + 1.0;
					    u_xlat36 = clamp(u_xlat36, 0.0, 1.0);
					    u_xlat13.xyz = u_xlat7.xyz * u_xlat13.xxx;
					    u_xlat1.x = -abs(u_xlat1.x) + 1.0;
					    u_xlat2.x = u_xlat1.x * u_xlat1.x;
					    u_xlat2.x = u_xlat2.x * u_xlat2.x;
					    u_xlat1.x = u_xlat1.x * u_xlat2.x;
					    u_xlat2.xyz = (-u_xlat0.xyz) + vec3(u_xlat36);
					    u_xlat0.xyz = u_xlat1.xxx * u_xlat2.xyz + u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat13.xyz;
					    SV_Target0.xyz = u_xlat3.xyz * u_xlat5.xyz + u_xlat0.xyz;
					    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 unity_Lightmap_HDR;
						vec4 unused_0_1[3];
						vec4 _MainNormalMap_ST;
						float _DriedBloodEffect_Tiling;
						float _DriedBloodEffectLevel;
						float _OverallNormalPower;
						float _Noise1;
						float _Noise2;
						vec4 _Noise_Texture_ST;
						float _Bias;
						float _Scale;
						vec4 _MainColorTintFadeA;
						vec4 _MainTexture_ST;
						vec4 _DriedBloodColorGloss;
						float _Metallic;
						float _DriedBlood_Metallic;
						float _Gloss;
						vec4 unused_0_17;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_1_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					uniform  sampler2D _MainNormalMap;
					uniform  sampler2D _DriedBlood_Normal;
					uniform  sampler2D _Noise_Texture;
					uniform  sampler2D _MainTexture;
					uniform  sampler2D _DriedBlood_Curvature;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					in  vec2 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					bvec3 u_xlatb5;
					vec4 u_xlat6;
					vec3 u_xlat7;
					vec4 u_xlat8;
					vec3 u_xlat9;
					bvec3 u_xlatb9;
					vec3 u_xlat10;
					bvec3 u_xlatb11;
					vec3 u_xlat13;
					vec3 u_xlat16;
					bvec3 u_xlatb18;
					vec2 u_xlat27;
					vec2 u_xlat28;
					float u_xlat36;
					int u_xlati36;
					bool u_xlatb36;
					float u_xlat37;
					bool u_xlatb37;
					float u_xlat38;
					float u_xlat39;
					bool u_xlatb39;
					float u_xlat40;
					float u_xlat41;
					bool u_xlatb41;
					void main()
					{
					    u_xlat0.x = vs_TEXCOORD1.w;
					    u_xlat0.y = vs_TEXCOORD2.w;
					    u_xlat0.z = vs_TEXCOORD3.w;
					    u_xlati36 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat0.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati36].xyz;
					    u_xlat36 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat36 = inversesqrt(u_xlat36);
					    u_xlat1.xyz = vec3(u_xlat36) * u_xlat1.xyz;
					    u_xlat2.xy = vs_TEXCOORD0.xy * _MainNormalMap_ST.xy + _MainNormalMap_ST.zw;
					    u_xlat3 = vs_TEXCOORD0.xyxy * vec4(_DriedBloodEffect_Tiling, _DriedBloodEffect_Tiling, _Noise1, _Noise1);
					    u_xlat2 = texture(_MainNormalMap, u_xlat2.xy);
					    u_xlat2.x = u_xlat2.w * u_xlat2.x;
					    u_xlat2.xy = u_xlat2.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat36 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat36 = min(u_xlat36, 1.0);
					    u_xlat36 = (-u_xlat36) + 1.0;
					    u_xlat2.z = sqrt(u_xlat36);
					    u_xlat4 = texture(_DriedBlood_Normal, u_xlat3.xy);
					    u_xlat4.x = u_xlat4.w * u_xlat4.x;
					    u_xlat4.xy = u_xlat4.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat36 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat36 = min(u_xlat36, 1.0);
					    u_xlat36 = (-u_xlat36) + 1.0;
					    u_xlat4.z = sqrt(u_xlat36);
					    u_xlat4.xyz = (-u_xlat2.xyz) + u_xlat4.xyz;
					    u_xlat2.xyz = vec3(vec3(_DriedBloodEffectLevel, _DriedBloodEffectLevel, _DriedBloodEffectLevel)) * u_xlat4.xyz + u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz + vec3(-0.0, -0.0, -1.0);
					    u_xlat2.xyz = vec3(vec3(_OverallNormalPower, _OverallNormalPower, _OverallNormalPower)) * u_xlat2.xyz + vec3(0.0, 0.0, 1.0);
					    u_xlat36 = dot(u_xlat3.zw, vec2(0.366025418, 0.366025418));
					    u_xlat27.xy = vs_TEXCOORD0.xy * vec2(vec2(_Noise1, _Noise1)) + vec2(u_xlat36);
					    u_xlat27.xy = floor(u_xlat27.xy);
					    u_xlat4.xy = vs_TEXCOORD0.xy * vec2(vec2(_Noise1, _Noise1)) + (-u_xlat27.xy);
					    u_xlat36 = dot(u_xlat27.xy, vec2(0.211324871, 0.211324871));
					    u_xlat4.xy = vec2(u_xlat36) + u_xlat4.xy;
					    u_xlatb36 = u_xlat4.y<u_xlat4.x;
					    u_xlat5 = u_xlat4.xyxy + vec4(0.211324871, 0.211324871, -0.577350259, -0.577350259);
					    u_xlat6 = (bool(u_xlatb36)) ? vec4(0.0, 1.0, -1.0, -0.0) : vec4(1.0, 0.0, -0.0, -1.0);
					    u_xlat5.xy = u_xlat5.xy + u_xlat6.zw;
					    u_xlat28.xy = u_xlat27.xy * vec2(0.00346020772, 0.00346020772);
					    u_xlat28.xy = floor(u_xlat28.xy);
					    u_xlat27.xy = (-u_xlat28.xy) * vec2(289.0, 289.0) + u_xlat27.xy;
					    u_xlat7.x = float(0.0);
					    u_xlat7.z = float(1.0);
					    u_xlat7.y = u_xlat6.x;
					    u_xlat7.xyz = u_xlat27.yyy + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat8.xyz = floor(u_xlat8.xyz);
					    u_xlat7.xyz = (-u_xlat8.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat27.xxx + u_xlat7.xyz;
					    u_xlat6.x = float(0.0);
					    u_xlat6.z = float(1.0);
					    u_xlat6.xyz = u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat6.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat6.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat7.xyz = floor(u_xlat7.xyz);
					    u_xlat6.xyz = (-u_xlat7.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat6.xyz;
					    u_xlat7.x = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat7.y = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat7.z = dot(u_xlat5.zw, u_xlat5.zw);
					    u_xlat7.xyz = (-u_xlat7.xyz) + vec3(0.5, 0.5, 0.5);
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat7.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(0.024390243, 0.024390243, 0.024390243);
					    u_xlat6.xyz = fract(u_xlat6.xyz);
					    u_xlat8.xyz = u_xlat6.xyz * vec3(2.0, 2.0, 2.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat9.xyz = abs(u_xlat8.xyz) + vec3(-0.5, -0.5, -0.5);
					    u_xlat6.xyz = u_xlat6.xyz * vec3(2.0, 2.0, 2.0) + vec3(-0.5, -0.5, -0.5);
					    u_xlat6.xyz = floor(u_xlat6.xyz);
					    u_xlat6.xyz = (-u_xlat6.xyz) + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat9.xyz * u_xlat9.xyz;
					    u_xlat8.xyz = u_xlat6.xyz * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(0.853734732, 0.853734732, 0.853734732) + vec3(1.79284286, 1.79284286, 1.79284286);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat8.xyz;
					    u_xlat36 = u_xlat4.y * u_xlat9.x;
					    u_xlat4.x = u_xlat6.x * u_xlat4.x + u_xlat36;
					    u_xlat27.xy = u_xlat5.yw * u_xlat9.yz;
					    u_xlat4.yz = u_xlat6.yz * u_xlat5.xz + u_xlat27.xy;
					    u_xlat36 = dot(u_xlat7.xyz, u_xlat4.xyz);
					    u_xlat36 = u_xlat36 * 130.0;
					    u_xlat37 = _Noise1 * _Noise2;
					    u_xlat27.xy = vec2(u_xlat37) * vs_TEXCOORD0.xy;
					    u_xlat38 = dot(u_xlat27.xy, vec2(0.366025418, 0.366025418));
					    u_xlat27.xy = vs_TEXCOORD0.xy * vec2(u_xlat37) + vec2(u_xlat38);
					    u_xlat27.xy = floor(u_xlat27.xy);
					    u_xlat4.xy = vs_TEXCOORD0.xy * vec2(u_xlat37) + (-u_xlat27.xy);
					    u_xlat37 = dot(u_xlat27.xy, vec2(0.211324871, 0.211324871));
					    u_xlat4.xy = vec2(u_xlat37) + u_xlat4.xy;
					    u_xlatb37 = u_xlat4.y<u_xlat4.x;
					    u_xlat5 = u_xlat4.xyxy + vec4(0.211324871, 0.211324871, -0.577350259, -0.577350259);
					    u_xlat6 = (bool(u_xlatb37)) ? vec4(0.0, 1.0, -1.0, -0.0) : vec4(1.0, 0.0, -0.0, -1.0);
					    u_xlat5.xy = u_xlat5.xy + u_xlat6.zw;
					    u_xlat28.xy = u_xlat27.xy * vec2(0.00346020772, 0.00346020772);
					    u_xlat28.xy = floor(u_xlat28.xy);
					    u_xlat27.xy = (-u_xlat28.xy) * vec2(289.0, 289.0) + u_xlat27.xy;
					    u_xlat7.x = float(0.0);
					    u_xlat7.z = float(1.0);
					    u_xlat7.y = u_xlat6.x;
					    u_xlat7.xyz = u_xlat27.yyy + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat8.xyz = floor(u_xlat8.xyz);
					    u_xlat7.xyz = (-u_xlat8.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat27.xxx + u_xlat7.xyz;
					    u_xlat6.x = float(0.0);
					    u_xlat6.z = float(1.0);
					    u_xlat6.xyz = u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat6.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat6.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat7.xyz = floor(u_xlat7.xyz);
					    u_xlat6.xyz = (-u_xlat7.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat6.xyz;
					    u_xlat7.x = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat7.y = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat7.z = dot(u_xlat5.zw, u_xlat5.zw);
					    u_xlat7.xyz = (-u_xlat7.xyz) + vec3(0.5, 0.5, 0.5);
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat7.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(0.024390243, 0.024390243, 0.024390243);
					    u_xlat6.xyz = fract(u_xlat6.xyz);
					    u_xlat8.xyz = u_xlat6.xyz * vec3(2.0, 2.0, 2.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat9.xyz = abs(u_xlat8.xyz) + vec3(-0.5, -0.5, -0.5);
					    u_xlat6.xyz = u_xlat6.xyz * vec3(2.0, 2.0, 2.0) + vec3(-0.5, -0.5, -0.5);
					    u_xlat6.xyz = floor(u_xlat6.xyz);
					    u_xlat6.xyz = (-u_xlat6.xyz) + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat9.xyz * u_xlat9.xyz;
					    u_xlat8.xyz = u_xlat6.xyz * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(0.853734732, 0.853734732, 0.853734732) + vec3(1.79284286, 1.79284286, 1.79284286);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat8.xyz;
					    u_xlat37 = u_xlat4.y * u_xlat9.x;
					    u_xlat4.x = u_xlat6.x * u_xlat4.x + u_xlat37;
					    u_xlat27.xy = u_xlat5.yw * u_xlat9.yz;
					    u_xlat4.yz = u_xlat6.yz * u_xlat5.xz + u_xlat27.xy;
					    u_xlat37 = dot(u_xlat7.xyz, u_xlat4.xyz);
					    u_xlat36 = u_xlat36 * u_xlat37;
					    u_xlat27.xy = vs_TEXCOORD0.xy * _Noise_Texture_ST.xy + _Noise_Texture_ST.zw;
					    u_xlat37 = _Bias * 3.0;
					    u_xlat36 = u_xlat36 * 130.0;
					    u_xlat4 = texture(_Noise_Texture, u_xlat27.xy);
					    u_xlat4.xyz = (-vec3(u_xlat36)) * u_xlat4.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = u_xlat4.xyz + vec3(_Bias);
					    u_xlat4.xyz = u_xlat4.xyz * vec3(vec3(_Scale, _Scale, _Scale));
					    u_xlat4.xyz = log2(u_xlat4.xyz);
					    u_xlat4.xyz = vec3(u_xlat37) * u_xlat4.xyz;
					    u_xlat4.xyz = exp2(u_xlat4.xyz);
					    u_xlat16.xyz = min(u_xlat4.xyz, vec3(1.0, 0.0, 0.0));
					    u_xlat27.xy = vs_TEXCOORD0.xy * _MainTexture_ST.xy + _MainTexture_ST.zw;
					    u_xlat5 = texture(_MainTexture, u_xlat27.xy);
					    u_xlat6.xyz = u_xlat5.xxx * _MainColorTintFadeA.xyz;
					    u_xlat3 = texture(_DriedBlood_Curvature, u_xlat3.xy);
					    u_xlat7.xyz = u_xlat16.xyz * vec3(vec3(_DriedBloodEffectLevel, _DriedBloodEffectLevel, _DriedBloodEffectLevel));
					    u_xlatb18.xyz = lessThan(vec4(0.5, 0.5, 0.5, 0.5), u_xlat6.xyzz).xyz;
					    u_xlat5.xyz = _MainColorTintFadeA.xyz * u_xlat5.xxx + vec3(-0.5, -0.5, -0.5);
					    u_xlat5.xyz = (-u_xlat5.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = (-u_xlat16.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat5.xyz = (-u_xlat5.xyz) * u_xlat8.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat36 = u_xlat16.x * u_xlat6.x;
					    u_xlat8.x = u_xlat36 * 2.0;
					    u_xlat8.y = float(0.0);
					    u_xlat8.z = float(0.0);
					    u_xlat16.x = (u_xlatb18.x) ? u_xlat5.x : u_xlat8.x;
					    u_xlat16.y = (u_xlatb18.y) ? u_xlat5.y : u_xlat8.y;
					    u_xlat16.z = (u_xlatb18.z) ? u_xlat5.z : u_xlat8.z;
					    u_xlat16.xyz = clamp(u_xlat16.xyz, 0.0, 1.0);
					    u_xlatb5.xyz = lessThan(vec4(0.5, 0.5, 0.5, 0.0), u_xlat3.xyzx).xyz;
					    u_xlat6.xyz = u_xlat3.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = (-_DriedBloodColorGloss.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat6.xyz = (-u_xlat6.xyz) * u_xlat8.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat3.xyz = u_xlat3.xyz * _DriedBloodColorGloss.xyz;
					    u_xlat3.xyz = u_xlat3.xyz + u_xlat3.xyz;
					    {
					        vec4 hlslcc_movcTemp = u_xlat3;
					        hlslcc_movcTemp.x = (u_xlatb5.x) ? u_xlat6.x : u_xlat3.x;
					        hlslcc_movcTemp.y = (u_xlatb5.y) ? u_xlat6.y : u_xlat3.y;
					        hlslcc_movcTemp.z = (u_xlatb5.z) ? u_xlat6.z : u_xlat3.z;
					        u_xlat3 = hlslcc_movcTemp;
					    }
					    u_xlat3.xyz = (-u_xlat16.xyz) + u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat7.xyz * u_xlat3.xyz + u_xlat16.xyz;
					    u_xlat36 = (-_Metallic) + _DriedBlood_Metallic;
					    u_xlat36 = u_xlat7.x * u_xlat36 + _Metallic;
					    u_xlat37 = _DriedBloodColorGloss.w + (-_Gloss);
					    u_xlat37 = u_xlat7.x * u_xlat37 + _Gloss;
					    u_xlat38 = u_xlat4.x * u_xlat5.w;
					    u_xlat38 = u_xlat38 * u_xlat38;
					    u_xlat39 = u_xlat38 * u_xlat38;
					    u_xlat38 = u_xlat38 * u_xlat39;
					    u_xlat38 = min(u_xlat38, 1.0);
					    SV_Target0.w = u_xlat38 * _MainColorTintFadeA.w;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat2.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat2.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat2.x = inversesqrt(u_xlat2.x);
					    u_xlat2.xyz = u_xlat2.xxx * u_xlat4.xyz;
					    u_xlat38 = (-u_xlat37) + 1.0;
					    u_xlat39 = dot((-u_xlat1.xyz), u_xlat2.xyz);
					    u_xlat39 = u_xlat39 + u_xlat39;
					    u_xlat4.xyz = u_xlat2.xyz * (-vec3(u_xlat39)) + (-u_xlat1.xyz);
					    u_xlat5 = texture(unity_Lightmap, vs_TEXCOORD4.xy);
					    u_xlat39 = log2(u_xlat5.w);
					    u_xlat39 = u_xlat39 * unity_Lightmap_HDR.y;
					    u_xlat39 = exp2(u_xlat39);
					    u_xlat39 = u_xlat39 * unity_Lightmap_HDR.x;
					    u_xlat5.xyz = u_xlat5.xyz * vec3(u_xlat39);
					    u_xlat6 = texture(unity_LightmapInd, vs_TEXCOORD4.xy);
					    u_xlat6.xyz = u_xlat6.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat39 = dot(u_xlat2.xyz, u_xlat6.xyz);
					    u_xlat39 = u_xlat39 + 0.5;
					    u_xlat5.xyz = vec3(u_xlat39) * u_xlat5.xyz;
					    u_xlat39 = max(u_xlat6.w, 9.99999975e-05);
					    u_xlat5.xyz = u_xlat5.xyz / vec3(u_xlat39);
					    u_xlatb39 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb39){
					        u_xlat39 = dot(u_xlat4.xyz, u_xlat4.xyz);
					        u_xlat39 = inversesqrt(u_xlat39);
					        u_xlat6.xyz = vec3(u_xlat39) * u_xlat4.xyz;
					        u_xlat7.xyz = (-u_xlat0.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat7.xyz = u_xlat7.xyz / u_xlat6.xyz;
					        u_xlat8.xyz = (-u_xlat0.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat8.xyz = u_xlat8.xyz / u_xlat6.xyz;
					        u_xlatb9.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat6.xyzx).xyz;
					        {
					            vec3 hlslcc_movcTemp = u_xlat7;
					            hlslcc_movcTemp.x = (u_xlatb9.x) ? u_xlat7.x : u_xlat8.x;
					            hlslcc_movcTemp.y = (u_xlatb9.y) ? u_xlat7.y : u_xlat8.y;
					            hlslcc_movcTemp.z = (u_xlatb9.z) ? u_xlat7.z : u_xlat8.z;
					            u_xlat7 = hlslcc_movcTemp;
					        }
					        u_xlat39 = min(u_xlat7.y, u_xlat7.x);
					        u_xlat39 = min(u_xlat7.z, u_xlat39);
					        u_xlat7.xyz = u_xlat0.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat39) + u_xlat7.xyz;
					    } else {
					        u_xlat6.xyz = u_xlat4.xyz;
					    }
					    u_xlat39 = (-u_xlat38) * 0.699999988 + 1.70000005;
					    u_xlat39 = u_xlat38 * u_xlat39;
					    u_xlat39 = u_xlat39 * 6.0;
					    u_xlat6 = textureLod(unity_SpecCube0, u_xlat6.xyz, u_xlat39);
					    u_xlat40 = u_xlat6.w + -1.0;
					    u_xlat40 = unity_SpecCube0_HDR.w * u_xlat40 + 1.0;
					    u_xlat40 = log2(u_xlat40);
					    u_xlat40 = u_xlat40 * unity_SpecCube0_HDR.y;
					    u_xlat40 = exp2(u_xlat40);
					    u_xlat40 = u_xlat40 * unity_SpecCube0_HDR.x;
					    u_xlat7.xyz = u_xlat6.xyz * vec3(u_xlat40);
					    u_xlatb41 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb41){
					        u_xlatb41 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb41){
					            u_xlat41 = dot(u_xlat4.xyz, u_xlat4.xyz);
					            u_xlat41 = inversesqrt(u_xlat41);
					            u_xlat8.xyz = u_xlat4.xyz * vec3(u_xlat41);
					            u_xlat9.xyz = (-u_xlat0.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat9.xyz = u_xlat9.xyz / u_xlat8.xyz;
					            u_xlat10.xyz = (-u_xlat0.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat10.xyz = u_xlat10.xyz / u_xlat8.xyz;
					            u_xlatb11.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat8.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat9;
					                hlslcc_movcTemp.x = (u_xlatb11.x) ? u_xlat9.x : u_xlat10.x;
					                hlslcc_movcTemp.y = (u_xlatb11.y) ? u_xlat9.y : u_xlat10.y;
					                hlslcc_movcTemp.z = (u_xlatb11.z) ? u_xlat9.z : u_xlat10.z;
					                u_xlat9 = hlslcc_movcTemp;
					            }
					            u_xlat41 = min(u_xlat9.y, u_xlat9.x);
					            u_xlat41 = min(u_xlat9.z, u_xlat41);
					            u_xlat0.xyz = u_xlat0.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat4.xyz = u_xlat8.xyz * vec3(u_xlat41) + u_xlat0.xyz;
					        }
					        u_xlat8 = textureLod(unity_SpecCube1, u_xlat4.xyz, u_xlat39);
					        u_xlat0.x = u_xlat8.w + -1.0;
					        u_xlat0.x = unity_SpecCube1_HDR.w * u_xlat0.x + 1.0;
					        u_xlat0.x = log2(u_xlat0.x);
					        u_xlat0.x = u_xlat0.x * unity_SpecCube1_HDR.y;
					        u_xlat0.x = exp2(u_xlat0.x);
					        u_xlat0.x = u_xlat0.x * unity_SpecCube1_HDR.x;
					        u_xlat0.xyz = u_xlat8.xyz * u_xlat0.xxx;
					        u_xlat4.xyz = vec3(u_xlat40) * u_xlat6.xyz + (-u_xlat0.xyz);
					        u_xlat7.xyz = unity_SpecCube0_BoxMin.www * u_xlat4.xyz + u_xlat0.xyz;
					    }
					    u_xlat0.xyz = u_xlat3.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat0.xyz = vec3(u_xlat36) * u_xlat0.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat36 = (-u_xlat36) * 0.959999979 + 0.959999979;
					    u_xlat3.xyz = vec3(u_xlat36) * u_xlat3.xyz;
					    u_xlat1.x = dot(u_xlat2.xyz, u_xlat1.xyz);
					    u_xlat13.x = u_xlat38 * u_xlat38;
					    u_xlat13.x = max(u_xlat13.x, 0.00200000009);
					    u_xlat13.x = u_xlat13.x * u_xlat13.x + 1.0;
					    u_xlat13.x = float(1.0) / u_xlat13.x;
					    u_xlat36 = (-u_xlat36) + u_xlat37;
					    u_xlat36 = u_xlat36 + 1.0;
					    u_xlat36 = clamp(u_xlat36, 0.0, 1.0);
					    u_xlat13.xyz = u_xlat7.xyz * u_xlat13.xxx;
					    u_xlat1.x = -abs(u_xlat1.x) + 1.0;
					    u_xlat2.x = u_xlat1.x * u_xlat1.x;
					    u_xlat2.x = u_xlat2.x * u_xlat2.x;
					    u_xlat1.x = u_xlat1.x * u_xlat2.x;
					    u_xlat2.xyz = (-u_xlat0.xyz) + vec3(u_xlat36);
					    u_xlat0.xyz = u_xlat1.xxx * u_xlat2.xyz + u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat13.xyz;
					    SV_Target0.xyz = u_xlat3.xyz * u_xlat5.xyz + u_xlat0.xyz;
					    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 unity_Lightmap_HDR;
						vec4 unused_0_1[3];
						vec4 _MainNormalMap_ST;
						float _DriedBloodEffect_Tiling;
						float _DriedBloodEffectLevel;
						float _OverallNormalPower;
						float _Noise1;
						float _Noise2;
						vec4 _Noise_Texture_ST;
						float _Bias;
						float _Scale;
						vec4 _MainColorTintFadeA;
						vec4 _MainTexture_ST;
						vec4 _DriedBloodColorGloss;
						float _Metallic;
						float _DriedBlood_Metallic;
						float _Gloss;
						vec4 unused_0_17;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 unused_2_0[39];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_8[2];
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainNormalMap;
					uniform  sampler2D _DriedBlood_Normal;
					uniform  sampler2D _Noise_Texture;
					uniform  sampler2D _MainTexture;
					uniform  sampler2D _DriedBlood_Curvature;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					bvec3 u_xlatb5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec3 u_xlat9;
					bvec3 u_xlatb9;
					vec3 u_xlat10;
					bvec3 u_xlatb11;
					vec3 u_xlat13;
					vec3 u_xlat16;
					float u_xlat17;
					bvec3 u_xlatb18;
					vec2 u_xlat27;
					vec2 u_xlat28;
					float u_xlat36;
					bool u_xlatb36;
					float u_xlat37;
					bool u_xlatb37;
					float u_xlat38;
					bool u_xlatb38;
					float u_xlat39;
					float u_xlat40;
					bool u_xlatb40;
					float u_xlat41;
					bool u_xlatb41;
					void main()
					{
					    u_xlat0.x = vs_TEXCOORD1.w;
					    u_xlat0.y = vs_TEXCOORD2.w;
					    u_xlat0.z = vs_TEXCOORD3.w;
					    u_xlat1.xyz = (-u_xlat0.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat36 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat36 = inversesqrt(u_xlat36);
					    u_xlat1.xyz = vec3(u_xlat36) * u_xlat1.xyz;
					    u_xlat2.xy = vs_TEXCOORD0.xy * _MainNormalMap_ST.xy + _MainNormalMap_ST.zw;
					    u_xlat3 = vs_TEXCOORD0.xyxy * vec4(_DriedBloodEffect_Tiling, _DriedBloodEffect_Tiling, _Noise1, _Noise1);
					    u_xlat2 = texture(_MainNormalMap, u_xlat2.xy);
					    u_xlat2.x = u_xlat2.w * u_xlat2.x;
					    u_xlat2.xy = u_xlat2.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat36 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat36 = min(u_xlat36, 1.0);
					    u_xlat36 = (-u_xlat36) + 1.0;
					    u_xlat2.z = sqrt(u_xlat36);
					    u_xlat4 = texture(_DriedBlood_Normal, u_xlat3.xy);
					    u_xlat4.x = u_xlat4.w * u_xlat4.x;
					    u_xlat4.xy = u_xlat4.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat36 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat36 = min(u_xlat36, 1.0);
					    u_xlat36 = (-u_xlat36) + 1.0;
					    u_xlat4.z = sqrt(u_xlat36);
					    u_xlat4.xyz = (-u_xlat2.xyz) + u_xlat4.xyz;
					    u_xlat2.xyz = vec3(vec3(_DriedBloodEffectLevel, _DriedBloodEffectLevel, _DriedBloodEffectLevel)) * u_xlat4.xyz + u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz + vec3(-0.0, -0.0, -1.0);
					    u_xlat2.xyz = vec3(vec3(_OverallNormalPower, _OverallNormalPower, _OverallNormalPower)) * u_xlat2.xyz + vec3(0.0, 0.0, 1.0);
					    u_xlat36 = dot(u_xlat3.zw, vec2(0.366025418, 0.366025418));
					    u_xlat27.xy = vs_TEXCOORD0.xy * vec2(vec2(_Noise1, _Noise1)) + vec2(u_xlat36);
					    u_xlat27.xy = floor(u_xlat27.xy);
					    u_xlat4.xy = vs_TEXCOORD0.xy * vec2(vec2(_Noise1, _Noise1)) + (-u_xlat27.xy);
					    u_xlat36 = dot(u_xlat27.xy, vec2(0.211324871, 0.211324871));
					    u_xlat4.xy = vec2(u_xlat36) + u_xlat4.xy;
					    u_xlatb36 = u_xlat4.y<u_xlat4.x;
					    u_xlat5 = u_xlat4.xyxy + vec4(0.211324871, 0.211324871, -0.577350259, -0.577350259);
					    u_xlat6 = (bool(u_xlatb36)) ? vec4(0.0, 1.0, -1.0, -0.0) : vec4(1.0, 0.0, -0.0, -1.0);
					    u_xlat5.xy = u_xlat5.xy + u_xlat6.zw;
					    u_xlat28.xy = u_xlat27.xy * vec2(0.00346020772, 0.00346020772);
					    u_xlat28.xy = floor(u_xlat28.xy);
					    u_xlat27.xy = (-u_xlat28.xy) * vec2(289.0, 289.0) + u_xlat27.xy;
					    u_xlat7.x = float(0.0);
					    u_xlat7.z = float(1.0);
					    u_xlat7.y = u_xlat6.x;
					    u_xlat7.xyz = u_xlat27.yyy + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat8.xyz = floor(u_xlat8.xyz);
					    u_xlat7.xyz = (-u_xlat8.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat27.xxx + u_xlat7.xyz;
					    u_xlat6.x = float(0.0);
					    u_xlat6.z = float(1.0);
					    u_xlat6.xyz = u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat6.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat6.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat7.xyz = floor(u_xlat7.xyz);
					    u_xlat6.xyz = (-u_xlat7.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat6.xyz;
					    u_xlat7.x = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat7.y = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat7.z = dot(u_xlat5.zw, u_xlat5.zw);
					    u_xlat7.xyz = (-u_xlat7.xyz) + vec3(0.5, 0.5, 0.5);
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat7.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(0.024390243, 0.024390243, 0.024390243);
					    u_xlat6.xyz = fract(u_xlat6.xyz);
					    u_xlat8.xyz = u_xlat6.xyz * vec3(2.0, 2.0, 2.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat9.xyz = abs(u_xlat8.xyz) + vec3(-0.5, -0.5, -0.5);
					    u_xlat6.xyz = u_xlat6.xyz * vec3(2.0, 2.0, 2.0) + vec3(-0.5, -0.5, -0.5);
					    u_xlat6.xyz = floor(u_xlat6.xyz);
					    u_xlat6.xyz = (-u_xlat6.xyz) + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat9.xyz * u_xlat9.xyz;
					    u_xlat8.xyz = u_xlat6.xyz * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(0.853734732, 0.853734732, 0.853734732) + vec3(1.79284286, 1.79284286, 1.79284286);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat8.xyz;
					    u_xlat36 = u_xlat4.y * u_xlat9.x;
					    u_xlat4.x = u_xlat6.x * u_xlat4.x + u_xlat36;
					    u_xlat27.xy = u_xlat5.yw * u_xlat9.yz;
					    u_xlat4.yz = u_xlat6.yz * u_xlat5.xz + u_xlat27.xy;
					    u_xlat36 = dot(u_xlat7.xyz, u_xlat4.xyz);
					    u_xlat36 = u_xlat36 * 130.0;
					    u_xlat37 = _Noise1 * _Noise2;
					    u_xlat27.xy = vec2(u_xlat37) * vs_TEXCOORD0.xy;
					    u_xlat38 = dot(u_xlat27.xy, vec2(0.366025418, 0.366025418));
					    u_xlat27.xy = vs_TEXCOORD0.xy * vec2(u_xlat37) + vec2(u_xlat38);
					    u_xlat27.xy = floor(u_xlat27.xy);
					    u_xlat4.xy = vs_TEXCOORD0.xy * vec2(u_xlat37) + (-u_xlat27.xy);
					    u_xlat37 = dot(u_xlat27.xy, vec2(0.211324871, 0.211324871));
					    u_xlat4.xy = vec2(u_xlat37) + u_xlat4.xy;
					    u_xlatb37 = u_xlat4.y<u_xlat4.x;
					    u_xlat5 = u_xlat4.xyxy + vec4(0.211324871, 0.211324871, -0.577350259, -0.577350259);
					    u_xlat6 = (bool(u_xlatb37)) ? vec4(0.0, 1.0, -1.0, -0.0) : vec4(1.0, 0.0, -0.0, -1.0);
					    u_xlat5.xy = u_xlat5.xy + u_xlat6.zw;
					    u_xlat28.xy = u_xlat27.xy * vec2(0.00346020772, 0.00346020772);
					    u_xlat28.xy = floor(u_xlat28.xy);
					    u_xlat27.xy = (-u_xlat28.xy) * vec2(289.0, 289.0) + u_xlat27.xy;
					    u_xlat7.x = float(0.0);
					    u_xlat7.z = float(1.0);
					    u_xlat7.y = u_xlat6.x;
					    u_xlat7.xyz = u_xlat27.yyy + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat8.xyz = floor(u_xlat8.xyz);
					    u_xlat7.xyz = (-u_xlat8.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat27.xxx + u_xlat7.xyz;
					    u_xlat6.x = float(0.0);
					    u_xlat6.z = float(1.0);
					    u_xlat6.xyz = u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat6.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat6.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat7.xyz = floor(u_xlat7.xyz);
					    u_xlat6.xyz = (-u_xlat7.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat6.xyz;
					    u_xlat7.x = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat7.y = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat7.z = dot(u_xlat5.zw, u_xlat5.zw);
					    u_xlat7.xyz = (-u_xlat7.xyz) + vec3(0.5, 0.5, 0.5);
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat7.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(0.024390243, 0.024390243, 0.024390243);
					    u_xlat6.xyz = fract(u_xlat6.xyz);
					    u_xlat8.xyz = u_xlat6.xyz * vec3(2.0, 2.0, 2.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat9.xyz = abs(u_xlat8.xyz) + vec3(-0.5, -0.5, -0.5);
					    u_xlat6.xyz = u_xlat6.xyz * vec3(2.0, 2.0, 2.0) + vec3(-0.5, -0.5, -0.5);
					    u_xlat6.xyz = floor(u_xlat6.xyz);
					    u_xlat6.xyz = (-u_xlat6.xyz) + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat9.xyz * u_xlat9.xyz;
					    u_xlat8.xyz = u_xlat6.xyz * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(0.853734732, 0.853734732, 0.853734732) + vec3(1.79284286, 1.79284286, 1.79284286);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat8.xyz;
					    u_xlat37 = u_xlat4.y * u_xlat9.x;
					    u_xlat4.x = u_xlat6.x * u_xlat4.x + u_xlat37;
					    u_xlat27.xy = u_xlat5.yw * u_xlat9.yz;
					    u_xlat4.yz = u_xlat6.yz * u_xlat5.xz + u_xlat27.xy;
					    u_xlat37 = dot(u_xlat7.xyz, u_xlat4.xyz);
					    u_xlat36 = u_xlat36 * u_xlat37;
					    u_xlat27.xy = vs_TEXCOORD0.xy * _Noise_Texture_ST.xy + _Noise_Texture_ST.zw;
					    u_xlat37 = _Bias * 3.0;
					    u_xlat36 = u_xlat36 * 130.0;
					    u_xlat4 = texture(_Noise_Texture, u_xlat27.xy);
					    u_xlat4.xyz = (-vec3(u_xlat36)) * u_xlat4.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = u_xlat4.xyz + vec3(_Bias);
					    u_xlat4.xyz = u_xlat4.xyz * vec3(vec3(_Scale, _Scale, _Scale));
					    u_xlat4.xyz = log2(u_xlat4.xyz);
					    u_xlat4.xyz = vec3(u_xlat37) * u_xlat4.xyz;
					    u_xlat4.xyz = exp2(u_xlat4.xyz);
					    u_xlat16.xyz = min(u_xlat4.xyz, vec3(1.0, 0.0, 0.0));
					    u_xlat27.xy = vs_TEXCOORD0.xy * _MainTexture_ST.xy + _MainTexture_ST.zw;
					    u_xlat5 = texture(_MainTexture, u_xlat27.xy);
					    u_xlat6.xyz = u_xlat5.xxx * _MainColorTintFadeA.xyz;
					    u_xlat3 = texture(_DriedBlood_Curvature, u_xlat3.xy);
					    u_xlat7.xyz = u_xlat16.xyz * vec3(vec3(_DriedBloodEffectLevel, _DriedBloodEffectLevel, _DriedBloodEffectLevel));
					    u_xlatb18.xyz = lessThan(vec4(0.5, 0.5, 0.5, 0.5), u_xlat6.xyzz).xyz;
					    u_xlat5.xyz = _MainColorTintFadeA.xyz * u_xlat5.xxx + vec3(-0.5, -0.5, -0.5);
					    u_xlat5.xyz = (-u_xlat5.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = (-u_xlat16.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat5.xyz = (-u_xlat5.xyz) * u_xlat8.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat36 = u_xlat16.x * u_xlat6.x;
					    u_xlat8.x = u_xlat36 * 2.0;
					    u_xlat8.y = float(0.0);
					    u_xlat8.z = float(0.0);
					    u_xlat16.x = (u_xlatb18.x) ? u_xlat5.x : u_xlat8.x;
					    u_xlat16.y = (u_xlatb18.y) ? u_xlat5.y : u_xlat8.y;
					    u_xlat16.z = (u_xlatb18.z) ? u_xlat5.z : u_xlat8.z;
					    u_xlat16.xyz = clamp(u_xlat16.xyz, 0.0, 1.0);
					    u_xlatb5.xyz = lessThan(vec4(0.5, 0.5, 0.5, 0.0), u_xlat3.xyzx).xyz;
					    u_xlat6.xyz = u_xlat3.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = (-_DriedBloodColorGloss.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat6.xyz = (-u_xlat6.xyz) * u_xlat8.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat3.xyz = u_xlat3.xyz * _DriedBloodColorGloss.xyz;
					    u_xlat3.xyz = u_xlat3.xyz + u_xlat3.xyz;
					    {
					        vec4 hlslcc_movcTemp = u_xlat3;
					        hlslcc_movcTemp.x = (u_xlatb5.x) ? u_xlat6.x : u_xlat3.x;
					        hlslcc_movcTemp.y = (u_xlatb5.y) ? u_xlat6.y : u_xlat3.y;
					        hlslcc_movcTemp.z = (u_xlatb5.z) ? u_xlat6.z : u_xlat3.z;
					        u_xlat3 = hlslcc_movcTemp;
					    }
					    u_xlat3.xyz = (-u_xlat16.xyz) + u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat7.xyz * u_xlat3.xyz + u_xlat16.xyz;
					    u_xlat36 = (-_Metallic) + _DriedBlood_Metallic;
					    u_xlat36 = u_xlat7.x * u_xlat36 + _Metallic;
					    u_xlat37 = _DriedBloodColorGloss.w + (-_Gloss);
					    u_xlat37 = u_xlat7.x * u_xlat37 + _Gloss;
					    u_xlat38 = u_xlat4.x * u_xlat5.w;
					    u_xlat38 = u_xlat38 * u_xlat38;
					    u_xlat39 = u_xlat38 * u_xlat38;
					    u_xlat38 = u_xlat38 * u_xlat39;
					    u_xlat38 = min(u_xlat38, 1.0);
					    SV_Target0.w = u_xlat38 * _MainColorTintFadeA.w;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat2.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat2.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat2.x = inversesqrt(u_xlat2.x);
					    u_xlat2.xyz = u_xlat2.xxx * u_xlat4.xyz;
					    u_xlat39 = (-u_xlat37) + 1.0;
					    u_xlat4.x = dot((-u_xlat1.xyz), u_xlat2.xyz);
					    u_xlat4.x = u_xlat4.x + u_xlat4.x;
					    u_xlat4.xyz = u_xlat2.xyz * (-u_xlat4.xxx) + (-u_xlat1.xyz);
					    u_xlatb40 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb40){
					        u_xlatb40 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb40)) ? u_xlat5.xyz : u_xlat0.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat40 = u_xlat5.y * 0.25;
					        u_xlat17 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat6.x = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat40 = max(u_xlat40, u_xlat17);
					        u_xlat5.x = min(u_xlat6.x, u_xlat40);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					        u_xlat7.xyz = u_xlat5.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat7.xyz);
					        u_xlat5.xyz = u_xlat5.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xyz);
					        u_xlat2.w = 1.0;
					        u_xlat6.x = dot(u_xlat6, u_xlat2);
					        u_xlat6.y = dot(u_xlat7, u_xlat2);
					        u_xlat6.z = dot(u_xlat5, u_xlat2);
					    } else {
					        u_xlat2.w = 1.0;
					        u_xlat6.x = dot(unity_SHAr, u_xlat2);
					        u_xlat6.y = dot(unity_SHAg, u_xlat2);
					        u_xlat6.z = dot(unity_SHAb, u_xlat2);
					    }
					    u_xlat5 = u_xlat2.yzzx * u_xlat2.xyzz;
					    u_xlat7.x = dot(unity_SHBr, u_xlat5);
					    u_xlat7.y = dot(unity_SHBg, u_xlat5);
					    u_xlat7.z = dot(unity_SHBb, u_xlat5);
					    u_xlat38 = u_xlat2.y * u_xlat2.y;
					    u_xlat38 = u_xlat2.x * u_xlat2.x + (-u_xlat38);
					    u_xlat5.xyz = unity_SHC.xyz * vec3(u_xlat38) + u_xlat7.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + u_xlat6.xyz;
					    u_xlat5.xyz = max(u_xlat5.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat6 = texture(unity_Lightmap, vs_TEXCOORD4.xy);
					    u_xlat38 = log2(u_xlat6.w);
					    u_xlat38 = u_xlat38 * unity_Lightmap_HDR.y;
					    u_xlat38 = exp2(u_xlat38);
					    u_xlat38 = u_xlat38 * unity_Lightmap_HDR.x;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat38);
					    u_xlat7 = texture(unity_LightmapInd, vs_TEXCOORD4.xy);
					    u_xlat7.xyz = u_xlat7.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat38 = dot(u_xlat2.xyz, u_xlat7.xyz);
					    u_xlat38 = u_xlat38 + 0.5;
					    u_xlat6.xyz = vec3(u_xlat38) * u_xlat6.xyz;
					    u_xlat38 = max(u_xlat7.w, 9.99999975e-05);
					    u_xlat6.xyz = u_xlat6.xyz / vec3(u_xlat38);
					    u_xlat5.xyz = u_xlat5.xyz + u_xlat6.xyz;
					    u_xlatb38 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb38){
					        u_xlat38 = dot(u_xlat4.xyz, u_xlat4.xyz);
					        u_xlat38 = inversesqrt(u_xlat38);
					        u_xlat6.xyz = vec3(u_xlat38) * u_xlat4.xyz;
					        u_xlat7.xyz = (-u_xlat0.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat7.xyz = u_xlat7.xyz / u_xlat6.xyz;
					        u_xlat8.xyz = (-u_xlat0.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat8.xyz = u_xlat8.xyz / u_xlat6.xyz;
					        u_xlatb9.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat6.xyzx).xyz;
					        {
					            vec4 hlslcc_movcTemp = u_xlat7;
					            hlslcc_movcTemp.x = (u_xlatb9.x) ? u_xlat7.x : u_xlat8.x;
					            hlslcc_movcTemp.y = (u_xlatb9.y) ? u_xlat7.y : u_xlat8.y;
					            hlslcc_movcTemp.z = (u_xlatb9.z) ? u_xlat7.z : u_xlat8.z;
					            u_xlat7 = hlslcc_movcTemp;
					        }
					        u_xlat38 = min(u_xlat7.y, u_xlat7.x);
					        u_xlat38 = min(u_xlat7.z, u_xlat38);
					        u_xlat7.xyz = u_xlat0.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat38) + u_xlat7.xyz;
					    } else {
					        u_xlat6.xyz = u_xlat4.xyz;
					    }
					    u_xlat38 = (-u_xlat39) * 0.699999988 + 1.70000005;
					    u_xlat38 = u_xlat38 * u_xlat39;
					    u_xlat38 = u_xlat38 * 6.0;
					    u_xlat6 = textureLod(unity_SpecCube0, u_xlat6.xyz, u_xlat38);
					    u_xlat40 = u_xlat6.w + -1.0;
					    u_xlat40 = unity_SpecCube0_HDR.w * u_xlat40 + 1.0;
					    u_xlat40 = log2(u_xlat40);
					    u_xlat40 = u_xlat40 * unity_SpecCube0_HDR.y;
					    u_xlat40 = exp2(u_xlat40);
					    u_xlat40 = u_xlat40 * unity_SpecCube0_HDR.x;
					    u_xlat7.xyz = u_xlat6.xyz * vec3(u_xlat40);
					    u_xlatb41 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb41){
					        u_xlatb41 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb41){
					            u_xlat41 = dot(u_xlat4.xyz, u_xlat4.xyz);
					            u_xlat41 = inversesqrt(u_xlat41);
					            u_xlat8.xyz = u_xlat4.xyz * vec3(u_xlat41);
					            u_xlat9.xyz = (-u_xlat0.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat9.xyz = u_xlat9.xyz / u_xlat8.xyz;
					            u_xlat10.xyz = (-u_xlat0.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat10.xyz = u_xlat10.xyz / u_xlat8.xyz;
					            u_xlatb11.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat8.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat9;
					                hlslcc_movcTemp.x = (u_xlatb11.x) ? u_xlat9.x : u_xlat10.x;
					                hlslcc_movcTemp.y = (u_xlatb11.y) ? u_xlat9.y : u_xlat10.y;
					                hlslcc_movcTemp.z = (u_xlatb11.z) ? u_xlat9.z : u_xlat10.z;
					                u_xlat9 = hlslcc_movcTemp;
					            }
					            u_xlat41 = min(u_xlat9.y, u_xlat9.x);
					            u_xlat41 = min(u_xlat9.z, u_xlat41);
					            u_xlat0.xyz = u_xlat0.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat4.xyz = u_xlat8.xyz * vec3(u_xlat41) + u_xlat0.xyz;
					        }
					        u_xlat8 = textureLod(unity_SpecCube1, u_xlat4.xyz, u_xlat38);
					        u_xlat0.x = u_xlat8.w + -1.0;
					        u_xlat0.x = unity_SpecCube1_HDR.w * u_xlat0.x + 1.0;
					        u_xlat0.x = log2(u_xlat0.x);
					        u_xlat0.x = u_xlat0.x * unity_SpecCube1_HDR.y;
					        u_xlat0.x = exp2(u_xlat0.x);
					        u_xlat0.x = u_xlat0.x * unity_SpecCube1_HDR.x;
					        u_xlat0.xyz = u_xlat8.xyz * u_xlat0.xxx;
					        u_xlat4.xyz = vec3(u_xlat40) * u_xlat6.xyz + (-u_xlat0.xyz);
					        u_xlat7.xyz = unity_SpecCube0_BoxMin.www * u_xlat4.xyz + u_xlat0.xyz;
					    }
					    u_xlat0.xyz = u_xlat3.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat0.xyz = vec3(u_xlat36) * u_xlat0.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat36 = (-u_xlat36) * 0.959999979 + 0.959999979;
					    u_xlat3.xyz = vec3(u_xlat36) * u_xlat3.xyz;
					    u_xlat1.x = dot(u_xlat2.xyz, u_xlat1.xyz);
					    u_xlat13.x = u_xlat39 * u_xlat39;
					    u_xlat13.x = max(u_xlat13.x, 0.00200000009);
					    u_xlat13.x = u_xlat13.x * u_xlat13.x + 1.0;
					    u_xlat13.x = float(1.0) / u_xlat13.x;
					    u_xlat36 = (-u_xlat36) + u_xlat37;
					    u_xlat36 = u_xlat36 + 1.0;
					    u_xlat36 = clamp(u_xlat36, 0.0, 1.0);
					    u_xlat13.xyz = u_xlat7.xyz * u_xlat13.xxx;
					    u_xlat1.x = -abs(u_xlat1.x) + 1.0;
					    u_xlat2.x = u_xlat1.x * u_xlat1.x;
					    u_xlat2.x = u_xlat2.x * u_xlat2.x;
					    u_xlat1.x = u_xlat1.x * u_xlat2.x;
					    u_xlat2.xyz = (-u_xlat0.xyz) + vec3(u_xlat36);
					    u_xlat0.xyz = u_xlat1.xxx * u_xlat2.xyz + u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat13.xyz;
					    SV_Target0.xyz = u_xlat3.xyz * u_xlat5.xyz + u_xlat0.xyz;
					    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 unity_Lightmap_HDR;
						vec4 unused_0_1[3];
						vec4 _MainNormalMap_ST;
						float _DriedBloodEffect_Tiling;
						float _DriedBloodEffectLevel;
						float _OverallNormalPower;
						float _Noise1;
						float _Noise2;
						vec4 _Noise_Texture_ST;
						float _Bias;
						float _Scale;
						vec4 _MainColorTintFadeA;
						vec4 _MainTexture_ST;
						vec4 _DriedBloodColorGloss;
						float _Metallic;
						float _DriedBlood_Metallic;
						float _Gloss;
						vec4 unused_0_17;
					};
					layout(std140) uniform UnityLighting {
						vec4 unused_1_0[39];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_1_8[2];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainNormalMap;
					uniform  sampler2D _DriedBlood_Normal;
					uniform  sampler2D _Noise_Texture;
					uniform  sampler2D _MainTexture;
					uniform  sampler2D _DriedBlood_Curvature;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					bvec3 u_xlatb5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec3 u_xlat9;
					bvec3 u_xlatb9;
					vec3 u_xlat10;
					bvec3 u_xlatb11;
					vec3 u_xlat13;
					vec3 u_xlat16;
					float u_xlat17;
					bvec3 u_xlatb18;
					vec2 u_xlat27;
					vec2 u_xlat28;
					float u_xlat36;
					int u_xlati36;
					bool u_xlatb36;
					float u_xlat37;
					bool u_xlatb37;
					float u_xlat38;
					bool u_xlatb38;
					float u_xlat39;
					float u_xlat40;
					bool u_xlatb40;
					float u_xlat41;
					bool u_xlatb41;
					void main()
					{
					    u_xlat0.x = vs_TEXCOORD1.w;
					    u_xlat0.y = vs_TEXCOORD2.w;
					    u_xlat0.z = vs_TEXCOORD3.w;
					    u_xlati36 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat0.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati36].xyz;
					    u_xlat36 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat36 = inversesqrt(u_xlat36);
					    u_xlat1.xyz = vec3(u_xlat36) * u_xlat1.xyz;
					    u_xlat2.xy = vs_TEXCOORD0.xy * _MainNormalMap_ST.xy + _MainNormalMap_ST.zw;
					    u_xlat3 = vs_TEXCOORD0.xyxy * vec4(_DriedBloodEffect_Tiling, _DriedBloodEffect_Tiling, _Noise1, _Noise1);
					    u_xlat2 = texture(_MainNormalMap, u_xlat2.xy);
					    u_xlat2.x = u_xlat2.w * u_xlat2.x;
					    u_xlat2.xy = u_xlat2.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat36 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat36 = min(u_xlat36, 1.0);
					    u_xlat36 = (-u_xlat36) + 1.0;
					    u_xlat2.z = sqrt(u_xlat36);
					    u_xlat4 = texture(_DriedBlood_Normal, u_xlat3.xy);
					    u_xlat4.x = u_xlat4.w * u_xlat4.x;
					    u_xlat4.xy = u_xlat4.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat36 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat36 = min(u_xlat36, 1.0);
					    u_xlat36 = (-u_xlat36) + 1.0;
					    u_xlat4.z = sqrt(u_xlat36);
					    u_xlat4.xyz = (-u_xlat2.xyz) + u_xlat4.xyz;
					    u_xlat2.xyz = vec3(vec3(_DriedBloodEffectLevel, _DriedBloodEffectLevel, _DriedBloodEffectLevel)) * u_xlat4.xyz + u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz + vec3(-0.0, -0.0, -1.0);
					    u_xlat2.xyz = vec3(vec3(_OverallNormalPower, _OverallNormalPower, _OverallNormalPower)) * u_xlat2.xyz + vec3(0.0, 0.0, 1.0);
					    u_xlat36 = dot(u_xlat3.zw, vec2(0.366025418, 0.366025418));
					    u_xlat27.xy = vs_TEXCOORD0.xy * vec2(vec2(_Noise1, _Noise1)) + vec2(u_xlat36);
					    u_xlat27.xy = floor(u_xlat27.xy);
					    u_xlat4.xy = vs_TEXCOORD0.xy * vec2(vec2(_Noise1, _Noise1)) + (-u_xlat27.xy);
					    u_xlat36 = dot(u_xlat27.xy, vec2(0.211324871, 0.211324871));
					    u_xlat4.xy = vec2(u_xlat36) + u_xlat4.xy;
					    u_xlatb36 = u_xlat4.y<u_xlat4.x;
					    u_xlat5 = u_xlat4.xyxy + vec4(0.211324871, 0.211324871, -0.577350259, -0.577350259);
					    u_xlat6 = (bool(u_xlatb36)) ? vec4(0.0, 1.0, -1.0, -0.0) : vec4(1.0, 0.0, -0.0, -1.0);
					    u_xlat5.xy = u_xlat5.xy + u_xlat6.zw;
					    u_xlat28.xy = u_xlat27.xy * vec2(0.00346020772, 0.00346020772);
					    u_xlat28.xy = floor(u_xlat28.xy);
					    u_xlat27.xy = (-u_xlat28.xy) * vec2(289.0, 289.0) + u_xlat27.xy;
					    u_xlat7.x = float(0.0);
					    u_xlat7.z = float(1.0);
					    u_xlat7.y = u_xlat6.x;
					    u_xlat7.xyz = u_xlat27.yyy + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat8.xyz = floor(u_xlat8.xyz);
					    u_xlat7.xyz = (-u_xlat8.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat27.xxx + u_xlat7.xyz;
					    u_xlat6.x = float(0.0);
					    u_xlat6.z = float(1.0);
					    u_xlat6.xyz = u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat6.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat6.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat7.xyz = floor(u_xlat7.xyz);
					    u_xlat6.xyz = (-u_xlat7.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat6.xyz;
					    u_xlat7.x = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat7.y = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat7.z = dot(u_xlat5.zw, u_xlat5.zw);
					    u_xlat7.xyz = (-u_xlat7.xyz) + vec3(0.5, 0.5, 0.5);
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat7.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(0.024390243, 0.024390243, 0.024390243);
					    u_xlat6.xyz = fract(u_xlat6.xyz);
					    u_xlat8.xyz = u_xlat6.xyz * vec3(2.0, 2.0, 2.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat9.xyz = abs(u_xlat8.xyz) + vec3(-0.5, -0.5, -0.5);
					    u_xlat6.xyz = u_xlat6.xyz * vec3(2.0, 2.0, 2.0) + vec3(-0.5, -0.5, -0.5);
					    u_xlat6.xyz = floor(u_xlat6.xyz);
					    u_xlat6.xyz = (-u_xlat6.xyz) + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat9.xyz * u_xlat9.xyz;
					    u_xlat8.xyz = u_xlat6.xyz * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(0.853734732, 0.853734732, 0.853734732) + vec3(1.79284286, 1.79284286, 1.79284286);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat8.xyz;
					    u_xlat36 = u_xlat4.y * u_xlat9.x;
					    u_xlat4.x = u_xlat6.x * u_xlat4.x + u_xlat36;
					    u_xlat27.xy = u_xlat5.yw * u_xlat9.yz;
					    u_xlat4.yz = u_xlat6.yz * u_xlat5.xz + u_xlat27.xy;
					    u_xlat36 = dot(u_xlat7.xyz, u_xlat4.xyz);
					    u_xlat36 = u_xlat36 * 130.0;
					    u_xlat37 = _Noise1 * _Noise2;
					    u_xlat27.xy = vec2(u_xlat37) * vs_TEXCOORD0.xy;
					    u_xlat38 = dot(u_xlat27.xy, vec2(0.366025418, 0.366025418));
					    u_xlat27.xy = vs_TEXCOORD0.xy * vec2(u_xlat37) + vec2(u_xlat38);
					    u_xlat27.xy = floor(u_xlat27.xy);
					    u_xlat4.xy = vs_TEXCOORD0.xy * vec2(u_xlat37) + (-u_xlat27.xy);
					    u_xlat37 = dot(u_xlat27.xy, vec2(0.211324871, 0.211324871));
					    u_xlat4.xy = vec2(u_xlat37) + u_xlat4.xy;
					    u_xlatb37 = u_xlat4.y<u_xlat4.x;
					    u_xlat5 = u_xlat4.xyxy + vec4(0.211324871, 0.211324871, -0.577350259, -0.577350259);
					    u_xlat6 = (bool(u_xlatb37)) ? vec4(0.0, 1.0, -1.0, -0.0) : vec4(1.0, 0.0, -0.0, -1.0);
					    u_xlat5.xy = u_xlat5.xy + u_xlat6.zw;
					    u_xlat28.xy = u_xlat27.xy * vec2(0.00346020772, 0.00346020772);
					    u_xlat28.xy = floor(u_xlat28.xy);
					    u_xlat27.xy = (-u_xlat28.xy) * vec2(289.0, 289.0) + u_xlat27.xy;
					    u_xlat7.x = float(0.0);
					    u_xlat7.z = float(1.0);
					    u_xlat7.y = u_xlat6.x;
					    u_xlat7.xyz = u_xlat27.yyy + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat8.xyz = floor(u_xlat8.xyz);
					    u_xlat7.xyz = (-u_xlat8.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat27.xxx + u_xlat7.xyz;
					    u_xlat6.x = float(0.0);
					    u_xlat6.z = float(1.0);
					    u_xlat6.xyz = u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat6.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat6.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat7.xyz = floor(u_xlat7.xyz);
					    u_xlat6.xyz = (-u_xlat7.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat6.xyz;
					    u_xlat7.x = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat7.y = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat7.z = dot(u_xlat5.zw, u_xlat5.zw);
					    u_xlat7.xyz = (-u_xlat7.xyz) + vec3(0.5, 0.5, 0.5);
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat7.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(0.024390243, 0.024390243, 0.024390243);
					    u_xlat6.xyz = fract(u_xlat6.xyz);
					    u_xlat8.xyz = u_xlat6.xyz * vec3(2.0, 2.0, 2.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat9.xyz = abs(u_xlat8.xyz) + vec3(-0.5, -0.5, -0.5);
					    u_xlat6.xyz = u_xlat6.xyz * vec3(2.0, 2.0, 2.0) + vec3(-0.5, -0.5, -0.5);
					    u_xlat6.xyz = floor(u_xlat6.xyz);
					    u_xlat6.xyz = (-u_xlat6.xyz) + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat9.xyz * u_xlat9.xyz;
					    u_xlat8.xyz = u_xlat6.xyz * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(0.853734732, 0.853734732, 0.853734732) + vec3(1.79284286, 1.79284286, 1.79284286);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat8.xyz;
					    u_xlat37 = u_xlat4.y * u_xlat9.x;
					    u_xlat4.x = u_xlat6.x * u_xlat4.x + u_xlat37;
					    u_xlat27.xy = u_xlat5.yw * u_xlat9.yz;
					    u_xlat4.yz = u_xlat6.yz * u_xlat5.xz + u_xlat27.xy;
					    u_xlat37 = dot(u_xlat7.xyz, u_xlat4.xyz);
					    u_xlat36 = u_xlat36 * u_xlat37;
					    u_xlat27.xy = vs_TEXCOORD0.xy * _Noise_Texture_ST.xy + _Noise_Texture_ST.zw;
					    u_xlat37 = _Bias * 3.0;
					    u_xlat36 = u_xlat36 * 130.0;
					    u_xlat4 = texture(_Noise_Texture, u_xlat27.xy);
					    u_xlat4.xyz = (-vec3(u_xlat36)) * u_xlat4.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = u_xlat4.xyz + vec3(_Bias);
					    u_xlat4.xyz = u_xlat4.xyz * vec3(vec3(_Scale, _Scale, _Scale));
					    u_xlat4.xyz = log2(u_xlat4.xyz);
					    u_xlat4.xyz = vec3(u_xlat37) * u_xlat4.xyz;
					    u_xlat4.xyz = exp2(u_xlat4.xyz);
					    u_xlat16.xyz = min(u_xlat4.xyz, vec3(1.0, 0.0, 0.0));
					    u_xlat27.xy = vs_TEXCOORD0.xy * _MainTexture_ST.xy + _MainTexture_ST.zw;
					    u_xlat5 = texture(_MainTexture, u_xlat27.xy);
					    u_xlat6.xyz = u_xlat5.xxx * _MainColorTintFadeA.xyz;
					    u_xlat3 = texture(_DriedBlood_Curvature, u_xlat3.xy);
					    u_xlat7.xyz = u_xlat16.xyz * vec3(vec3(_DriedBloodEffectLevel, _DriedBloodEffectLevel, _DriedBloodEffectLevel));
					    u_xlatb18.xyz = lessThan(vec4(0.5, 0.5, 0.5, 0.5), u_xlat6.xyzz).xyz;
					    u_xlat5.xyz = _MainColorTintFadeA.xyz * u_xlat5.xxx + vec3(-0.5, -0.5, -0.5);
					    u_xlat5.xyz = (-u_xlat5.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = (-u_xlat16.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat5.xyz = (-u_xlat5.xyz) * u_xlat8.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat36 = u_xlat16.x * u_xlat6.x;
					    u_xlat8.x = u_xlat36 * 2.0;
					    u_xlat8.y = float(0.0);
					    u_xlat8.z = float(0.0);
					    u_xlat16.x = (u_xlatb18.x) ? u_xlat5.x : u_xlat8.x;
					    u_xlat16.y = (u_xlatb18.y) ? u_xlat5.y : u_xlat8.y;
					    u_xlat16.z = (u_xlatb18.z) ? u_xlat5.z : u_xlat8.z;
					    u_xlat16.xyz = clamp(u_xlat16.xyz, 0.0, 1.0);
					    u_xlatb5.xyz = lessThan(vec4(0.5, 0.5, 0.5, 0.0), u_xlat3.xyzx).xyz;
					    u_xlat6.xyz = u_xlat3.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = (-_DriedBloodColorGloss.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat6.xyz = (-u_xlat6.xyz) * u_xlat8.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat3.xyz = u_xlat3.xyz * _DriedBloodColorGloss.xyz;
					    u_xlat3.xyz = u_xlat3.xyz + u_xlat3.xyz;
					    {
					        vec4 hlslcc_movcTemp = u_xlat3;
					        hlslcc_movcTemp.x = (u_xlatb5.x) ? u_xlat6.x : u_xlat3.x;
					        hlslcc_movcTemp.y = (u_xlatb5.y) ? u_xlat6.y : u_xlat3.y;
					        hlslcc_movcTemp.z = (u_xlatb5.z) ? u_xlat6.z : u_xlat3.z;
					        u_xlat3 = hlslcc_movcTemp;
					    }
					    u_xlat3.xyz = (-u_xlat16.xyz) + u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat7.xyz * u_xlat3.xyz + u_xlat16.xyz;
					    u_xlat36 = (-_Metallic) + _DriedBlood_Metallic;
					    u_xlat36 = u_xlat7.x * u_xlat36 + _Metallic;
					    u_xlat37 = _DriedBloodColorGloss.w + (-_Gloss);
					    u_xlat37 = u_xlat7.x * u_xlat37 + _Gloss;
					    u_xlat38 = u_xlat4.x * u_xlat5.w;
					    u_xlat38 = u_xlat38 * u_xlat38;
					    u_xlat39 = u_xlat38 * u_xlat38;
					    u_xlat38 = u_xlat38 * u_xlat39;
					    u_xlat38 = min(u_xlat38, 1.0);
					    SV_Target0.w = u_xlat38 * _MainColorTintFadeA.w;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat2.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat2.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat2.x = inversesqrt(u_xlat2.x);
					    u_xlat2.xyz = u_xlat2.xxx * u_xlat4.xyz;
					    u_xlat39 = (-u_xlat37) + 1.0;
					    u_xlat4.x = dot((-u_xlat1.xyz), u_xlat2.xyz);
					    u_xlat4.x = u_xlat4.x + u_xlat4.x;
					    u_xlat4.xyz = u_xlat2.xyz * (-u_xlat4.xxx) + (-u_xlat1.xyz);
					    u_xlatb40 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb40){
					        u_xlatb40 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb40)) ? u_xlat5.xyz : u_xlat0.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat40 = u_xlat5.y * 0.25;
					        u_xlat17 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat6.x = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat40 = max(u_xlat40, u_xlat17);
					        u_xlat5.x = min(u_xlat6.x, u_xlat40);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					        u_xlat7.xyz = u_xlat5.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat7.xyz);
					        u_xlat5.xyz = u_xlat5.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xyz);
					        u_xlat2.w = 1.0;
					        u_xlat6.x = dot(u_xlat6, u_xlat2);
					        u_xlat6.y = dot(u_xlat7, u_xlat2);
					        u_xlat6.z = dot(u_xlat5, u_xlat2);
					    } else {
					        u_xlat2.w = 1.0;
					        u_xlat6.x = dot(unity_SHAr, u_xlat2);
					        u_xlat6.y = dot(unity_SHAg, u_xlat2);
					        u_xlat6.z = dot(unity_SHAb, u_xlat2);
					    }
					    u_xlat5 = u_xlat2.yzzx * u_xlat2.xyzz;
					    u_xlat7.x = dot(unity_SHBr, u_xlat5);
					    u_xlat7.y = dot(unity_SHBg, u_xlat5);
					    u_xlat7.z = dot(unity_SHBb, u_xlat5);
					    u_xlat38 = u_xlat2.y * u_xlat2.y;
					    u_xlat38 = u_xlat2.x * u_xlat2.x + (-u_xlat38);
					    u_xlat5.xyz = unity_SHC.xyz * vec3(u_xlat38) + u_xlat7.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + u_xlat6.xyz;
					    u_xlat5.xyz = max(u_xlat5.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat6 = texture(unity_Lightmap, vs_TEXCOORD4.xy);
					    u_xlat38 = log2(u_xlat6.w);
					    u_xlat38 = u_xlat38 * unity_Lightmap_HDR.y;
					    u_xlat38 = exp2(u_xlat38);
					    u_xlat38 = u_xlat38 * unity_Lightmap_HDR.x;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat38);
					    u_xlat7 = texture(unity_LightmapInd, vs_TEXCOORD4.xy);
					    u_xlat7.xyz = u_xlat7.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat38 = dot(u_xlat2.xyz, u_xlat7.xyz);
					    u_xlat38 = u_xlat38 + 0.5;
					    u_xlat6.xyz = vec3(u_xlat38) * u_xlat6.xyz;
					    u_xlat38 = max(u_xlat7.w, 9.99999975e-05);
					    u_xlat6.xyz = u_xlat6.xyz / vec3(u_xlat38);
					    u_xlat5.xyz = u_xlat5.xyz + u_xlat6.xyz;
					    u_xlatb38 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb38){
					        u_xlat38 = dot(u_xlat4.xyz, u_xlat4.xyz);
					        u_xlat38 = inversesqrt(u_xlat38);
					        u_xlat6.xyz = vec3(u_xlat38) * u_xlat4.xyz;
					        u_xlat7.xyz = (-u_xlat0.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat7.xyz = u_xlat7.xyz / u_xlat6.xyz;
					        u_xlat8.xyz = (-u_xlat0.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat8.xyz = u_xlat8.xyz / u_xlat6.xyz;
					        u_xlatb9.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat6.xyzx).xyz;
					        {
					            vec4 hlslcc_movcTemp = u_xlat7;
					            hlslcc_movcTemp.x = (u_xlatb9.x) ? u_xlat7.x : u_xlat8.x;
					            hlslcc_movcTemp.y = (u_xlatb9.y) ? u_xlat7.y : u_xlat8.y;
					            hlslcc_movcTemp.z = (u_xlatb9.z) ? u_xlat7.z : u_xlat8.z;
					            u_xlat7 = hlslcc_movcTemp;
					        }
					        u_xlat38 = min(u_xlat7.y, u_xlat7.x);
					        u_xlat38 = min(u_xlat7.z, u_xlat38);
					        u_xlat7.xyz = u_xlat0.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat38) + u_xlat7.xyz;
					    } else {
					        u_xlat6.xyz = u_xlat4.xyz;
					    }
					    u_xlat38 = (-u_xlat39) * 0.699999988 + 1.70000005;
					    u_xlat38 = u_xlat38 * u_xlat39;
					    u_xlat38 = u_xlat38 * 6.0;
					    u_xlat6 = textureLod(unity_SpecCube0, u_xlat6.xyz, u_xlat38);
					    u_xlat40 = u_xlat6.w + -1.0;
					    u_xlat40 = unity_SpecCube0_HDR.w * u_xlat40 + 1.0;
					    u_xlat40 = log2(u_xlat40);
					    u_xlat40 = u_xlat40 * unity_SpecCube0_HDR.y;
					    u_xlat40 = exp2(u_xlat40);
					    u_xlat40 = u_xlat40 * unity_SpecCube0_HDR.x;
					    u_xlat7.xyz = u_xlat6.xyz * vec3(u_xlat40);
					    u_xlatb41 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb41){
					        u_xlatb41 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb41){
					            u_xlat41 = dot(u_xlat4.xyz, u_xlat4.xyz);
					            u_xlat41 = inversesqrt(u_xlat41);
					            u_xlat8.xyz = u_xlat4.xyz * vec3(u_xlat41);
					            u_xlat9.xyz = (-u_xlat0.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat9.xyz = u_xlat9.xyz / u_xlat8.xyz;
					            u_xlat10.xyz = (-u_xlat0.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat10.xyz = u_xlat10.xyz / u_xlat8.xyz;
					            u_xlatb11.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat8.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat9;
					                hlslcc_movcTemp.x = (u_xlatb11.x) ? u_xlat9.x : u_xlat10.x;
					                hlslcc_movcTemp.y = (u_xlatb11.y) ? u_xlat9.y : u_xlat10.y;
					                hlslcc_movcTemp.z = (u_xlatb11.z) ? u_xlat9.z : u_xlat10.z;
					                u_xlat9 = hlslcc_movcTemp;
					            }
					            u_xlat41 = min(u_xlat9.y, u_xlat9.x);
					            u_xlat41 = min(u_xlat9.z, u_xlat41);
					            u_xlat0.xyz = u_xlat0.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat4.xyz = u_xlat8.xyz * vec3(u_xlat41) + u_xlat0.xyz;
					        }
					        u_xlat8 = textureLod(unity_SpecCube1, u_xlat4.xyz, u_xlat38);
					        u_xlat0.x = u_xlat8.w + -1.0;
					        u_xlat0.x = unity_SpecCube1_HDR.w * u_xlat0.x + 1.0;
					        u_xlat0.x = log2(u_xlat0.x);
					        u_xlat0.x = u_xlat0.x * unity_SpecCube1_HDR.y;
					        u_xlat0.x = exp2(u_xlat0.x);
					        u_xlat0.x = u_xlat0.x * unity_SpecCube1_HDR.x;
					        u_xlat0.xyz = u_xlat8.xyz * u_xlat0.xxx;
					        u_xlat4.xyz = vec3(u_xlat40) * u_xlat6.xyz + (-u_xlat0.xyz);
					        u_xlat7.xyz = unity_SpecCube0_BoxMin.www * u_xlat4.xyz + u_xlat0.xyz;
					    }
					    u_xlat0.xyz = u_xlat3.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat0.xyz = vec3(u_xlat36) * u_xlat0.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat36 = (-u_xlat36) * 0.959999979 + 0.959999979;
					    u_xlat3.xyz = vec3(u_xlat36) * u_xlat3.xyz;
					    u_xlat1.x = dot(u_xlat2.xyz, u_xlat1.xyz);
					    u_xlat13.x = u_xlat39 * u_xlat39;
					    u_xlat13.x = max(u_xlat13.x, 0.00200000009);
					    u_xlat13.x = u_xlat13.x * u_xlat13.x + 1.0;
					    u_xlat13.x = float(1.0) / u_xlat13.x;
					    u_xlat36 = (-u_xlat36) + u_xlat37;
					    u_xlat36 = u_xlat36 + 1.0;
					    u_xlat36 = clamp(u_xlat36, 0.0, 1.0);
					    u_xlat13.xyz = u_xlat7.xyz * u_xlat13.xxx;
					    u_xlat1.x = -abs(u_xlat1.x) + 1.0;
					    u_xlat2.x = u_xlat1.x * u_xlat1.x;
					    u_xlat2.x = u_xlat2.x * u_xlat2.x;
					    u_xlat1.x = u_xlat1.x * u_xlat2.x;
					    u_xlat2.xyz = (-u_xlat0.xyz) + vec3(u_xlat36);
					    u_xlat0.xyz = u_xlat1.xxx * u_xlat2.xyz + u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat13.xyz;
					    SV_Target0.xyz = u_xlat3.xyz * u_xlat5.xyz + u_xlat0.xyz;
					    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 unity_Lightmap_HDR;
						vec4 unity_DynamicLightmap_HDR;
						vec4 unused_0_2[2];
						vec4 _MainNormalMap_ST;
						float _DriedBloodEffect_Tiling;
						float _DriedBloodEffectLevel;
						float _OverallNormalPower;
						float _Noise1;
						float _Noise2;
						vec4 _Noise_Texture_ST;
						float _Bias;
						float _Scale;
						vec4 _MainColorTintFadeA;
						vec4 _MainTexture_ST;
						vec4 _DriedBloodColorGloss;
						float _Metallic;
						float _DriedBlood_Metallic;
						float _Gloss;
						vec4 unused_0_18;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					uniform  sampler2D _MainNormalMap;
					uniform  sampler2D _DriedBlood_Normal;
					uniform  sampler2D _Noise_Texture;
					uniform  sampler2D _MainTexture;
					uniform  sampler2D _DriedBlood_Curvature;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler2D unity_DynamicLightmap;
					uniform  sampler2D unity_DynamicDirectionality;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					in  vec2 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					bvec3 u_xlatb5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec3 u_xlat9;
					bvec3 u_xlatb9;
					vec3 u_xlat10;
					bvec3 u_xlatb11;
					vec3 u_xlat13;
					vec3 u_xlat16;
					bvec3 u_xlatb18;
					vec2 u_xlat27;
					vec2 u_xlat28;
					float u_xlat36;
					bool u_xlatb36;
					float u_xlat37;
					bool u_xlatb37;
					float u_xlat38;
					float u_xlat39;
					bool u_xlatb39;
					float u_xlat40;
					float u_xlat41;
					bool u_xlatb41;
					void main()
					{
					    u_xlat0.x = vs_TEXCOORD1.w;
					    u_xlat0.y = vs_TEXCOORD2.w;
					    u_xlat0.z = vs_TEXCOORD3.w;
					    u_xlat1.xyz = (-u_xlat0.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat36 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat36 = inversesqrt(u_xlat36);
					    u_xlat1.xyz = vec3(u_xlat36) * u_xlat1.xyz;
					    u_xlat2.xy = vs_TEXCOORD0.xy * _MainNormalMap_ST.xy + _MainNormalMap_ST.zw;
					    u_xlat3 = vs_TEXCOORD0.xyxy * vec4(_DriedBloodEffect_Tiling, _DriedBloodEffect_Tiling, _Noise1, _Noise1);
					    u_xlat2 = texture(_MainNormalMap, u_xlat2.xy);
					    u_xlat2.x = u_xlat2.w * u_xlat2.x;
					    u_xlat2.xy = u_xlat2.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat36 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat36 = min(u_xlat36, 1.0);
					    u_xlat36 = (-u_xlat36) + 1.0;
					    u_xlat2.z = sqrt(u_xlat36);
					    u_xlat4 = texture(_DriedBlood_Normal, u_xlat3.xy);
					    u_xlat4.x = u_xlat4.w * u_xlat4.x;
					    u_xlat4.xy = u_xlat4.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat36 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat36 = min(u_xlat36, 1.0);
					    u_xlat36 = (-u_xlat36) + 1.0;
					    u_xlat4.z = sqrt(u_xlat36);
					    u_xlat4.xyz = (-u_xlat2.xyz) + u_xlat4.xyz;
					    u_xlat2.xyz = vec3(vec3(_DriedBloodEffectLevel, _DriedBloodEffectLevel, _DriedBloodEffectLevel)) * u_xlat4.xyz + u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz + vec3(-0.0, -0.0, -1.0);
					    u_xlat2.xyz = vec3(vec3(_OverallNormalPower, _OverallNormalPower, _OverallNormalPower)) * u_xlat2.xyz + vec3(0.0, 0.0, 1.0);
					    u_xlat36 = dot(u_xlat3.zw, vec2(0.366025418, 0.366025418));
					    u_xlat27.xy = vs_TEXCOORD0.xy * vec2(vec2(_Noise1, _Noise1)) + vec2(u_xlat36);
					    u_xlat27.xy = floor(u_xlat27.xy);
					    u_xlat4.xy = vs_TEXCOORD0.xy * vec2(vec2(_Noise1, _Noise1)) + (-u_xlat27.xy);
					    u_xlat36 = dot(u_xlat27.xy, vec2(0.211324871, 0.211324871));
					    u_xlat4.xy = vec2(u_xlat36) + u_xlat4.xy;
					    u_xlatb36 = u_xlat4.y<u_xlat4.x;
					    u_xlat5 = u_xlat4.xyxy + vec4(0.211324871, 0.211324871, -0.577350259, -0.577350259);
					    u_xlat6 = (bool(u_xlatb36)) ? vec4(0.0, 1.0, -1.0, -0.0) : vec4(1.0, 0.0, -0.0, -1.0);
					    u_xlat5.xy = u_xlat5.xy + u_xlat6.zw;
					    u_xlat28.xy = u_xlat27.xy * vec2(0.00346020772, 0.00346020772);
					    u_xlat28.xy = floor(u_xlat28.xy);
					    u_xlat27.xy = (-u_xlat28.xy) * vec2(289.0, 289.0) + u_xlat27.xy;
					    u_xlat7.x = float(0.0);
					    u_xlat7.z = float(1.0);
					    u_xlat7.y = u_xlat6.x;
					    u_xlat7.xyz = u_xlat27.yyy + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat8.xyz = floor(u_xlat8.xyz);
					    u_xlat7.xyz = (-u_xlat8.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat27.xxx + u_xlat7.xyz;
					    u_xlat6.x = float(0.0);
					    u_xlat6.z = float(1.0);
					    u_xlat6.xyz = u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat6.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat6.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat7.xyz = floor(u_xlat7.xyz);
					    u_xlat6.xyz = (-u_xlat7.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat6.xyz;
					    u_xlat7.x = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat7.y = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat7.z = dot(u_xlat5.zw, u_xlat5.zw);
					    u_xlat7.xyz = (-u_xlat7.xyz) + vec3(0.5, 0.5, 0.5);
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat7.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(0.024390243, 0.024390243, 0.024390243);
					    u_xlat6.xyz = fract(u_xlat6.xyz);
					    u_xlat8.xyz = u_xlat6.xyz * vec3(2.0, 2.0, 2.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat9.xyz = abs(u_xlat8.xyz) + vec3(-0.5, -0.5, -0.5);
					    u_xlat6.xyz = u_xlat6.xyz * vec3(2.0, 2.0, 2.0) + vec3(-0.5, -0.5, -0.5);
					    u_xlat6.xyz = floor(u_xlat6.xyz);
					    u_xlat6.xyz = (-u_xlat6.xyz) + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat9.xyz * u_xlat9.xyz;
					    u_xlat8.xyz = u_xlat6.xyz * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(0.853734732, 0.853734732, 0.853734732) + vec3(1.79284286, 1.79284286, 1.79284286);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat8.xyz;
					    u_xlat36 = u_xlat4.y * u_xlat9.x;
					    u_xlat4.x = u_xlat6.x * u_xlat4.x + u_xlat36;
					    u_xlat27.xy = u_xlat5.yw * u_xlat9.yz;
					    u_xlat4.yz = u_xlat6.yz * u_xlat5.xz + u_xlat27.xy;
					    u_xlat36 = dot(u_xlat7.xyz, u_xlat4.xyz);
					    u_xlat36 = u_xlat36 * 130.0;
					    u_xlat37 = _Noise1 * _Noise2;
					    u_xlat27.xy = vec2(u_xlat37) * vs_TEXCOORD0.xy;
					    u_xlat38 = dot(u_xlat27.xy, vec2(0.366025418, 0.366025418));
					    u_xlat27.xy = vs_TEXCOORD0.xy * vec2(u_xlat37) + vec2(u_xlat38);
					    u_xlat27.xy = floor(u_xlat27.xy);
					    u_xlat4.xy = vs_TEXCOORD0.xy * vec2(u_xlat37) + (-u_xlat27.xy);
					    u_xlat37 = dot(u_xlat27.xy, vec2(0.211324871, 0.211324871));
					    u_xlat4.xy = vec2(u_xlat37) + u_xlat4.xy;
					    u_xlatb37 = u_xlat4.y<u_xlat4.x;
					    u_xlat5 = u_xlat4.xyxy + vec4(0.211324871, 0.211324871, -0.577350259, -0.577350259);
					    u_xlat6 = (bool(u_xlatb37)) ? vec4(0.0, 1.0, -1.0, -0.0) : vec4(1.0, 0.0, -0.0, -1.0);
					    u_xlat5.xy = u_xlat5.xy + u_xlat6.zw;
					    u_xlat28.xy = u_xlat27.xy * vec2(0.00346020772, 0.00346020772);
					    u_xlat28.xy = floor(u_xlat28.xy);
					    u_xlat27.xy = (-u_xlat28.xy) * vec2(289.0, 289.0) + u_xlat27.xy;
					    u_xlat7.x = float(0.0);
					    u_xlat7.z = float(1.0);
					    u_xlat7.y = u_xlat6.x;
					    u_xlat7.xyz = u_xlat27.yyy + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat8.xyz = floor(u_xlat8.xyz);
					    u_xlat7.xyz = (-u_xlat8.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat27.xxx + u_xlat7.xyz;
					    u_xlat6.x = float(0.0);
					    u_xlat6.z = float(1.0);
					    u_xlat6.xyz = u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat6.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat6.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat7.xyz = floor(u_xlat7.xyz);
					    u_xlat6.xyz = (-u_xlat7.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat6.xyz;
					    u_xlat7.x = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat7.y = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat7.z = dot(u_xlat5.zw, u_xlat5.zw);
					    u_xlat7.xyz = (-u_xlat7.xyz) + vec3(0.5, 0.5, 0.5);
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat7.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(0.024390243, 0.024390243, 0.024390243);
					    u_xlat6.xyz = fract(u_xlat6.xyz);
					    u_xlat8.xyz = u_xlat6.xyz * vec3(2.0, 2.0, 2.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat9.xyz = abs(u_xlat8.xyz) + vec3(-0.5, -0.5, -0.5);
					    u_xlat6.xyz = u_xlat6.xyz * vec3(2.0, 2.0, 2.0) + vec3(-0.5, -0.5, -0.5);
					    u_xlat6.xyz = floor(u_xlat6.xyz);
					    u_xlat6.xyz = (-u_xlat6.xyz) + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat9.xyz * u_xlat9.xyz;
					    u_xlat8.xyz = u_xlat6.xyz * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(0.853734732, 0.853734732, 0.853734732) + vec3(1.79284286, 1.79284286, 1.79284286);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat8.xyz;
					    u_xlat37 = u_xlat4.y * u_xlat9.x;
					    u_xlat4.x = u_xlat6.x * u_xlat4.x + u_xlat37;
					    u_xlat27.xy = u_xlat5.yw * u_xlat9.yz;
					    u_xlat4.yz = u_xlat6.yz * u_xlat5.xz + u_xlat27.xy;
					    u_xlat37 = dot(u_xlat7.xyz, u_xlat4.xyz);
					    u_xlat36 = u_xlat36 * u_xlat37;
					    u_xlat27.xy = vs_TEXCOORD0.xy * _Noise_Texture_ST.xy + _Noise_Texture_ST.zw;
					    u_xlat37 = _Bias * 3.0;
					    u_xlat36 = u_xlat36 * 130.0;
					    u_xlat4 = texture(_Noise_Texture, u_xlat27.xy);
					    u_xlat4.xyz = (-vec3(u_xlat36)) * u_xlat4.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = u_xlat4.xyz + vec3(_Bias);
					    u_xlat4.xyz = u_xlat4.xyz * vec3(vec3(_Scale, _Scale, _Scale));
					    u_xlat4.xyz = log2(u_xlat4.xyz);
					    u_xlat4.xyz = vec3(u_xlat37) * u_xlat4.xyz;
					    u_xlat4.xyz = exp2(u_xlat4.xyz);
					    u_xlat16.xyz = min(u_xlat4.xyz, vec3(1.0, 0.0, 0.0));
					    u_xlat27.xy = vs_TEXCOORD0.xy * _MainTexture_ST.xy + _MainTexture_ST.zw;
					    u_xlat5 = texture(_MainTexture, u_xlat27.xy);
					    u_xlat6.xyz = u_xlat5.xxx * _MainColorTintFadeA.xyz;
					    u_xlat3 = texture(_DriedBlood_Curvature, u_xlat3.xy);
					    u_xlat7.xyz = u_xlat16.xyz * vec3(vec3(_DriedBloodEffectLevel, _DriedBloodEffectLevel, _DriedBloodEffectLevel));
					    u_xlatb18.xyz = lessThan(vec4(0.5, 0.5, 0.5, 0.5), u_xlat6.xyzz).xyz;
					    u_xlat5.xyz = _MainColorTintFadeA.xyz * u_xlat5.xxx + vec3(-0.5, -0.5, -0.5);
					    u_xlat5.xyz = (-u_xlat5.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = (-u_xlat16.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat5.xyz = (-u_xlat5.xyz) * u_xlat8.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat36 = u_xlat16.x * u_xlat6.x;
					    u_xlat8.x = u_xlat36 * 2.0;
					    u_xlat8.y = float(0.0);
					    u_xlat8.z = float(0.0);
					    u_xlat16.x = (u_xlatb18.x) ? u_xlat5.x : u_xlat8.x;
					    u_xlat16.y = (u_xlatb18.y) ? u_xlat5.y : u_xlat8.y;
					    u_xlat16.z = (u_xlatb18.z) ? u_xlat5.z : u_xlat8.z;
					    u_xlat16.xyz = clamp(u_xlat16.xyz, 0.0, 1.0);
					    u_xlatb5.xyz = lessThan(vec4(0.5, 0.5, 0.5, 0.0), u_xlat3.xyzx).xyz;
					    u_xlat6.xyz = u_xlat3.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = (-_DriedBloodColorGloss.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat6.xyz = (-u_xlat6.xyz) * u_xlat8.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat3.xyz = u_xlat3.xyz * _DriedBloodColorGloss.xyz;
					    u_xlat3.xyz = u_xlat3.xyz + u_xlat3.xyz;
					    {
					        vec4 hlslcc_movcTemp = u_xlat3;
					        hlslcc_movcTemp.x = (u_xlatb5.x) ? u_xlat6.x : u_xlat3.x;
					        hlslcc_movcTemp.y = (u_xlatb5.y) ? u_xlat6.y : u_xlat3.y;
					        hlslcc_movcTemp.z = (u_xlatb5.z) ? u_xlat6.z : u_xlat3.z;
					        u_xlat3 = hlslcc_movcTemp;
					    }
					    u_xlat3.xyz = (-u_xlat16.xyz) + u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat7.xyz * u_xlat3.xyz + u_xlat16.xyz;
					    u_xlat36 = (-_Metallic) + _DriedBlood_Metallic;
					    u_xlat36 = u_xlat7.x * u_xlat36 + _Metallic;
					    u_xlat37 = _DriedBloodColorGloss.w + (-_Gloss);
					    u_xlat37 = u_xlat7.x * u_xlat37 + _Gloss;
					    u_xlat38 = u_xlat4.x * u_xlat5.w;
					    u_xlat38 = u_xlat38 * u_xlat38;
					    u_xlat39 = u_xlat38 * u_xlat38;
					    u_xlat38 = u_xlat38 * u_xlat39;
					    u_xlat38 = min(u_xlat38, 1.0);
					    SV_Target0.w = u_xlat38 * _MainColorTintFadeA.w;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat2.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat2.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat2.x = inversesqrt(u_xlat2.x);
					    u_xlat2.xyz = u_xlat2.xxx * u_xlat4.xyz;
					    u_xlat38 = (-u_xlat37) + 1.0;
					    u_xlat39 = dot((-u_xlat1.xyz), u_xlat2.xyz);
					    u_xlat39 = u_xlat39 + u_xlat39;
					    u_xlat4.xyz = u_xlat2.xyz * (-vec3(u_xlat39)) + (-u_xlat1.xyz);
					    u_xlat5 = texture(unity_Lightmap, vs_TEXCOORD4.xy);
					    u_xlat39 = log2(u_xlat5.w);
					    u_xlat39 = u_xlat39 * unity_Lightmap_HDR.y;
					    u_xlat39 = exp2(u_xlat39);
					    u_xlat39 = u_xlat39 * unity_Lightmap_HDR.x;
					    u_xlat5.xyz = u_xlat5.xyz * vec3(u_xlat39);
					    u_xlat6 = texture(unity_LightmapInd, vs_TEXCOORD4.xy);
					    u_xlat6.xyz = u_xlat6.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat39 = dot(u_xlat2.xyz, u_xlat6.xyz);
					    u_xlat39 = u_xlat39 + 0.5;
					    u_xlat5.xyz = vec3(u_xlat39) * u_xlat5.xyz;
					    u_xlat39 = max(u_xlat6.w, 9.99999975e-05);
					    u_xlat5.xyz = u_xlat5.xyz / vec3(u_xlat39);
					    u_xlat6 = texture(unity_DynamicLightmap, vs_TEXCOORD4.zw);
					    u_xlat39 = u_xlat6.w * unity_DynamicLightmap_HDR.x;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat39);
					    u_xlat6.xyz = log2(u_xlat6.xyz);
					    u_xlat6.xyz = u_xlat6.xyz * unity_DynamicLightmap_HDR.yyy;
					    u_xlat6.xyz = exp2(u_xlat6.xyz);
					    u_xlat7 = texture(unity_DynamicDirectionality, vs_TEXCOORD4.zw);
					    u_xlat7.xyz = u_xlat7.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat39 = dot(u_xlat2.xyz, u_xlat7.xyz);
					    u_xlat39 = u_xlat39 + 0.5;
					    u_xlat6.xyz = vec3(u_xlat39) * u_xlat6.xyz;
					    u_xlat39 = max(u_xlat7.w, 9.99999975e-05);
					    u_xlat6.xyz = u_xlat6.xyz / vec3(u_xlat39);
					    u_xlat5.xyz = u_xlat5.xyz + u_xlat6.xyz;
					    u_xlatb39 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb39){
					        u_xlat39 = dot(u_xlat4.xyz, u_xlat4.xyz);
					        u_xlat39 = inversesqrt(u_xlat39);
					        u_xlat6.xyz = vec3(u_xlat39) * u_xlat4.xyz;
					        u_xlat7.xyz = (-u_xlat0.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat7.xyz = u_xlat7.xyz / u_xlat6.xyz;
					        u_xlat8.xyz = (-u_xlat0.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat8.xyz = u_xlat8.xyz / u_xlat6.xyz;
					        u_xlatb9.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat6.xyzx).xyz;
					        {
					            vec4 hlslcc_movcTemp = u_xlat7;
					            hlslcc_movcTemp.x = (u_xlatb9.x) ? u_xlat7.x : u_xlat8.x;
					            hlslcc_movcTemp.y = (u_xlatb9.y) ? u_xlat7.y : u_xlat8.y;
					            hlslcc_movcTemp.z = (u_xlatb9.z) ? u_xlat7.z : u_xlat8.z;
					            u_xlat7 = hlslcc_movcTemp;
					        }
					        u_xlat39 = min(u_xlat7.y, u_xlat7.x);
					        u_xlat39 = min(u_xlat7.z, u_xlat39);
					        u_xlat7.xyz = u_xlat0.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat39) + u_xlat7.xyz;
					    } else {
					        u_xlat6.xyz = u_xlat4.xyz;
					    }
					    u_xlat39 = (-u_xlat38) * 0.699999988 + 1.70000005;
					    u_xlat39 = u_xlat38 * u_xlat39;
					    u_xlat39 = u_xlat39 * 6.0;
					    u_xlat6 = textureLod(unity_SpecCube0, u_xlat6.xyz, u_xlat39);
					    u_xlat40 = u_xlat6.w + -1.0;
					    u_xlat40 = unity_SpecCube0_HDR.w * u_xlat40 + 1.0;
					    u_xlat40 = log2(u_xlat40);
					    u_xlat40 = u_xlat40 * unity_SpecCube0_HDR.y;
					    u_xlat40 = exp2(u_xlat40);
					    u_xlat40 = u_xlat40 * unity_SpecCube0_HDR.x;
					    u_xlat7.xyz = u_xlat6.xyz * vec3(u_xlat40);
					    u_xlatb41 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb41){
					        u_xlatb41 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb41){
					            u_xlat41 = dot(u_xlat4.xyz, u_xlat4.xyz);
					            u_xlat41 = inversesqrt(u_xlat41);
					            u_xlat8.xyz = u_xlat4.xyz * vec3(u_xlat41);
					            u_xlat9.xyz = (-u_xlat0.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat9.xyz = u_xlat9.xyz / u_xlat8.xyz;
					            u_xlat10.xyz = (-u_xlat0.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat10.xyz = u_xlat10.xyz / u_xlat8.xyz;
					            u_xlatb11.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat8.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat9;
					                hlslcc_movcTemp.x = (u_xlatb11.x) ? u_xlat9.x : u_xlat10.x;
					                hlslcc_movcTemp.y = (u_xlatb11.y) ? u_xlat9.y : u_xlat10.y;
					                hlslcc_movcTemp.z = (u_xlatb11.z) ? u_xlat9.z : u_xlat10.z;
					                u_xlat9 = hlslcc_movcTemp;
					            }
					            u_xlat41 = min(u_xlat9.y, u_xlat9.x);
					            u_xlat41 = min(u_xlat9.z, u_xlat41);
					            u_xlat0.xyz = u_xlat0.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat4.xyz = u_xlat8.xyz * vec3(u_xlat41) + u_xlat0.xyz;
					        }
					        u_xlat8 = textureLod(unity_SpecCube1, u_xlat4.xyz, u_xlat39);
					        u_xlat0.x = u_xlat8.w + -1.0;
					        u_xlat0.x = unity_SpecCube1_HDR.w * u_xlat0.x + 1.0;
					        u_xlat0.x = log2(u_xlat0.x);
					        u_xlat0.x = u_xlat0.x * unity_SpecCube1_HDR.y;
					        u_xlat0.x = exp2(u_xlat0.x);
					        u_xlat0.x = u_xlat0.x * unity_SpecCube1_HDR.x;
					        u_xlat0.xyz = u_xlat8.xyz * u_xlat0.xxx;
					        u_xlat4.xyz = vec3(u_xlat40) * u_xlat6.xyz + (-u_xlat0.xyz);
					        u_xlat7.xyz = unity_SpecCube0_BoxMin.www * u_xlat4.xyz + u_xlat0.xyz;
					    }
					    u_xlat0.xyz = u_xlat3.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat0.xyz = vec3(u_xlat36) * u_xlat0.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat36 = (-u_xlat36) * 0.959999979 + 0.959999979;
					    u_xlat3.xyz = vec3(u_xlat36) * u_xlat3.xyz;
					    u_xlat1.x = dot(u_xlat2.xyz, u_xlat1.xyz);
					    u_xlat13.x = u_xlat38 * u_xlat38;
					    u_xlat13.x = max(u_xlat13.x, 0.00200000009);
					    u_xlat13.x = u_xlat13.x * u_xlat13.x + 1.0;
					    u_xlat13.x = float(1.0) / u_xlat13.x;
					    u_xlat36 = (-u_xlat36) + u_xlat37;
					    u_xlat36 = u_xlat36 + 1.0;
					    u_xlat36 = clamp(u_xlat36, 0.0, 1.0);
					    u_xlat13.xyz = u_xlat7.xyz * u_xlat13.xxx;
					    u_xlat1.x = -abs(u_xlat1.x) + 1.0;
					    u_xlat2.x = u_xlat1.x * u_xlat1.x;
					    u_xlat2.x = u_xlat2.x * u_xlat2.x;
					    u_xlat1.x = u_xlat1.x * u_xlat2.x;
					    u_xlat2.xyz = (-u_xlat0.xyz) + vec3(u_xlat36);
					    u_xlat0.xyz = u_xlat1.xxx * u_xlat2.xyz + u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat13.xyz;
					    SV_Target0.xyz = u_xlat3.xyz * u_xlat5.xyz + u_xlat0.xyz;
					    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 unity_Lightmap_HDR;
						vec4 unity_DynamicLightmap_HDR;
						vec4 unused_0_2[2];
						vec4 _MainNormalMap_ST;
						float _DriedBloodEffect_Tiling;
						float _DriedBloodEffectLevel;
						float _OverallNormalPower;
						float _Noise1;
						float _Noise2;
						vec4 _Noise_Texture_ST;
						float _Bias;
						float _Scale;
						vec4 _MainColorTintFadeA;
						vec4 _MainTexture_ST;
						vec4 _DriedBloodColorGloss;
						float _Metallic;
						float _DriedBlood_Metallic;
						float _Gloss;
						vec4 unused_0_18;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_1_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					uniform  sampler2D _MainNormalMap;
					uniform  sampler2D _DriedBlood_Normal;
					uniform  sampler2D _Noise_Texture;
					uniform  sampler2D _MainTexture;
					uniform  sampler2D _DriedBlood_Curvature;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler2D unity_DynamicLightmap;
					uniform  sampler2D unity_DynamicDirectionality;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					in  vec2 vs_TEXCOORD0;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					bvec3 u_xlatb5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec3 u_xlat9;
					bvec3 u_xlatb9;
					vec3 u_xlat10;
					bvec3 u_xlatb11;
					vec3 u_xlat13;
					vec3 u_xlat16;
					bvec3 u_xlatb18;
					vec2 u_xlat27;
					vec2 u_xlat28;
					float u_xlat36;
					int u_xlati36;
					bool u_xlatb36;
					float u_xlat37;
					bool u_xlatb37;
					float u_xlat38;
					float u_xlat39;
					bool u_xlatb39;
					float u_xlat40;
					float u_xlat41;
					bool u_xlatb41;
					void main()
					{
					    u_xlat0.x = vs_TEXCOORD1.w;
					    u_xlat0.y = vs_TEXCOORD2.w;
					    u_xlat0.z = vs_TEXCOORD3.w;
					    u_xlati36 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat0.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati36].xyz;
					    u_xlat36 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat36 = inversesqrt(u_xlat36);
					    u_xlat1.xyz = vec3(u_xlat36) * u_xlat1.xyz;
					    u_xlat2.xy = vs_TEXCOORD0.xy * _MainNormalMap_ST.xy + _MainNormalMap_ST.zw;
					    u_xlat3 = vs_TEXCOORD0.xyxy * vec4(_DriedBloodEffect_Tiling, _DriedBloodEffect_Tiling, _Noise1, _Noise1);
					    u_xlat2 = texture(_MainNormalMap, u_xlat2.xy);
					    u_xlat2.x = u_xlat2.w * u_xlat2.x;
					    u_xlat2.xy = u_xlat2.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat36 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat36 = min(u_xlat36, 1.0);
					    u_xlat36 = (-u_xlat36) + 1.0;
					    u_xlat2.z = sqrt(u_xlat36);
					    u_xlat4 = texture(_DriedBlood_Normal, u_xlat3.xy);
					    u_xlat4.x = u_xlat4.w * u_xlat4.x;
					    u_xlat4.xy = u_xlat4.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat36 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat36 = min(u_xlat36, 1.0);
					    u_xlat36 = (-u_xlat36) + 1.0;
					    u_xlat4.z = sqrt(u_xlat36);
					    u_xlat4.xyz = (-u_xlat2.xyz) + u_xlat4.xyz;
					    u_xlat2.xyz = vec3(vec3(_DriedBloodEffectLevel, _DriedBloodEffectLevel, _DriedBloodEffectLevel)) * u_xlat4.xyz + u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz + vec3(-0.0, -0.0, -1.0);
					    u_xlat2.xyz = vec3(vec3(_OverallNormalPower, _OverallNormalPower, _OverallNormalPower)) * u_xlat2.xyz + vec3(0.0, 0.0, 1.0);
					    u_xlat36 = dot(u_xlat3.zw, vec2(0.366025418, 0.366025418));
					    u_xlat27.xy = vs_TEXCOORD0.xy * vec2(vec2(_Noise1, _Noise1)) + vec2(u_xlat36);
					    u_xlat27.xy = floor(u_xlat27.xy);
					    u_xlat4.xy = vs_TEXCOORD0.xy * vec2(vec2(_Noise1, _Noise1)) + (-u_xlat27.xy);
					    u_xlat36 = dot(u_xlat27.xy, vec2(0.211324871, 0.211324871));
					    u_xlat4.xy = vec2(u_xlat36) + u_xlat4.xy;
					    u_xlatb36 = u_xlat4.y<u_xlat4.x;
					    u_xlat5 = u_xlat4.xyxy + vec4(0.211324871, 0.211324871, -0.577350259, -0.577350259);
					    u_xlat6 = (bool(u_xlatb36)) ? vec4(0.0, 1.0, -1.0, -0.0) : vec4(1.0, 0.0, -0.0, -1.0);
					    u_xlat5.xy = u_xlat5.xy + u_xlat6.zw;
					    u_xlat28.xy = u_xlat27.xy * vec2(0.00346020772, 0.00346020772);
					    u_xlat28.xy = floor(u_xlat28.xy);
					    u_xlat27.xy = (-u_xlat28.xy) * vec2(289.0, 289.0) + u_xlat27.xy;
					    u_xlat7.x = float(0.0);
					    u_xlat7.z = float(1.0);
					    u_xlat7.y = u_xlat6.x;
					    u_xlat7.xyz = u_xlat27.yyy + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat8.xyz = floor(u_xlat8.xyz);
					    u_xlat7.xyz = (-u_xlat8.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat27.xxx + u_xlat7.xyz;
					    u_xlat6.x = float(0.0);
					    u_xlat6.z = float(1.0);
					    u_xlat6.xyz = u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat6.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat6.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat7.xyz = floor(u_xlat7.xyz);
					    u_xlat6.xyz = (-u_xlat7.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat6.xyz;
					    u_xlat7.x = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat7.y = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat7.z = dot(u_xlat5.zw, u_xlat5.zw);
					    u_xlat7.xyz = (-u_xlat7.xyz) + vec3(0.5, 0.5, 0.5);
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat7.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(0.024390243, 0.024390243, 0.024390243);
					    u_xlat6.xyz = fract(u_xlat6.xyz);
					    u_xlat8.xyz = u_xlat6.xyz * vec3(2.0, 2.0, 2.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat9.xyz = abs(u_xlat8.xyz) + vec3(-0.5, -0.5, -0.5);
					    u_xlat6.xyz = u_xlat6.xyz * vec3(2.0, 2.0, 2.0) + vec3(-0.5, -0.5, -0.5);
					    u_xlat6.xyz = floor(u_xlat6.xyz);
					    u_xlat6.xyz = (-u_xlat6.xyz) + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat9.xyz * u_xlat9.xyz;
					    u_xlat8.xyz = u_xlat6.xyz * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(0.853734732, 0.853734732, 0.853734732) + vec3(1.79284286, 1.79284286, 1.79284286);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat8.xyz;
					    u_xlat36 = u_xlat4.y * u_xlat9.x;
					    u_xlat4.x = u_xlat6.x * u_xlat4.x + u_xlat36;
					    u_xlat27.xy = u_xlat5.yw * u_xlat9.yz;
					    u_xlat4.yz = u_xlat6.yz * u_xlat5.xz + u_xlat27.xy;
					    u_xlat36 = dot(u_xlat7.xyz, u_xlat4.xyz);
					    u_xlat36 = u_xlat36 * 130.0;
					    u_xlat37 = _Noise1 * _Noise2;
					    u_xlat27.xy = vec2(u_xlat37) * vs_TEXCOORD0.xy;
					    u_xlat38 = dot(u_xlat27.xy, vec2(0.366025418, 0.366025418));
					    u_xlat27.xy = vs_TEXCOORD0.xy * vec2(u_xlat37) + vec2(u_xlat38);
					    u_xlat27.xy = floor(u_xlat27.xy);
					    u_xlat4.xy = vs_TEXCOORD0.xy * vec2(u_xlat37) + (-u_xlat27.xy);
					    u_xlat37 = dot(u_xlat27.xy, vec2(0.211324871, 0.211324871));
					    u_xlat4.xy = vec2(u_xlat37) + u_xlat4.xy;
					    u_xlatb37 = u_xlat4.y<u_xlat4.x;
					    u_xlat5 = u_xlat4.xyxy + vec4(0.211324871, 0.211324871, -0.577350259, -0.577350259);
					    u_xlat6 = (bool(u_xlatb37)) ? vec4(0.0, 1.0, -1.0, -0.0) : vec4(1.0, 0.0, -0.0, -1.0);
					    u_xlat5.xy = u_xlat5.xy + u_xlat6.zw;
					    u_xlat28.xy = u_xlat27.xy * vec2(0.00346020772, 0.00346020772);
					    u_xlat28.xy = floor(u_xlat28.xy);
					    u_xlat27.xy = (-u_xlat28.xy) * vec2(289.0, 289.0) + u_xlat27.xy;
					    u_xlat7.x = float(0.0);
					    u_xlat7.z = float(1.0);
					    u_xlat7.y = u_xlat6.x;
					    u_xlat7.xyz = u_xlat27.yyy + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat8.xyz = floor(u_xlat8.xyz);
					    u_xlat7.xyz = (-u_xlat8.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat27.xxx + u_xlat7.xyz;
					    u_xlat6.x = float(0.0);
					    u_xlat6.z = float(1.0);
					    u_xlat6.xyz = u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat6.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat6.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat7.xyz = floor(u_xlat7.xyz);
					    u_xlat6.xyz = (-u_xlat7.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat6.xyz;
					    u_xlat7.x = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat7.y = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat7.z = dot(u_xlat5.zw, u_xlat5.zw);
					    u_xlat7.xyz = (-u_xlat7.xyz) + vec3(0.5, 0.5, 0.5);
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat7.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(0.024390243, 0.024390243, 0.024390243);
					    u_xlat6.xyz = fract(u_xlat6.xyz);
					    u_xlat8.xyz = u_xlat6.xyz * vec3(2.0, 2.0, 2.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat9.xyz = abs(u_xlat8.xyz) + vec3(-0.5, -0.5, -0.5);
					    u_xlat6.xyz = u_xlat6.xyz * vec3(2.0, 2.0, 2.0) + vec3(-0.5, -0.5, -0.5);
					    u_xlat6.xyz = floor(u_xlat6.xyz);
					    u_xlat6.xyz = (-u_xlat6.xyz) + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat9.xyz * u_xlat9.xyz;
					    u_xlat8.xyz = u_xlat6.xyz * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(0.853734732, 0.853734732, 0.853734732) + vec3(1.79284286, 1.79284286, 1.79284286);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat8.xyz;
					    u_xlat37 = u_xlat4.y * u_xlat9.x;
					    u_xlat4.x = u_xlat6.x * u_xlat4.x + u_xlat37;
					    u_xlat27.xy = u_xlat5.yw * u_xlat9.yz;
					    u_xlat4.yz = u_xlat6.yz * u_xlat5.xz + u_xlat27.xy;
					    u_xlat37 = dot(u_xlat7.xyz, u_xlat4.xyz);
					    u_xlat36 = u_xlat36 * u_xlat37;
					    u_xlat27.xy = vs_TEXCOORD0.xy * _Noise_Texture_ST.xy + _Noise_Texture_ST.zw;
					    u_xlat37 = _Bias * 3.0;
					    u_xlat36 = u_xlat36 * 130.0;
					    u_xlat4 = texture(_Noise_Texture, u_xlat27.xy);
					    u_xlat4.xyz = (-vec3(u_xlat36)) * u_xlat4.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = u_xlat4.xyz + vec3(_Bias);
					    u_xlat4.xyz = u_xlat4.xyz * vec3(vec3(_Scale, _Scale, _Scale));
					    u_xlat4.xyz = log2(u_xlat4.xyz);
					    u_xlat4.xyz = vec3(u_xlat37) * u_xlat4.xyz;
					    u_xlat4.xyz = exp2(u_xlat4.xyz);
					    u_xlat16.xyz = min(u_xlat4.xyz, vec3(1.0, 0.0, 0.0));
					    u_xlat27.xy = vs_TEXCOORD0.xy * _MainTexture_ST.xy + _MainTexture_ST.zw;
					    u_xlat5 = texture(_MainTexture, u_xlat27.xy);
					    u_xlat6.xyz = u_xlat5.xxx * _MainColorTintFadeA.xyz;
					    u_xlat3 = texture(_DriedBlood_Curvature, u_xlat3.xy);
					    u_xlat7.xyz = u_xlat16.xyz * vec3(vec3(_DriedBloodEffectLevel, _DriedBloodEffectLevel, _DriedBloodEffectLevel));
					    u_xlatb18.xyz = lessThan(vec4(0.5, 0.5, 0.5, 0.5), u_xlat6.xyzz).xyz;
					    u_xlat5.xyz = _MainColorTintFadeA.xyz * u_xlat5.xxx + vec3(-0.5, -0.5, -0.5);
					    u_xlat5.xyz = (-u_xlat5.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = (-u_xlat16.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat5.xyz = (-u_xlat5.xyz) * u_xlat8.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat36 = u_xlat16.x * u_xlat6.x;
					    u_xlat8.x = u_xlat36 * 2.0;
					    u_xlat8.y = float(0.0);
					    u_xlat8.z = float(0.0);
					    u_xlat16.x = (u_xlatb18.x) ? u_xlat5.x : u_xlat8.x;
					    u_xlat16.y = (u_xlatb18.y) ? u_xlat5.y : u_xlat8.y;
					    u_xlat16.z = (u_xlatb18.z) ? u_xlat5.z : u_xlat8.z;
					    u_xlat16.xyz = clamp(u_xlat16.xyz, 0.0, 1.0);
					    u_xlatb5.xyz = lessThan(vec4(0.5, 0.5, 0.5, 0.0), u_xlat3.xyzx).xyz;
					    u_xlat6.xyz = u_xlat3.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = (-_DriedBloodColorGloss.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat6.xyz = (-u_xlat6.xyz) * u_xlat8.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat3.xyz = u_xlat3.xyz * _DriedBloodColorGloss.xyz;
					    u_xlat3.xyz = u_xlat3.xyz + u_xlat3.xyz;
					    {
					        vec4 hlslcc_movcTemp = u_xlat3;
					        hlslcc_movcTemp.x = (u_xlatb5.x) ? u_xlat6.x : u_xlat3.x;
					        hlslcc_movcTemp.y = (u_xlatb5.y) ? u_xlat6.y : u_xlat3.y;
					        hlslcc_movcTemp.z = (u_xlatb5.z) ? u_xlat6.z : u_xlat3.z;
					        u_xlat3 = hlslcc_movcTemp;
					    }
					    u_xlat3.xyz = (-u_xlat16.xyz) + u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat7.xyz * u_xlat3.xyz + u_xlat16.xyz;
					    u_xlat36 = (-_Metallic) + _DriedBlood_Metallic;
					    u_xlat36 = u_xlat7.x * u_xlat36 + _Metallic;
					    u_xlat37 = _DriedBloodColorGloss.w + (-_Gloss);
					    u_xlat37 = u_xlat7.x * u_xlat37 + _Gloss;
					    u_xlat38 = u_xlat4.x * u_xlat5.w;
					    u_xlat38 = u_xlat38 * u_xlat38;
					    u_xlat39 = u_xlat38 * u_xlat38;
					    u_xlat38 = u_xlat38 * u_xlat39;
					    u_xlat38 = min(u_xlat38, 1.0);
					    SV_Target0.w = u_xlat38 * _MainColorTintFadeA.w;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat2.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat2.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat2.x = inversesqrt(u_xlat2.x);
					    u_xlat2.xyz = u_xlat2.xxx * u_xlat4.xyz;
					    u_xlat38 = (-u_xlat37) + 1.0;
					    u_xlat39 = dot((-u_xlat1.xyz), u_xlat2.xyz);
					    u_xlat39 = u_xlat39 + u_xlat39;
					    u_xlat4.xyz = u_xlat2.xyz * (-vec3(u_xlat39)) + (-u_xlat1.xyz);
					    u_xlat5 = texture(unity_Lightmap, vs_TEXCOORD4.xy);
					    u_xlat39 = log2(u_xlat5.w);
					    u_xlat39 = u_xlat39 * unity_Lightmap_HDR.y;
					    u_xlat39 = exp2(u_xlat39);
					    u_xlat39 = u_xlat39 * unity_Lightmap_HDR.x;
					    u_xlat5.xyz = u_xlat5.xyz * vec3(u_xlat39);
					    u_xlat6 = texture(unity_LightmapInd, vs_TEXCOORD4.xy);
					    u_xlat6.xyz = u_xlat6.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat39 = dot(u_xlat2.xyz, u_xlat6.xyz);
					    u_xlat39 = u_xlat39 + 0.5;
					    u_xlat5.xyz = vec3(u_xlat39) * u_xlat5.xyz;
					    u_xlat39 = max(u_xlat6.w, 9.99999975e-05);
					    u_xlat5.xyz = u_xlat5.xyz / vec3(u_xlat39);
					    u_xlat6 = texture(unity_DynamicLightmap, vs_TEXCOORD4.zw);
					    u_xlat39 = u_xlat6.w * unity_DynamicLightmap_HDR.x;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat39);
					    u_xlat6.xyz = log2(u_xlat6.xyz);
					    u_xlat6.xyz = u_xlat6.xyz * unity_DynamicLightmap_HDR.yyy;
					    u_xlat6.xyz = exp2(u_xlat6.xyz);
					    u_xlat7 = texture(unity_DynamicDirectionality, vs_TEXCOORD4.zw);
					    u_xlat7.xyz = u_xlat7.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat39 = dot(u_xlat2.xyz, u_xlat7.xyz);
					    u_xlat39 = u_xlat39 + 0.5;
					    u_xlat6.xyz = vec3(u_xlat39) * u_xlat6.xyz;
					    u_xlat39 = max(u_xlat7.w, 9.99999975e-05);
					    u_xlat6.xyz = u_xlat6.xyz / vec3(u_xlat39);
					    u_xlat5.xyz = u_xlat5.xyz + u_xlat6.xyz;
					    u_xlatb39 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb39){
					        u_xlat39 = dot(u_xlat4.xyz, u_xlat4.xyz);
					        u_xlat39 = inversesqrt(u_xlat39);
					        u_xlat6.xyz = vec3(u_xlat39) * u_xlat4.xyz;
					        u_xlat7.xyz = (-u_xlat0.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat7.xyz = u_xlat7.xyz / u_xlat6.xyz;
					        u_xlat8.xyz = (-u_xlat0.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat8.xyz = u_xlat8.xyz / u_xlat6.xyz;
					        u_xlatb9.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat6.xyzx).xyz;
					        {
					            vec4 hlslcc_movcTemp = u_xlat7;
					            hlslcc_movcTemp.x = (u_xlatb9.x) ? u_xlat7.x : u_xlat8.x;
					            hlslcc_movcTemp.y = (u_xlatb9.y) ? u_xlat7.y : u_xlat8.y;
					            hlslcc_movcTemp.z = (u_xlatb9.z) ? u_xlat7.z : u_xlat8.z;
					            u_xlat7 = hlslcc_movcTemp;
					        }
					        u_xlat39 = min(u_xlat7.y, u_xlat7.x);
					        u_xlat39 = min(u_xlat7.z, u_xlat39);
					        u_xlat7.xyz = u_xlat0.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat39) + u_xlat7.xyz;
					    } else {
					        u_xlat6.xyz = u_xlat4.xyz;
					    }
					    u_xlat39 = (-u_xlat38) * 0.699999988 + 1.70000005;
					    u_xlat39 = u_xlat38 * u_xlat39;
					    u_xlat39 = u_xlat39 * 6.0;
					    u_xlat6 = textureLod(unity_SpecCube0, u_xlat6.xyz, u_xlat39);
					    u_xlat40 = u_xlat6.w + -1.0;
					    u_xlat40 = unity_SpecCube0_HDR.w * u_xlat40 + 1.0;
					    u_xlat40 = log2(u_xlat40);
					    u_xlat40 = u_xlat40 * unity_SpecCube0_HDR.y;
					    u_xlat40 = exp2(u_xlat40);
					    u_xlat40 = u_xlat40 * unity_SpecCube0_HDR.x;
					    u_xlat7.xyz = u_xlat6.xyz * vec3(u_xlat40);
					    u_xlatb41 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb41){
					        u_xlatb41 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb41){
					            u_xlat41 = dot(u_xlat4.xyz, u_xlat4.xyz);
					            u_xlat41 = inversesqrt(u_xlat41);
					            u_xlat8.xyz = u_xlat4.xyz * vec3(u_xlat41);
					            u_xlat9.xyz = (-u_xlat0.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat9.xyz = u_xlat9.xyz / u_xlat8.xyz;
					            u_xlat10.xyz = (-u_xlat0.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat10.xyz = u_xlat10.xyz / u_xlat8.xyz;
					            u_xlatb11.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat8.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat9;
					                hlslcc_movcTemp.x = (u_xlatb11.x) ? u_xlat9.x : u_xlat10.x;
					                hlslcc_movcTemp.y = (u_xlatb11.y) ? u_xlat9.y : u_xlat10.y;
					                hlslcc_movcTemp.z = (u_xlatb11.z) ? u_xlat9.z : u_xlat10.z;
					                u_xlat9 = hlslcc_movcTemp;
					            }
					            u_xlat41 = min(u_xlat9.y, u_xlat9.x);
					            u_xlat41 = min(u_xlat9.z, u_xlat41);
					            u_xlat0.xyz = u_xlat0.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat4.xyz = u_xlat8.xyz * vec3(u_xlat41) + u_xlat0.xyz;
					        }
					        u_xlat8 = textureLod(unity_SpecCube1, u_xlat4.xyz, u_xlat39);
					        u_xlat0.x = u_xlat8.w + -1.0;
					        u_xlat0.x = unity_SpecCube1_HDR.w * u_xlat0.x + 1.0;
					        u_xlat0.x = log2(u_xlat0.x);
					        u_xlat0.x = u_xlat0.x * unity_SpecCube1_HDR.y;
					        u_xlat0.x = exp2(u_xlat0.x);
					        u_xlat0.x = u_xlat0.x * unity_SpecCube1_HDR.x;
					        u_xlat0.xyz = u_xlat8.xyz * u_xlat0.xxx;
					        u_xlat4.xyz = vec3(u_xlat40) * u_xlat6.xyz + (-u_xlat0.xyz);
					        u_xlat7.xyz = unity_SpecCube0_BoxMin.www * u_xlat4.xyz + u_xlat0.xyz;
					    }
					    u_xlat0.xyz = u_xlat3.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat0.xyz = vec3(u_xlat36) * u_xlat0.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat36 = (-u_xlat36) * 0.959999979 + 0.959999979;
					    u_xlat3.xyz = vec3(u_xlat36) * u_xlat3.xyz;
					    u_xlat1.x = dot(u_xlat2.xyz, u_xlat1.xyz);
					    u_xlat13.x = u_xlat38 * u_xlat38;
					    u_xlat13.x = max(u_xlat13.x, 0.00200000009);
					    u_xlat13.x = u_xlat13.x * u_xlat13.x + 1.0;
					    u_xlat13.x = float(1.0) / u_xlat13.x;
					    u_xlat36 = (-u_xlat36) + u_xlat37;
					    u_xlat36 = u_xlat36 + 1.0;
					    u_xlat36 = clamp(u_xlat36, 0.0, 1.0);
					    u_xlat13.xyz = u_xlat7.xyz * u_xlat13.xxx;
					    u_xlat1.x = -abs(u_xlat1.x) + 1.0;
					    u_xlat2.x = u_xlat1.x * u_xlat1.x;
					    u_xlat2.x = u_xlat2.x * u_xlat2.x;
					    u_xlat1.x = u_xlat1.x * u_xlat2.x;
					    u_xlat2.xyz = (-u_xlat0.xyz) + vec3(u_xlat36);
					    u_xlat0.xyz = u_xlat1.xxx * u_xlat2.xyz + u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat13.xyz;
					    SV_Target0.xyz = u_xlat3.xyz * u_xlat5.xyz + u_xlat0.xyz;
					    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 _LightColor0;
						vec4 unused_0_2;
						vec4 _MainNormalMap_ST;
						float _DriedBloodEffect_Tiling;
						float _DriedBloodEffectLevel;
						float _OverallNormalPower;
						float _Noise1;
						float _Noise2;
						vec4 _Noise_Texture_ST;
						float _Bias;
						float _Scale;
						vec4 _MainColorTintFadeA;
						vec4 _MainTexture_ST;
						vec4 _DriedBloodColorGloss;
						float _Metallic;
						float _DriedBlood_Metallic;
						float _Gloss;
						vec4 unused_0_18;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainNormalMap;
					uniform  sampler2D _DriedBlood_Normal;
					uniform  sampler2D _Noise_Texture;
					uniform  sampler2D _MainTexture;
					uniform  sampler2D _DriedBlood_Curvature;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD5;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					bool u_xlatb2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					bvec3 u_xlatb6;
					vec4 u_xlat7;
					vec3 u_xlat8;
					vec4 u_xlat9;
					vec3 u_xlat10;
					bvec3 u_xlatb10;
					vec3 u_xlat11;
					bvec3 u_xlatb12;
					float u_xlat14;
					float u_xlat15;
					float u_xlat16;
					vec3 u_xlat18;
					bvec3 u_xlatb20;
					float u_xlat27;
					float u_xlat28;
					vec2 u_xlat30;
					vec2 u_xlat31;
					float u_xlat39;
					float u_xlat40;
					bool u_xlatb40;
					float u_xlat41;
					bool u_xlatb41;
					float u_xlat42;
					bool u_xlatb42;
					float u_xlat43;
					float u_xlat44;
					float u_xlat45;
					bool u_xlatb45;
					void main()
					{
					    u_xlat0.x = vs_TEXCOORD1.w;
					    u_xlat0.y = vs_TEXCOORD2.w;
					    u_xlat0.z = vs_TEXCOORD3.w;
					    u_xlat1.xyz = (-u_xlat0.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat39 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat39 = inversesqrt(u_xlat39);
					    u_xlat2.xyz = vec3(u_xlat39) * u_xlat1.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainNormalMap_ST.xy + _MainNormalMap_ST.zw;
					    u_xlat4 = vs_TEXCOORD0.xyxy * vec4(_DriedBloodEffect_Tiling, _DriedBloodEffect_Tiling, _Noise1, _Noise1);
					    u_xlat3 = texture(_MainNormalMap, u_xlat3.xy);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat40 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat40 = min(u_xlat40, 1.0);
					    u_xlat40 = (-u_xlat40) + 1.0;
					    u_xlat3.z = sqrt(u_xlat40);
					    u_xlat5 = texture(_DriedBlood_Normal, u_xlat4.xy);
					    u_xlat5.x = u_xlat5.w * u_xlat5.x;
					    u_xlat5.xy = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat40 = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat40 = min(u_xlat40, 1.0);
					    u_xlat40 = (-u_xlat40) + 1.0;
					    u_xlat5.z = sqrt(u_xlat40);
					    u_xlat5.xyz = (-u_xlat3.xyz) + u_xlat5.xyz;
					    u_xlat3.xyz = vec3(vec3(_DriedBloodEffectLevel, _DriedBloodEffectLevel, _DriedBloodEffectLevel)) * u_xlat5.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz + vec3(-0.0, -0.0, -1.0);
					    u_xlat3.xyz = vec3(vec3(_OverallNormalPower, _OverallNormalPower, _OverallNormalPower)) * u_xlat3.xyz + vec3(0.0, 0.0, 1.0);
					    u_xlat40 = dot(u_xlat4.zw, vec2(0.366025418, 0.366025418));
					    u_xlat30.xy = vs_TEXCOORD0.xy * vec2(vec2(_Noise1, _Noise1)) + vec2(u_xlat40);
					    u_xlat30.xy = floor(u_xlat30.xy);
					    u_xlat5.xy = vs_TEXCOORD0.xy * vec2(vec2(_Noise1, _Noise1)) + (-u_xlat30.xy);
					    u_xlat40 = dot(u_xlat30.xy, vec2(0.211324871, 0.211324871));
					    u_xlat5.xy = vec2(u_xlat40) + u_xlat5.xy;
					    u_xlatb40 = u_xlat5.y<u_xlat5.x;
					    u_xlat6 = u_xlat5.xyxy + vec4(0.211324871, 0.211324871, -0.577350259, -0.577350259);
					    u_xlat7 = (bool(u_xlatb40)) ? vec4(0.0, 1.0, -1.0, -0.0) : vec4(1.0, 0.0, -0.0, -1.0);
					    u_xlat6.xy = u_xlat6.xy + u_xlat7.zw;
					    u_xlat31.xy = u_xlat30.xy * vec2(0.00346020772, 0.00346020772);
					    u_xlat31.xy = floor(u_xlat31.xy);
					    u_xlat30.xy = (-u_xlat31.xy) * vec2(289.0, 289.0) + u_xlat30.xy;
					    u_xlat8.x = float(0.0);
					    u_xlat8.z = float(1.0);
					    u_xlat8.y = u_xlat7.x;
					    u_xlat8.xyz = u_xlat30.yyy + u_xlat8.xyz;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xyz;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat9.xyz = floor(u_xlat9.xyz);
					    u_xlat8.xyz = (-u_xlat9.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat30.xxx + u_xlat8.xyz;
					    u_xlat7.x = float(0.0);
					    u_xlat7.z = float(1.0);
					    u_xlat7.xyz = u_xlat7.xyz + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat8.xyz = floor(u_xlat8.xyz);
					    u_xlat7.xyz = (-u_xlat8.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat7.xyz;
					    u_xlat8.x = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat8.y = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat8.z = dot(u_xlat6.zw, u_xlat6.zw);
					    u_xlat8.xyz = (-u_xlat8.xyz) + vec3(0.5, 0.5, 0.5);
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat8.xyz;
					    u_xlat7.xyz = u_xlat7.xyz * vec3(0.024390243, 0.024390243, 0.024390243);
					    u_xlat7.xyz = fract(u_xlat7.xyz);
					    u_xlat9.xyz = u_xlat7.xyz * vec3(2.0, 2.0, 2.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat10.xyz = abs(u_xlat9.xyz) + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = u_xlat7.xyz * vec3(2.0, 2.0, 2.0) + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = floor(u_xlat7.xyz);
					    u_xlat7.xyz = (-u_xlat7.xyz) + u_xlat9.xyz;
					    u_xlat9.xyz = u_xlat10.xyz * u_xlat10.xyz;
					    u_xlat9.xyz = u_xlat7.xyz * u_xlat7.xyz + u_xlat9.xyz;
					    u_xlat9.xyz = (-u_xlat9.xyz) * vec3(0.853734732, 0.853734732, 0.853734732) + vec3(1.79284286, 1.79284286, 1.79284286);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xyz;
					    u_xlat40 = u_xlat5.y * u_xlat10.x;
					    u_xlat5.x = u_xlat7.x * u_xlat5.x + u_xlat40;
					    u_xlat30.xy = u_xlat6.yw * u_xlat10.yz;
					    u_xlat5.yz = u_xlat7.yz * u_xlat6.xz + u_xlat30.xy;
					    u_xlat40 = dot(u_xlat8.xyz, u_xlat5.xyz);
					    u_xlat40 = u_xlat40 * 130.0;
					    u_xlat41 = _Noise1 * _Noise2;
					    u_xlat30.xy = vec2(u_xlat41) * vs_TEXCOORD0.xy;
					    u_xlat42 = dot(u_xlat30.xy, vec2(0.366025418, 0.366025418));
					    u_xlat30.xy = vs_TEXCOORD0.xy * vec2(u_xlat41) + vec2(u_xlat42);
					    u_xlat30.xy = floor(u_xlat30.xy);
					    u_xlat5.xy = vs_TEXCOORD0.xy * vec2(u_xlat41) + (-u_xlat30.xy);
					    u_xlat41 = dot(u_xlat30.xy, vec2(0.211324871, 0.211324871));
					    u_xlat5.xy = vec2(u_xlat41) + u_xlat5.xy;
					    u_xlatb41 = u_xlat5.y<u_xlat5.x;
					    u_xlat6 = u_xlat5.xyxy + vec4(0.211324871, 0.211324871, -0.577350259, -0.577350259);
					    u_xlat7 = (bool(u_xlatb41)) ? vec4(0.0, 1.0, -1.0, -0.0) : vec4(1.0, 0.0, -0.0, -1.0);
					    u_xlat6.xy = u_xlat6.xy + u_xlat7.zw;
					    u_xlat31.xy = u_xlat30.xy * vec2(0.00346020772, 0.00346020772);
					    u_xlat31.xy = floor(u_xlat31.xy);
					    u_xlat30.xy = (-u_xlat31.xy) * vec2(289.0, 289.0) + u_xlat30.xy;
					    u_xlat8.x = float(0.0);
					    u_xlat8.z = float(1.0);
					    u_xlat8.y = u_xlat7.x;
					    u_xlat8.xyz = u_xlat30.yyy + u_xlat8.xyz;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xyz;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat9.xyz = floor(u_xlat9.xyz);
					    u_xlat8.xyz = (-u_xlat9.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat30.xxx + u_xlat8.xyz;
					    u_xlat7.x = float(0.0);
					    u_xlat7.z = float(1.0);
					    u_xlat7.xyz = u_xlat7.xyz + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat8.xyz = floor(u_xlat8.xyz);
					    u_xlat7.xyz = (-u_xlat8.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat7.xyz;
					    u_xlat8.x = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat8.y = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat8.z = dot(u_xlat6.zw, u_xlat6.zw);
					    u_xlat8.xyz = (-u_xlat8.xyz) + vec3(0.5, 0.5, 0.5);
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat8.xyz;
					    u_xlat7.xyz = u_xlat7.xyz * vec3(0.024390243, 0.024390243, 0.024390243);
					    u_xlat7.xyz = fract(u_xlat7.xyz);
					    u_xlat9.xyz = u_xlat7.xyz * vec3(2.0, 2.0, 2.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat10.xyz = abs(u_xlat9.xyz) + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = u_xlat7.xyz * vec3(2.0, 2.0, 2.0) + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = floor(u_xlat7.xyz);
					    u_xlat7.xyz = (-u_xlat7.xyz) + u_xlat9.xyz;
					    u_xlat9.xyz = u_xlat10.xyz * u_xlat10.xyz;
					    u_xlat9.xyz = u_xlat7.xyz * u_xlat7.xyz + u_xlat9.xyz;
					    u_xlat9.xyz = (-u_xlat9.xyz) * vec3(0.853734732, 0.853734732, 0.853734732) + vec3(1.79284286, 1.79284286, 1.79284286);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xyz;
					    u_xlat41 = u_xlat5.y * u_xlat10.x;
					    u_xlat5.x = u_xlat7.x * u_xlat5.x + u_xlat41;
					    u_xlat30.xy = u_xlat6.yw * u_xlat10.yz;
					    u_xlat5.yz = u_xlat7.yz * u_xlat6.xz + u_xlat30.xy;
					    u_xlat41 = dot(u_xlat8.xyz, u_xlat5.xyz);
					    u_xlat40 = u_xlat40 * u_xlat41;
					    u_xlat30.xy = vs_TEXCOORD0.xy * _Noise_Texture_ST.xy + _Noise_Texture_ST.zw;
					    u_xlat41 = _Bias * 3.0;
					    u_xlat40 = u_xlat40 * 130.0;
					    u_xlat5 = texture(_Noise_Texture, u_xlat30.xy);
					    u_xlat5.xyz = (-vec3(u_xlat40)) * u_xlat5.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat5.xyz = u_xlat5.xyz + vec3(_Bias);
					    u_xlat5.xyz = u_xlat5.xyz * vec3(vec3(_Scale, _Scale, _Scale));
					    u_xlat5.xyz = log2(u_xlat5.xyz);
					    u_xlat5.xyz = vec3(u_xlat41) * u_xlat5.xyz;
					    u_xlat5.xyz = exp2(u_xlat5.xyz);
					    u_xlat18.xyz = min(u_xlat5.xyz, vec3(1.0, 0.0, 0.0));
					    u_xlat30.xy = vs_TEXCOORD0.xy * _MainTexture_ST.xy + _MainTexture_ST.zw;
					    u_xlat6 = texture(_MainTexture, u_xlat30.xy);
					    u_xlat7.xyz = u_xlat6.xxx * _MainColorTintFadeA.xyz;
					    u_xlat4 = texture(_DriedBlood_Curvature, u_xlat4.xy);
					    u_xlat8.xyz = u_xlat18.xyz * vec3(vec3(_DriedBloodEffectLevel, _DriedBloodEffectLevel, _DriedBloodEffectLevel));
					    u_xlatb20.xyz = lessThan(vec4(0.5, 0.5, 0.5, 0.5), u_xlat7.xyzz).xyz;
					    u_xlat6.xyz = _MainColorTintFadeA.xyz * u_xlat6.xxx + vec3(-0.5, -0.5, -0.5);
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat9.xyz = (-u_xlat18.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat6.xyz = (-u_xlat6.xyz) * u_xlat9.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat40 = u_xlat18.x * u_xlat7.x;
					    u_xlat9.x = u_xlat40 * 2.0;
					    u_xlat9.y = float(0.0);
					    u_xlat9.z = float(0.0);
					    u_xlat18.x = (u_xlatb20.x) ? u_xlat6.x : u_xlat9.x;
					    u_xlat18.y = (u_xlatb20.y) ? u_xlat6.y : u_xlat9.y;
					    u_xlat18.z = (u_xlatb20.z) ? u_xlat6.z : u_xlat9.z;
					    u_xlat18.xyz = clamp(u_xlat18.xyz, 0.0, 1.0);
					    u_xlatb6.xyz = lessThan(vec4(0.5, 0.5, 0.5, 0.0), u_xlat4.xyzx).xyz;
					    u_xlat7.xyz = u_xlat4.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = (-u_xlat7.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat9.xyz = (-_DriedBloodColorGloss.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = (-u_xlat7.xyz) * u_xlat9.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = u_xlat4.xyz * _DriedBloodColorGloss.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + u_xlat4.xyz;
					    {
					        vec4 hlslcc_movcTemp = u_xlat4;
					        hlslcc_movcTemp.x = (u_xlatb6.x) ? u_xlat7.x : u_xlat4.x;
					        hlslcc_movcTemp.y = (u_xlatb6.y) ? u_xlat7.y : u_xlat4.y;
					        hlslcc_movcTemp.z = (u_xlatb6.z) ? u_xlat7.z : u_xlat4.z;
					        u_xlat4 = hlslcc_movcTemp;
					    }
					    u_xlat4.xyz = (-u_xlat18.xyz) + u_xlat4.xyz;
					    u_xlat4.xyz = u_xlat8.xyz * u_xlat4.xyz + u_xlat18.xyz;
					    u_xlat40 = (-_Metallic) + _DriedBlood_Metallic;
					    u_xlat40 = u_xlat8.x * u_xlat40 + _Metallic;
					    u_xlat41 = _DriedBloodColorGloss.w + (-_Gloss);
					    u_xlat41 = u_xlat8.x * u_xlat41 + _Gloss;
					    u_xlat42 = u_xlat5.x * u_xlat6.w;
					    u_xlat42 = u_xlat42 * u_xlat42;
					    u_xlat43 = u_xlat42 * u_xlat42;
					    u_xlat42 = u_xlat42 * u_xlat43;
					    u_xlat42 = min(u_xlat42, 1.0);
					    SV_Target0.w = u_xlat42 * _MainColorTintFadeA.w;
					    u_xlatb42 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb42){
					        u_xlatb42 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb42)) ? u_xlat5.xyz : u_xlat0.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat42 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat43 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat42, u_xlat43);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5.x = float(1.0);
					        u_xlat5.y = float(1.0);
					        u_xlat5.z = float(1.0);
					        u_xlat5.w = float(1.0);
					    }
					    u_xlat42 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat42 = clamp(u_xlat42, 0.0, 1.0);
					    u_xlat5.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat5.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat5.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat5.xyz;
					    u_xlat43 = (-u_xlat41) + 1.0;
					    u_xlat5.x = dot((-u_xlat2.xyz), u_xlat3.xyz);
					    u_xlat5.x = u_xlat5.x + u_xlat5.x;
					    u_xlat5.xyz = u_xlat3.xyz * (-u_xlat5.xxx) + (-u_xlat2.xyz);
					    u_xlat6.xyz = vec3(u_xlat42) * _LightColor0.xyz;
					    u_xlatb42 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb42){
					        u_xlat42 = dot(u_xlat5.xyz, u_xlat5.xyz);
					        u_xlat42 = inversesqrt(u_xlat42);
					        u_xlat7.xyz = vec3(u_xlat42) * u_xlat5.xyz;
					        u_xlat8.xyz = (-u_xlat0.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat8.xyz = u_xlat8.xyz / u_xlat7.xyz;
					        u_xlat9.xyz = (-u_xlat0.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat9.xyz = u_xlat9.xyz / u_xlat7.xyz;
					        u_xlatb10.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat7.xyzx).xyz;
					        {
					            vec3 hlslcc_movcTemp = u_xlat8;
					            hlslcc_movcTemp.x = (u_xlatb10.x) ? u_xlat8.x : u_xlat9.x;
					            hlslcc_movcTemp.y = (u_xlatb10.y) ? u_xlat8.y : u_xlat9.y;
					            hlslcc_movcTemp.z = (u_xlatb10.z) ? u_xlat8.z : u_xlat9.z;
					            u_xlat8 = hlslcc_movcTemp;
					        }
					        u_xlat42 = min(u_xlat8.y, u_xlat8.x);
					        u_xlat42 = min(u_xlat8.z, u_xlat42);
					        u_xlat8.xyz = u_xlat0.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat7.xyz = u_xlat7.xyz * vec3(u_xlat42) + u_xlat8.xyz;
					    } else {
					        u_xlat7.xyz = u_xlat5.xyz;
					    }
					    u_xlat42 = (-u_xlat43) * 0.699999988 + 1.70000005;
					    u_xlat42 = u_xlat42 * u_xlat43;
					    u_xlat42 = u_xlat42 * 6.0;
					    u_xlat7 = textureLod(unity_SpecCube0, u_xlat7.xyz, u_xlat42);
					    u_xlat44 = u_xlat7.w + -1.0;
					    u_xlat44 = unity_SpecCube0_HDR.w * u_xlat44 + 1.0;
					    u_xlat44 = log2(u_xlat44);
					    u_xlat44 = u_xlat44 * unity_SpecCube0_HDR.y;
					    u_xlat44 = exp2(u_xlat44);
					    u_xlat44 = u_xlat44 * unity_SpecCube0_HDR.x;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(u_xlat44);
					    u_xlatb45 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb45){
					        u_xlatb45 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb45){
					            u_xlat45 = dot(u_xlat5.xyz, u_xlat5.xyz);
					            u_xlat45 = inversesqrt(u_xlat45);
					            u_xlat9.xyz = u_xlat5.xyz * vec3(u_xlat45);
					            u_xlat10.xyz = (-u_xlat0.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat10.xyz = u_xlat10.xyz / u_xlat9.xyz;
					            u_xlat11.xyz = (-u_xlat0.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat11.xyz = u_xlat11.xyz / u_xlat9.xyz;
					            u_xlatb12.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat9.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat10;
					                hlslcc_movcTemp.x = (u_xlatb12.x) ? u_xlat10.x : u_xlat11.x;
					                hlslcc_movcTemp.y = (u_xlatb12.y) ? u_xlat10.y : u_xlat11.y;
					                hlslcc_movcTemp.z = (u_xlatb12.z) ? u_xlat10.z : u_xlat11.z;
					                u_xlat10 = hlslcc_movcTemp;
					            }
					            u_xlat45 = min(u_xlat10.y, u_xlat10.x);
					            u_xlat45 = min(u_xlat10.z, u_xlat45);
					            u_xlat0.xyz = u_xlat0.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat5.xyz = u_xlat9.xyz * vec3(u_xlat45) + u_xlat0.xyz;
					        }
					        u_xlat9 = textureLod(unity_SpecCube1, u_xlat5.xyz, u_xlat42);
					        u_xlat0.x = u_xlat9.w + -1.0;
					        u_xlat0.x = unity_SpecCube1_HDR.w * u_xlat0.x + 1.0;
					        u_xlat0.x = log2(u_xlat0.x);
					        u_xlat0.x = u_xlat0.x * unity_SpecCube1_HDR.y;
					        u_xlat0.x = exp2(u_xlat0.x);
					        u_xlat0.x = u_xlat0.x * unity_SpecCube1_HDR.x;
					        u_xlat0.xyz = u_xlat9.xyz * u_xlat0.xxx;
					        u_xlat5.xyz = vec3(u_xlat44) * u_xlat7.xyz + (-u_xlat0.xyz);
					        u_xlat8.xyz = unity_SpecCube0_BoxMin.www * u_xlat5.xyz + u_xlat0.xyz;
					    }
					    u_xlat0.xyz = u_xlat4.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat0.xyz = vec3(u_xlat40) * u_xlat0.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat40 = (-u_xlat40) * 0.959999979 + 0.959999979;
					    u_xlat4.xyz = vec3(u_xlat40) * u_xlat4.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat39) + _WorldSpaceLightPos0.xyz;
					    u_xlat39 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat39 = max(u_xlat39, 0.00100000005);
					    u_xlat39 = inversesqrt(u_xlat39);
					    u_xlat1.xyz = vec3(u_xlat39) * u_xlat1.xyz;
					    u_xlat39 = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat3.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlat15 = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat15 = clamp(u_xlat15, 0.0, 1.0);
					    u_xlat1.x = dot(_WorldSpaceLightPos0.xyz, u_xlat1.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat14 = u_xlat1.x + u_xlat1.x;
					    u_xlat14 = u_xlat1.x * u_xlat14;
					    u_xlat14 = u_xlat14 * u_xlat43 + -0.5;
					    u_xlat27 = (-u_xlat2.x) + 1.0;
					    u_xlat28 = u_xlat27 * u_xlat27;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat27 = u_xlat27 * u_xlat28;
					    u_xlat27 = u_xlat14 * u_xlat27 + 1.0;
					    u_xlat28 = -abs(u_xlat39) + 1.0;
					    u_xlat3.x = u_xlat28 * u_xlat28;
					    u_xlat3.x = u_xlat3.x * u_xlat3.x;
					    u_xlat28 = u_xlat28 * u_xlat3.x;
					    u_xlat14 = u_xlat14 * u_xlat28 + 1.0;
					    u_xlat14 = u_xlat14 * u_xlat27;
					    u_xlat14 = u_xlat2.x * u_xlat14;
					    u_xlat27 = u_xlat43 * u_xlat43;
					    u_xlat27 = max(u_xlat27, 0.00200000009);
					    u_xlat3.x = (-u_xlat27) + 1.0;
					    u_xlat16 = abs(u_xlat39) * u_xlat3.x + u_xlat27;
					    u_xlat3.x = u_xlat2.x * u_xlat3.x + u_xlat27;
					    u_xlat39 = abs(u_xlat39) * u_xlat3.x;
					    u_xlat39 = u_xlat2.x * u_xlat16 + u_xlat39;
					    u_xlat39 = u_xlat39 + 9.99999975e-06;
					    u_xlat39 = 0.5 / u_xlat39;
					    u_xlat3.x = u_xlat27 * u_xlat27;
					    u_xlat16 = u_xlat15 * u_xlat3.x + (-u_xlat15);
					    u_xlat15 = u_xlat16 * u_xlat15 + 1.0;
					    u_xlat3.x = u_xlat3.x * 0.318309873;
					    u_xlat15 = u_xlat15 * u_xlat15 + 1.00000001e-07;
					    u_xlat15 = u_xlat3.x / u_xlat15;
					    u_xlat39 = u_xlat39 * u_xlat15;
					    u_xlat39 = u_xlat39 * 3.14159274;
					    u_xlat39 = u_xlat2.x * u_xlat39;
					    u_xlat39 = max(u_xlat39, 0.0);
					    u_xlat27 = u_xlat27 * u_xlat27 + 1.0;
					    u_xlat27 = float(1.0) / u_xlat27;
					    u_xlat2.x = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlatb2 = u_xlat2.x!=0.0;
					    u_xlat2.x = u_xlatb2 ? 1.0 : float(0.0);
					    u_xlat39 = u_xlat39 * u_xlat2.x;
					    u_xlat40 = (-u_xlat40) + u_xlat41;
					    u_xlat40 = u_xlat40 + 1.0;
					    u_xlat40 = clamp(u_xlat40, 0.0, 1.0);
					    u_xlat2.xyw = vec3(u_xlat14) * u_xlat6.xyz;
					    u_xlat3.xyz = u_xlat6.xyz * vec3(u_xlat39);
					    u_xlat39 = (-u_xlat1.x) + 1.0;
					    u_xlat1.x = u_xlat39 * u_xlat39;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat39 = u_xlat39 * u_xlat1.x;
					    u_xlat5.xyz = (-u_xlat0.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat5.xyz = u_xlat5.xyz * vec3(u_xlat39) + u_xlat0.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * u_xlat5.xyz;
					    u_xlat2.xyw = u_xlat4.xyz * u_xlat2.xyw + u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat8.xyz * vec3(u_xlat27);
					    u_xlat3.xyz = (-u_xlat0.xyz) + vec3(u_xlat40);
					    u_xlat0.xyz = vec3(u_xlat28) * u_xlat3.xyz + u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat1.xyz * u_xlat0.xyz + u_xlat2.xyw;
					    u_xlat39 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat39 = (-u_xlat39) + 1.0;
					    u_xlat39 = u_xlat39 * _ProjectionParams.z;
					    u_xlat39 = max(u_xlat39, 0.0);
					    u_xlat39 = u_xlat39 * unity_FogParams.x;
					    u_xlat39 = u_xlat39 * (-u_xlat39);
					    u_xlat39 = exp2(u_xlat39);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat39) * u_xlat0.xyz + unity_FogColor.xyz;
					    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 _LightColor0;
						vec4 unused_0_2;
						vec4 _MainNormalMap_ST;
						float _DriedBloodEffect_Tiling;
						float _DriedBloodEffectLevel;
						float _OverallNormalPower;
						float _Noise1;
						float _Noise2;
						vec4 _Noise_Texture_ST;
						float _Bias;
						float _Scale;
						vec4 _MainColorTintFadeA;
						vec4 _MainTexture_ST;
						vec4 _DriedBloodColorGloss;
						float _Metallic;
						float _DriedBlood_Metallic;
						float _Gloss;
						vec4 unused_0_18;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainNormalMap;
					uniform  sampler2D _DriedBlood_Normal;
					uniform  sampler2D _Noise_Texture;
					uniform  sampler2D _MainTexture;
					uniform  sampler2D _DriedBlood_Curvature;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD5;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					bool u_xlatb2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					bvec3 u_xlatb6;
					vec4 u_xlat7;
					vec3 u_xlat8;
					vec4 u_xlat9;
					vec3 u_xlat10;
					bvec3 u_xlatb10;
					vec3 u_xlat11;
					bvec3 u_xlatb12;
					float u_xlat14;
					float u_xlat15;
					float u_xlat16;
					vec3 u_xlat18;
					bvec3 u_xlatb20;
					float u_xlat27;
					float u_xlat28;
					vec2 u_xlat30;
					vec2 u_xlat31;
					float u_xlat39;
					int u_xlati39;
					float u_xlat40;
					bool u_xlatb40;
					float u_xlat41;
					bool u_xlatb41;
					float u_xlat42;
					bool u_xlatb42;
					float u_xlat43;
					float u_xlat44;
					float u_xlat45;
					bool u_xlatb45;
					void main()
					{
					    u_xlat0.x = vs_TEXCOORD1.w;
					    u_xlat0.y = vs_TEXCOORD2.w;
					    u_xlat0.z = vs_TEXCOORD3.w;
					    u_xlati39 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat0.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati39].xyz;
					    u_xlat39 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat39 = inversesqrt(u_xlat39);
					    u_xlat2.xyz = vec3(u_xlat39) * u_xlat1.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainNormalMap_ST.xy + _MainNormalMap_ST.zw;
					    u_xlat4 = vs_TEXCOORD0.xyxy * vec4(_DriedBloodEffect_Tiling, _DriedBloodEffect_Tiling, _Noise1, _Noise1);
					    u_xlat3 = texture(_MainNormalMap, u_xlat3.xy);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat40 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat40 = min(u_xlat40, 1.0);
					    u_xlat40 = (-u_xlat40) + 1.0;
					    u_xlat3.z = sqrt(u_xlat40);
					    u_xlat5 = texture(_DriedBlood_Normal, u_xlat4.xy);
					    u_xlat5.x = u_xlat5.w * u_xlat5.x;
					    u_xlat5.xy = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat40 = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat40 = min(u_xlat40, 1.0);
					    u_xlat40 = (-u_xlat40) + 1.0;
					    u_xlat5.z = sqrt(u_xlat40);
					    u_xlat5.xyz = (-u_xlat3.xyz) + u_xlat5.xyz;
					    u_xlat3.xyz = vec3(vec3(_DriedBloodEffectLevel, _DriedBloodEffectLevel, _DriedBloodEffectLevel)) * u_xlat5.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz + vec3(-0.0, -0.0, -1.0);
					    u_xlat3.xyz = vec3(vec3(_OverallNormalPower, _OverallNormalPower, _OverallNormalPower)) * u_xlat3.xyz + vec3(0.0, 0.0, 1.0);
					    u_xlat40 = dot(u_xlat4.zw, vec2(0.366025418, 0.366025418));
					    u_xlat30.xy = vs_TEXCOORD0.xy * vec2(vec2(_Noise1, _Noise1)) + vec2(u_xlat40);
					    u_xlat30.xy = floor(u_xlat30.xy);
					    u_xlat5.xy = vs_TEXCOORD0.xy * vec2(vec2(_Noise1, _Noise1)) + (-u_xlat30.xy);
					    u_xlat40 = dot(u_xlat30.xy, vec2(0.211324871, 0.211324871));
					    u_xlat5.xy = vec2(u_xlat40) + u_xlat5.xy;
					    u_xlatb40 = u_xlat5.y<u_xlat5.x;
					    u_xlat6 = u_xlat5.xyxy + vec4(0.211324871, 0.211324871, -0.577350259, -0.577350259);
					    u_xlat7 = (bool(u_xlatb40)) ? vec4(0.0, 1.0, -1.0, -0.0) : vec4(1.0, 0.0, -0.0, -1.0);
					    u_xlat6.xy = u_xlat6.xy + u_xlat7.zw;
					    u_xlat31.xy = u_xlat30.xy * vec2(0.00346020772, 0.00346020772);
					    u_xlat31.xy = floor(u_xlat31.xy);
					    u_xlat30.xy = (-u_xlat31.xy) * vec2(289.0, 289.0) + u_xlat30.xy;
					    u_xlat8.x = float(0.0);
					    u_xlat8.z = float(1.0);
					    u_xlat8.y = u_xlat7.x;
					    u_xlat8.xyz = u_xlat30.yyy + u_xlat8.xyz;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xyz;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat9.xyz = floor(u_xlat9.xyz);
					    u_xlat8.xyz = (-u_xlat9.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat30.xxx + u_xlat8.xyz;
					    u_xlat7.x = float(0.0);
					    u_xlat7.z = float(1.0);
					    u_xlat7.xyz = u_xlat7.xyz + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat8.xyz = floor(u_xlat8.xyz);
					    u_xlat7.xyz = (-u_xlat8.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat7.xyz;
					    u_xlat8.x = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat8.y = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat8.z = dot(u_xlat6.zw, u_xlat6.zw);
					    u_xlat8.xyz = (-u_xlat8.xyz) + vec3(0.5, 0.5, 0.5);
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat8.xyz;
					    u_xlat7.xyz = u_xlat7.xyz * vec3(0.024390243, 0.024390243, 0.024390243);
					    u_xlat7.xyz = fract(u_xlat7.xyz);
					    u_xlat9.xyz = u_xlat7.xyz * vec3(2.0, 2.0, 2.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat10.xyz = abs(u_xlat9.xyz) + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = u_xlat7.xyz * vec3(2.0, 2.0, 2.0) + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = floor(u_xlat7.xyz);
					    u_xlat7.xyz = (-u_xlat7.xyz) + u_xlat9.xyz;
					    u_xlat9.xyz = u_xlat10.xyz * u_xlat10.xyz;
					    u_xlat9.xyz = u_xlat7.xyz * u_xlat7.xyz + u_xlat9.xyz;
					    u_xlat9.xyz = (-u_xlat9.xyz) * vec3(0.853734732, 0.853734732, 0.853734732) + vec3(1.79284286, 1.79284286, 1.79284286);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xyz;
					    u_xlat40 = u_xlat5.y * u_xlat10.x;
					    u_xlat5.x = u_xlat7.x * u_xlat5.x + u_xlat40;
					    u_xlat30.xy = u_xlat6.yw * u_xlat10.yz;
					    u_xlat5.yz = u_xlat7.yz * u_xlat6.xz + u_xlat30.xy;
					    u_xlat40 = dot(u_xlat8.xyz, u_xlat5.xyz);
					    u_xlat40 = u_xlat40 * 130.0;
					    u_xlat41 = _Noise1 * _Noise2;
					    u_xlat30.xy = vec2(u_xlat41) * vs_TEXCOORD0.xy;
					    u_xlat42 = dot(u_xlat30.xy, vec2(0.366025418, 0.366025418));
					    u_xlat30.xy = vs_TEXCOORD0.xy * vec2(u_xlat41) + vec2(u_xlat42);
					    u_xlat30.xy = floor(u_xlat30.xy);
					    u_xlat5.xy = vs_TEXCOORD0.xy * vec2(u_xlat41) + (-u_xlat30.xy);
					    u_xlat41 = dot(u_xlat30.xy, vec2(0.211324871, 0.211324871));
					    u_xlat5.xy = vec2(u_xlat41) + u_xlat5.xy;
					    u_xlatb41 = u_xlat5.y<u_xlat5.x;
					    u_xlat6 = u_xlat5.xyxy + vec4(0.211324871, 0.211324871, -0.577350259, -0.577350259);
					    u_xlat7 = (bool(u_xlatb41)) ? vec4(0.0, 1.0, -1.0, -0.0) : vec4(1.0, 0.0, -0.0, -1.0);
					    u_xlat6.xy = u_xlat6.xy + u_xlat7.zw;
					    u_xlat31.xy = u_xlat30.xy * vec2(0.00346020772, 0.00346020772);
					    u_xlat31.xy = floor(u_xlat31.xy);
					    u_xlat30.xy = (-u_xlat31.xy) * vec2(289.0, 289.0) + u_xlat30.xy;
					    u_xlat8.x = float(0.0);
					    u_xlat8.z = float(1.0);
					    u_xlat8.y = u_xlat7.x;
					    u_xlat8.xyz = u_xlat30.yyy + u_xlat8.xyz;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xyz;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat9.xyz = floor(u_xlat9.xyz);
					    u_xlat8.xyz = (-u_xlat9.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat30.xxx + u_xlat8.xyz;
					    u_xlat7.x = float(0.0);
					    u_xlat7.z = float(1.0);
					    u_xlat7.xyz = u_xlat7.xyz + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat8.xyz = floor(u_xlat8.xyz);
					    u_xlat7.xyz = (-u_xlat8.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat7.xyz;
					    u_xlat8.x = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat8.y = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat8.z = dot(u_xlat6.zw, u_xlat6.zw);
					    u_xlat8.xyz = (-u_xlat8.xyz) + vec3(0.5, 0.5, 0.5);
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat8.xyz;
					    u_xlat7.xyz = u_xlat7.xyz * vec3(0.024390243, 0.024390243, 0.024390243);
					    u_xlat7.xyz = fract(u_xlat7.xyz);
					    u_xlat9.xyz = u_xlat7.xyz * vec3(2.0, 2.0, 2.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat10.xyz = abs(u_xlat9.xyz) + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = u_xlat7.xyz * vec3(2.0, 2.0, 2.0) + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = floor(u_xlat7.xyz);
					    u_xlat7.xyz = (-u_xlat7.xyz) + u_xlat9.xyz;
					    u_xlat9.xyz = u_xlat10.xyz * u_xlat10.xyz;
					    u_xlat9.xyz = u_xlat7.xyz * u_xlat7.xyz + u_xlat9.xyz;
					    u_xlat9.xyz = (-u_xlat9.xyz) * vec3(0.853734732, 0.853734732, 0.853734732) + vec3(1.79284286, 1.79284286, 1.79284286);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xyz;
					    u_xlat41 = u_xlat5.y * u_xlat10.x;
					    u_xlat5.x = u_xlat7.x * u_xlat5.x + u_xlat41;
					    u_xlat30.xy = u_xlat6.yw * u_xlat10.yz;
					    u_xlat5.yz = u_xlat7.yz * u_xlat6.xz + u_xlat30.xy;
					    u_xlat41 = dot(u_xlat8.xyz, u_xlat5.xyz);
					    u_xlat40 = u_xlat40 * u_xlat41;
					    u_xlat30.xy = vs_TEXCOORD0.xy * _Noise_Texture_ST.xy + _Noise_Texture_ST.zw;
					    u_xlat41 = _Bias * 3.0;
					    u_xlat40 = u_xlat40 * 130.0;
					    u_xlat5 = texture(_Noise_Texture, u_xlat30.xy);
					    u_xlat5.xyz = (-vec3(u_xlat40)) * u_xlat5.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat5.xyz = u_xlat5.xyz + vec3(_Bias);
					    u_xlat5.xyz = u_xlat5.xyz * vec3(vec3(_Scale, _Scale, _Scale));
					    u_xlat5.xyz = log2(u_xlat5.xyz);
					    u_xlat5.xyz = vec3(u_xlat41) * u_xlat5.xyz;
					    u_xlat5.xyz = exp2(u_xlat5.xyz);
					    u_xlat18.xyz = min(u_xlat5.xyz, vec3(1.0, 0.0, 0.0));
					    u_xlat30.xy = vs_TEXCOORD0.xy * _MainTexture_ST.xy + _MainTexture_ST.zw;
					    u_xlat6 = texture(_MainTexture, u_xlat30.xy);
					    u_xlat7.xyz = u_xlat6.xxx * _MainColorTintFadeA.xyz;
					    u_xlat4 = texture(_DriedBlood_Curvature, u_xlat4.xy);
					    u_xlat8.xyz = u_xlat18.xyz * vec3(vec3(_DriedBloodEffectLevel, _DriedBloodEffectLevel, _DriedBloodEffectLevel));
					    u_xlatb20.xyz = lessThan(vec4(0.5, 0.5, 0.5, 0.5), u_xlat7.xyzz).xyz;
					    u_xlat6.xyz = _MainColorTintFadeA.xyz * u_xlat6.xxx + vec3(-0.5, -0.5, -0.5);
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat9.xyz = (-u_xlat18.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat6.xyz = (-u_xlat6.xyz) * u_xlat9.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat40 = u_xlat18.x * u_xlat7.x;
					    u_xlat9.x = u_xlat40 * 2.0;
					    u_xlat9.y = float(0.0);
					    u_xlat9.z = float(0.0);
					    u_xlat18.x = (u_xlatb20.x) ? u_xlat6.x : u_xlat9.x;
					    u_xlat18.y = (u_xlatb20.y) ? u_xlat6.y : u_xlat9.y;
					    u_xlat18.z = (u_xlatb20.z) ? u_xlat6.z : u_xlat9.z;
					    u_xlat18.xyz = clamp(u_xlat18.xyz, 0.0, 1.0);
					    u_xlatb6.xyz = lessThan(vec4(0.5, 0.5, 0.5, 0.0), u_xlat4.xyzx).xyz;
					    u_xlat7.xyz = u_xlat4.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = (-u_xlat7.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat9.xyz = (-_DriedBloodColorGloss.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = (-u_xlat7.xyz) * u_xlat9.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = u_xlat4.xyz * _DriedBloodColorGloss.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + u_xlat4.xyz;
					    {
					        vec4 hlslcc_movcTemp = u_xlat4;
					        hlslcc_movcTemp.x = (u_xlatb6.x) ? u_xlat7.x : u_xlat4.x;
					        hlslcc_movcTemp.y = (u_xlatb6.y) ? u_xlat7.y : u_xlat4.y;
					        hlslcc_movcTemp.z = (u_xlatb6.z) ? u_xlat7.z : u_xlat4.z;
					        u_xlat4 = hlslcc_movcTemp;
					    }
					    u_xlat4.xyz = (-u_xlat18.xyz) + u_xlat4.xyz;
					    u_xlat4.xyz = u_xlat8.xyz * u_xlat4.xyz + u_xlat18.xyz;
					    u_xlat40 = (-_Metallic) + _DriedBlood_Metallic;
					    u_xlat40 = u_xlat8.x * u_xlat40 + _Metallic;
					    u_xlat41 = _DriedBloodColorGloss.w + (-_Gloss);
					    u_xlat41 = u_xlat8.x * u_xlat41 + _Gloss;
					    u_xlat42 = u_xlat5.x * u_xlat6.w;
					    u_xlat42 = u_xlat42 * u_xlat42;
					    u_xlat43 = u_xlat42 * u_xlat42;
					    u_xlat42 = u_xlat42 * u_xlat43;
					    u_xlat42 = min(u_xlat42, 1.0);
					    SV_Target0.w = u_xlat42 * _MainColorTintFadeA.w;
					    u_xlatb42 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb42){
					        u_xlatb42 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb42)) ? u_xlat5.xyz : u_xlat0.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat42 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat43 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat42, u_xlat43);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5.x = float(1.0);
					        u_xlat5.y = float(1.0);
					        u_xlat5.z = float(1.0);
					        u_xlat5.w = float(1.0);
					    }
					    u_xlat42 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat42 = clamp(u_xlat42, 0.0, 1.0);
					    u_xlat5.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat5.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat5.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat5.xyz;
					    u_xlat43 = (-u_xlat41) + 1.0;
					    u_xlat5.x = dot((-u_xlat2.xyz), u_xlat3.xyz);
					    u_xlat5.x = u_xlat5.x + u_xlat5.x;
					    u_xlat5.xyz = u_xlat3.xyz * (-u_xlat5.xxx) + (-u_xlat2.xyz);
					    u_xlat6.xyz = vec3(u_xlat42) * _LightColor0.xyz;
					    u_xlatb42 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb42){
					        u_xlat42 = dot(u_xlat5.xyz, u_xlat5.xyz);
					        u_xlat42 = inversesqrt(u_xlat42);
					        u_xlat7.xyz = vec3(u_xlat42) * u_xlat5.xyz;
					        u_xlat8.xyz = (-u_xlat0.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat8.xyz = u_xlat8.xyz / u_xlat7.xyz;
					        u_xlat9.xyz = (-u_xlat0.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat9.xyz = u_xlat9.xyz / u_xlat7.xyz;
					        u_xlatb10.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat7.xyzx).xyz;
					        {
					            vec3 hlslcc_movcTemp = u_xlat8;
					            hlslcc_movcTemp.x = (u_xlatb10.x) ? u_xlat8.x : u_xlat9.x;
					            hlslcc_movcTemp.y = (u_xlatb10.y) ? u_xlat8.y : u_xlat9.y;
					            hlslcc_movcTemp.z = (u_xlatb10.z) ? u_xlat8.z : u_xlat9.z;
					            u_xlat8 = hlslcc_movcTemp;
					        }
					        u_xlat42 = min(u_xlat8.y, u_xlat8.x);
					        u_xlat42 = min(u_xlat8.z, u_xlat42);
					        u_xlat8.xyz = u_xlat0.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat7.xyz = u_xlat7.xyz * vec3(u_xlat42) + u_xlat8.xyz;
					    } else {
					        u_xlat7.xyz = u_xlat5.xyz;
					    }
					    u_xlat42 = (-u_xlat43) * 0.699999988 + 1.70000005;
					    u_xlat42 = u_xlat42 * u_xlat43;
					    u_xlat42 = u_xlat42 * 6.0;
					    u_xlat7 = textureLod(unity_SpecCube0, u_xlat7.xyz, u_xlat42);
					    u_xlat44 = u_xlat7.w + -1.0;
					    u_xlat44 = unity_SpecCube0_HDR.w * u_xlat44 + 1.0;
					    u_xlat44 = log2(u_xlat44);
					    u_xlat44 = u_xlat44 * unity_SpecCube0_HDR.y;
					    u_xlat44 = exp2(u_xlat44);
					    u_xlat44 = u_xlat44 * unity_SpecCube0_HDR.x;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(u_xlat44);
					    u_xlatb45 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb45){
					        u_xlatb45 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb45){
					            u_xlat45 = dot(u_xlat5.xyz, u_xlat5.xyz);
					            u_xlat45 = inversesqrt(u_xlat45);
					            u_xlat9.xyz = u_xlat5.xyz * vec3(u_xlat45);
					            u_xlat10.xyz = (-u_xlat0.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat10.xyz = u_xlat10.xyz / u_xlat9.xyz;
					            u_xlat11.xyz = (-u_xlat0.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat11.xyz = u_xlat11.xyz / u_xlat9.xyz;
					            u_xlatb12.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat9.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat10;
					                hlslcc_movcTemp.x = (u_xlatb12.x) ? u_xlat10.x : u_xlat11.x;
					                hlslcc_movcTemp.y = (u_xlatb12.y) ? u_xlat10.y : u_xlat11.y;
					                hlslcc_movcTemp.z = (u_xlatb12.z) ? u_xlat10.z : u_xlat11.z;
					                u_xlat10 = hlslcc_movcTemp;
					            }
					            u_xlat45 = min(u_xlat10.y, u_xlat10.x);
					            u_xlat45 = min(u_xlat10.z, u_xlat45);
					            u_xlat0.xyz = u_xlat0.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat5.xyz = u_xlat9.xyz * vec3(u_xlat45) + u_xlat0.xyz;
					        }
					        u_xlat9 = textureLod(unity_SpecCube1, u_xlat5.xyz, u_xlat42);
					        u_xlat0.x = u_xlat9.w + -1.0;
					        u_xlat0.x = unity_SpecCube1_HDR.w * u_xlat0.x + 1.0;
					        u_xlat0.x = log2(u_xlat0.x);
					        u_xlat0.x = u_xlat0.x * unity_SpecCube1_HDR.y;
					        u_xlat0.x = exp2(u_xlat0.x);
					        u_xlat0.x = u_xlat0.x * unity_SpecCube1_HDR.x;
					        u_xlat0.xyz = u_xlat9.xyz * u_xlat0.xxx;
					        u_xlat5.xyz = vec3(u_xlat44) * u_xlat7.xyz + (-u_xlat0.xyz);
					        u_xlat8.xyz = unity_SpecCube0_BoxMin.www * u_xlat5.xyz + u_xlat0.xyz;
					    }
					    u_xlat0.xyz = u_xlat4.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat0.xyz = vec3(u_xlat40) * u_xlat0.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat40 = (-u_xlat40) * 0.959999979 + 0.959999979;
					    u_xlat4.xyz = vec3(u_xlat40) * u_xlat4.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat39) + _WorldSpaceLightPos0.xyz;
					    u_xlat39 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat39 = max(u_xlat39, 0.00100000005);
					    u_xlat39 = inversesqrt(u_xlat39);
					    u_xlat1.xyz = vec3(u_xlat39) * u_xlat1.xyz;
					    u_xlat39 = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat3.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlat15 = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat15 = clamp(u_xlat15, 0.0, 1.0);
					    u_xlat1.x = dot(_WorldSpaceLightPos0.xyz, u_xlat1.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat14 = u_xlat1.x + u_xlat1.x;
					    u_xlat14 = u_xlat1.x * u_xlat14;
					    u_xlat14 = u_xlat14 * u_xlat43 + -0.5;
					    u_xlat27 = (-u_xlat2.x) + 1.0;
					    u_xlat28 = u_xlat27 * u_xlat27;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat27 = u_xlat27 * u_xlat28;
					    u_xlat27 = u_xlat14 * u_xlat27 + 1.0;
					    u_xlat28 = -abs(u_xlat39) + 1.0;
					    u_xlat3.x = u_xlat28 * u_xlat28;
					    u_xlat3.x = u_xlat3.x * u_xlat3.x;
					    u_xlat28 = u_xlat28 * u_xlat3.x;
					    u_xlat14 = u_xlat14 * u_xlat28 + 1.0;
					    u_xlat14 = u_xlat14 * u_xlat27;
					    u_xlat14 = u_xlat2.x * u_xlat14;
					    u_xlat27 = u_xlat43 * u_xlat43;
					    u_xlat27 = max(u_xlat27, 0.00200000009);
					    u_xlat3.x = (-u_xlat27) + 1.0;
					    u_xlat16 = abs(u_xlat39) * u_xlat3.x + u_xlat27;
					    u_xlat3.x = u_xlat2.x * u_xlat3.x + u_xlat27;
					    u_xlat39 = abs(u_xlat39) * u_xlat3.x;
					    u_xlat39 = u_xlat2.x * u_xlat16 + u_xlat39;
					    u_xlat39 = u_xlat39 + 9.99999975e-06;
					    u_xlat39 = 0.5 / u_xlat39;
					    u_xlat3.x = u_xlat27 * u_xlat27;
					    u_xlat16 = u_xlat15 * u_xlat3.x + (-u_xlat15);
					    u_xlat15 = u_xlat16 * u_xlat15 + 1.0;
					    u_xlat3.x = u_xlat3.x * 0.318309873;
					    u_xlat15 = u_xlat15 * u_xlat15 + 1.00000001e-07;
					    u_xlat15 = u_xlat3.x / u_xlat15;
					    u_xlat39 = u_xlat39 * u_xlat15;
					    u_xlat39 = u_xlat39 * 3.14159274;
					    u_xlat39 = u_xlat2.x * u_xlat39;
					    u_xlat39 = max(u_xlat39, 0.0);
					    u_xlat27 = u_xlat27 * u_xlat27 + 1.0;
					    u_xlat27 = float(1.0) / u_xlat27;
					    u_xlat2.x = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlatb2 = u_xlat2.x!=0.0;
					    u_xlat2.x = u_xlatb2 ? 1.0 : float(0.0);
					    u_xlat39 = u_xlat39 * u_xlat2.x;
					    u_xlat40 = (-u_xlat40) + u_xlat41;
					    u_xlat40 = u_xlat40 + 1.0;
					    u_xlat40 = clamp(u_xlat40, 0.0, 1.0);
					    u_xlat2.xyw = vec3(u_xlat14) * u_xlat6.xyz;
					    u_xlat3.xyz = u_xlat6.xyz * vec3(u_xlat39);
					    u_xlat39 = (-u_xlat1.x) + 1.0;
					    u_xlat1.x = u_xlat39 * u_xlat39;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat39 = u_xlat39 * u_xlat1.x;
					    u_xlat5.xyz = (-u_xlat0.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat5.xyz = u_xlat5.xyz * vec3(u_xlat39) + u_xlat0.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * u_xlat5.xyz;
					    u_xlat2.xyw = u_xlat4.xyz * u_xlat2.xyw + u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat8.xyz * vec3(u_xlat27);
					    u_xlat3.xyz = (-u_xlat0.xyz) + vec3(u_xlat40);
					    u_xlat0.xyz = vec3(u_xlat28) * u_xlat3.xyz + u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat1.xyz * u_xlat0.xyz + u_xlat2.xyw;
					    u_xlat39 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat39 = (-u_xlat39) + 1.0;
					    u_xlat39 = u_xlat39 * _ProjectionParams.z;
					    u_xlat39 = max(u_xlat39, 0.0);
					    u_xlat39 = u_xlat39 * unity_FogParams.x;
					    u_xlat39 = u_xlat39 * (-u_xlat39);
					    u_xlat39 = exp2(u_xlat39);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat39) * u_xlat0.xyz + unity_FogColor.xyz;
					    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 _LightColor0;
						vec4 unused_0_2;
						vec4 _MainNormalMap_ST;
						float _DriedBloodEffect_Tiling;
						float _DriedBloodEffectLevel;
						float _OverallNormalPower;
						float _Noise1;
						float _Noise2;
						vec4 _Noise_Texture_ST;
						float _Bias;
						float _Scale;
						vec4 _MainColorTintFadeA;
						vec4 _MainTexture_ST;
						vec4 _DriedBloodColorGloss;
						float _Metallic;
						float _DriedBlood_Metallic;
						float _Gloss;
						vec4 unused_0_18;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unused_2_5[4];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_7;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainNormalMap;
					uniform  sampler2D _DriedBlood_Normal;
					uniform  sampler2D _Noise_Texture;
					uniform  sampler2D _MainTexture;
					uniform  sampler2D _DriedBlood_Curvature;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD5;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					bool u_xlatb2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					bvec3 u_xlatb6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					vec4 u_xlat10;
					vec3 u_xlat11;
					bvec3 u_xlatb11;
					vec3 u_xlat12;
					bvec3 u_xlatb13;
					float u_xlat15;
					float u_xlat16;
					vec3 u_xlat17;
					bool u_xlatb17;
					vec3 u_xlat19;
					bvec3 u_xlatb21;
					float u_xlat29;
					float u_xlat30;
					float u_xlat31;
					vec2 u_xlat32;
					vec2 u_xlat33;
					float u_xlat42;
					float u_xlat43;
					bool u_xlatb43;
					float u_xlat44;
					bool u_xlatb44;
					float u_xlat45;
					bool u_xlatb45;
					float u_xlat46;
					bool u_xlatb46;
					float u_xlat47;
					float u_xlat48;
					bool u_xlatb48;
					void main()
					{
					    u_xlat0.x = vs_TEXCOORD1.w;
					    u_xlat0.y = vs_TEXCOORD2.w;
					    u_xlat0.z = vs_TEXCOORD3.w;
					    u_xlat1.xyz = (-u_xlat0.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat42 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat42 = inversesqrt(u_xlat42);
					    u_xlat2.xyz = vec3(u_xlat42) * u_xlat1.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainNormalMap_ST.xy + _MainNormalMap_ST.zw;
					    u_xlat4 = vs_TEXCOORD0.xyxy * vec4(_DriedBloodEffect_Tiling, _DriedBloodEffect_Tiling, _Noise1, _Noise1);
					    u_xlat3 = texture(_MainNormalMap, u_xlat3.xy);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat43 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat43 = min(u_xlat43, 1.0);
					    u_xlat43 = (-u_xlat43) + 1.0;
					    u_xlat3.z = sqrt(u_xlat43);
					    u_xlat5 = texture(_DriedBlood_Normal, u_xlat4.xy);
					    u_xlat5.x = u_xlat5.w * u_xlat5.x;
					    u_xlat5.xy = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat43 = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat43 = min(u_xlat43, 1.0);
					    u_xlat43 = (-u_xlat43) + 1.0;
					    u_xlat5.z = sqrt(u_xlat43);
					    u_xlat5.xyz = (-u_xlat3.xyz) + u_xlat5.xyz;
					    u_xlat3.xyz = vec3(vec3(_DriedBloodEffectLevel, _DriedBloodEffectLevel, _DriedBloodEffectLevel)) * u_xlat5.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz + vec3(-0.0, -0.0, -1.0);
					    u_xlat3.xyz = vec3(vec3(_OverallNormalPower, _OverallNormalPower, _OverallNormalPower)) * u_xlat3.xyz + vec3(0.0, 0.0, 1.0);
					    u_xlat43 = dot(u_xlat4.zw, vec2(0.366025418, 0.366025418));
					    u_xlat32.xy = vs_TEXCOORD0.xy * vec2(vec2(_Noise1, _Noise1)) + vec2(u_xlat43);
					    u_xlat32.xy = floor(u_xlat32.xy);
					    u_xlat5.xy = vs_TEXCOORD0.xy * vec2(vec2(_Noise1, _Noise1)) + (-u_xlat32.xy);
					    u_xlat43 = dot(u_xlat32.xy, vec2(0.211324871, 0.211324871));
					    u_xlat5.xy = vec2(u_xlat43) + u_xlat5.xy;
					    u_xlatb43 = u_xlat5.y<u_xlat5.x;
					    u_xlat6 = u_xlat5.xyxy + vec4(0.211324871, 0.211324871, -0.577350259, -0.577350259);
					    u_xlat7 = (bool(u_xlatb43)) ? vec4(0.0, 1.0, -1.0, -0.0) : vec4(1.0, 0.0, -0.0, -1.0);
					    u_xlat6.xy = u_xlat6.xy + u_xlat7.zw;
					    u_xlat33.xy = u_xlat32.xy * vec2(0.00346020772, 0.00346020772);
					    u_xlat33.xy = floor(u_xlat33.xy);
					    u_xlat32.xy = (-u_xlat33.xy) * vec2(289.0, 289.0) + u_xlat32.xy;
					    u_xlat8.x = float(0.0);
					    u_xlat8.z = float(1.0);
					    u_xlat8.y = u_xlat7.x;
					    u_xlat8.xyz = u_xlat32.yyy + u_xlat8.xyz;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xyz;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat9.xyz = floor(u_xlat9.xyz);
					    u_xlat8.xyz = (-u_xlat9.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat32.xxx + u_xlat8.xyz;
					    u_xlat7.x = float(0.0);
					    u_xlat7.z = float(1.0);
					    u_xlat7.xyz = u_xlat7.xyz + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat8.xyz = floor(u_xlat8.xyz);
					    u_xlat7.xyz = (-u_xlat8.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat7.xyz;
					    u_xlat8.x = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat8.y = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat8.z = dot(u_xlat6.zw, u_xlat6.zw);
					    u_xlat8.xyz = (-u_xlat8.xyz) + vec3(0.5, 0.5, 0.5);
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat8.xyz;
					    u_xlat7.xyz = u_xlat7.xyz * vec3(0.024390243, 0.024390243, 0.024390243);
					    u_xlat7.xyz = fract(u_xlat7.xyz);
					    u_xlat9.xyz = u_xlat7.xyz * vec3(2.0, 2.0, 2.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat10.xyz = abs(u_xlat9.xyz) + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = u_xlat7.xyz * vec3(2.0, 2.0, 2.0) + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = floor(u_xlat7.xyz);
					    u_xlat7.xyz = (-u_xlat7.xyz) + u_xlat9.xyz;
					    u_xlat9.xyz = u_xlat10.xyz * u_xlat10.xyz;
					    u_xlat9.xyz = u_xlat7.xyz * u_xlat7.xyz + u_xlat9.xyz;
					    u_xlat9.xyz = (-u_xlat9.xyz) * vec3(0.853734732, 0.853734732, 0.853734732) + vec3(1.79284286, 1.79284286, 1.79284286);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xyz;
					    u_xlat43 = u_xlat5.y * u_xlat10.x;
					    u_xlat5.x = u_xlat7.x * u_xlat5.x + u_xlat43;
					    u_xlat32.xy = u_xlat6.yw * u_xlat10.yz;
					    u_xlat5.yz = u_xlat7.yz * u_xlat6.xz + u_xlat32.xy;
					    u_xlat43 = dot(u_xlat8.xyz, u_xlat5.xyz);
					    u_xlat43 = u_xlat43 * 130.0;
					    u_xlat44 = _Noise1 * _Noise2;
					    u_xlat32.xy = vec2(u_xlat44) * vs_TEXCOORD0.xy;
					    u_xlat45 = dot(u_xlat32.xy, vec2(0.366025418, 0.366025418));
					    u_xlat32.xy = vs_TEXCOORD0.xy * vec2(u_xlat44) + vec2(u_xlat45);
					    u_xlat32.xy = floor(u_xlat32.xy);
					    u_xlat5.xy = vs_TEXCOORD0.xy * vec2(u_xlat44) + (-u_xlat32.xy);
					    u_xlat44 = dot(u_xlat32.xy, vec2(0.211324871, 0.211324871));
					    u_xlat5.xy = vec2(u_xlat44) + u_xlat5.xy;
					    u_xlatb44 = u_xlat5.y<u_xlat5.x;
					    u_xlat6 = u_xlat5.xyxy + vec4(0.211324871, 0.211324871, -0.577350259, -0.577350259);
					    u_xlat7 = (bool(u_xlatb44)) ? vec4(0.0, 1.0, -1.0, -0.0) : vec4(1.0, 0.0, -0.0, -1.0);
					    u_xlat6.xy = u_xlat6.xy + u_xlat7.zw;
					    u_xlat33.xy = u_xlat32.xy * vec2(0.00346020772, 0.00346020772);
					    u_xlat33.xy = floor(u_xlat33.xy);
					    u_xlat32.xy = (-u_xlat33.xy) * vec2(289.0, 289.0) + u_xlat32.xy;
					    u_xlat8.x = float(0.0);
					    u_xlat8.z = float(1.0);
					    u_xlat8.y = u_xlat7.x;
					    u_xlat8.xyz = u_xlat32.yyy + u_xlat8.xyz;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xyz;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat9.xyz = floor(u_xlat9.xyz);
					    u_xlat8.xyz = (-u_xlat9.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat32.xxx + u_xlat8.xyz;
					    u_xlat7.x = float(0.0);
					    u_xlat7.z = float(1.0);
					    u_xlat7.xyz = u_xlat7.xyz + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat8.xyz = floor(u_xlat8.xyz);
					    u_xlat7.xyz = (-u_xlat8.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat7.xyz;
					    u_xlat8.x = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat8.y = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat8.z = dot(u_xlat6.zw, u_xlat6.zw);
					    u_xlat8.xyz = (-u_xlat8.xyz) + vec3(0.5, 0.5, 0.5);
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat8.xyz;
					    u_xlat7.xyz = u_xlat7.xyz * vec3(0.024390243, 0.024390243, 0.024390243);
					    u_xlat7.xyz = fract(u_xlat7.xyz);
					    u_xlat9.xyz = u_xlat7.xyz * vec3(2.0, 2.0, 2.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat10.xyz = abs(u_xlat9.xyz) + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = u_xlat7.xyz * vec3(2.0, 2.0, 2.0) + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = floor(u_xlat7.xyz);
					    u_xlat7.xyz = (-u_xlat7.xyz) + u_xlat9.xyz;
					    u_xlat9.xyz = u_xlat10.xyz * u_xlat10.xyz;
					    u_xlat9.xyz = u_xlat7.xyz * u_xlat7.xyz + u_xlat9.xyz;
					    u_xlat9.xyz = (-u_xlat9.xyz) * vec3(0.853734732, 0.853734732, 0.853734732) + vec3(1.79284286, 1.79284286, 1.79284286);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xyz;
					    u_xlat44 = u_xlat5.y * u_xlat10.x;
					    u_xlat5.x = u_xlat7.x * u_xlat5.x + u_xlat44;
					    u_xlat32.xy = u_xlat6.yw * u_xlat10.yz;
					    u_xlat5.yz = u_xlat7.yz * u_xlat6.xz + u_xlat32.xy;
					    u_xlat44 = dot(u_xlat8.xyz, u_xlat5.xyz);
					    u_xlat43 = u_xlat43 * u_xlat44;
					    u_xlat32.xy = vs_TEXCOORD0.xy * _Noise_Texture_ST.xy + _Noise_Texture_ST.zw;
					    u_xlat44 = _Bias * 3.0;
					    u_xlat43 = u_xlat43 * 130.0;
					    u_xlat5 = texture(_Noise_Texture, u_xlat32.xy);
					    u_xlat5.xyz = (-vec3(u_xlat43)) * u_xlat5.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat5.xyz = u_xlat5.xyz + vec3(_Bias);
					    u_xlat5.xyz = u_xlat5.xyz * vec3(vec3(_Scale, _Scale, _Scale));
					    u_xlat5.xyz = log2(u_xlat5.xyz);
					    u_xlat5.xyz = vec3(u_xlat44) * u_xlat5.xyz;
					    u_xlat5.xyz = exp2(u_xlat5.xyz);
					    u_xlat19.xyz = min(u_xlat5.xyz, vec3(1.0, 0.0, 0.0));
					    u_xlat32.xy = vs_TEXCOORD0.xy * _MainTexture_ST.xy + _MainTexture_ST.zw;
					    u_xlat6 = texture(_MainTexture, u_xlat32.xy);
					    u_xlat7.xyz = u_xlat6.xxx * _MainColorTintFadeA.xyz;
					    u_xlat4 = texture(_DriedBlood_Curvature, u_xlat4.xy);
					    u_xlat8.xyz = u_xlat19.xyz * vec3(vec3(_DriedBloodEffectLevel, _DriedBloodEffectLevel, _DriedBloodEffectLevel));
					    u_xlatb21.xyz = lessThan(vec4(0.5, 0.5, 0.5, 0.5), u_xlat7.xyzz).xyz;
					    u_xlat6.xyz = _MainColorTintFadeA.xyz * u_xlat6.xxx + vec3(-0.5, -0.5, -0.5);
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat9.xyz = (-u_xlat19.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat6.xyz = (-u_xlat6.xyz) * u_xlat9.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat43 = u_xlat19.x * u_xlat7.x;
					    u_xlat9.x = u_xlat43 * 2.0;
					    u_xlat9.y = float(0.0);
					    u_xlat9.z = float(0.0);
					    u_xlat19.x = (u_xlatb21.x) ? u_xlat6.x : u_xlat9.x;
					    u_xlat19.y = (u_xlatb21.y) ? u_xlat6.y : u_xlat9.y;
					    u_xlat19.z = (u_xlatb21.z) ? u_xlat6.z : u_xlat9.z;
					    u_xlat19.xyz = clamp(u_xlat19.xyz, 0.0, 1.0);
					    u_xlatb6.xyz = lessThan(vec4(0.5, 0.5, 0.5, 0.0), u_xlat4.xyzx).xyz;
					    u_xlat7.xyz = u_xlat4.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = (-u_xlat7.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat9.xyz = (-_DriedBloodColorGloss.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = (-u_xlat7.xyz) * u_xlat9.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = u_xlat4.xyz * _DriedBloodColorGloss.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + u_xlat4.xyz;
					    {
					        vec4 hlslcc_movcTemp = u_xlat4;
					        hlslcc_movcTemp.x = (u_xlatb6.x) ? u_xlat7.x : u_xlat4.x;
					        hlslcc_movcTemp.y = (u_xlatb6.y) ? u_xlat7.y : u_xlat4.y;
					        hlslcc_movcTemp.z = (u_xlatb6.z) ? u_xlat7.z : u_xlat4.z;
					        u_xlat4 = hlslcc_movcTemp;
					    }
					    u_xlat4.xyz = (-u_xlat19.xyz) + u_xlat4.xyz;
					    u_xlat4.xyz = u_xlat8.xyz * u_xlat4.xyz + u_xlat19.xyz;
					    u_xlat43 = (-_Metallic) + _DriedBlood_Metallic;
					    u_xlat43 = u_xlat8.x * u_xlat43 + _Metallic;
					    u_xlat44 = _DriedBloodColorGloss.w + (-_Gloss);
					    u_xlat44 = u_xlat8.x * u_xlat44 + _Gloss;
					    u_xlat45 = u_xlat5.x * u_xlat6.w;
					    u_xlat45 = u_xlat45 * u_xlat45;
					    u_xlat46 = u_xlat45 * u_xlat45;
					    u_xlat45 = u_xlat45 * u_xlat46;
					    u_xlat45 = min(u_xlat45, 1.0);
					    SV_Target0.w = u_xlat45 * _MainColorTintFadeA.w;
					    u_xlatb45 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb45){
					        u_xlatb46 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb46)) ? u_xlat5.xyz : u_xlat0.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat46 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat19.x = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat46, u_xlat19.x);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5.x = float(1.0);
					        u_xlat5.y = float(1.0);
					        u_xlat5.z = float(1.0);
					        u_xlat5.w = float(1.0);
					    }
					    u_xlat46 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat46 = clamp(u_xlat46, 0.0, 1.0);
					    u_xlat5.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat5.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat5.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat5.xyz = u_xlat3.xxx * u_xlat5.xyz;
					    u_xlat3.x = (-u_xlat44) + 1.0;
					    u_xlat17.x = dot((-u_xlat2.xyz), u_xlat5.xyz);
					    u_xlat17.x = u_xlat17.x + u_xlat17.x;
					    u_xlat6.xyz = u_xlat5.xyz * (-u_xlat17.xxx) + (-u_xlat2.xyz);
					    u_xlat7.xyz = vec3(u_xlat46) * _LightColor0.xyz;
					    if(u_xlatb45){
					        u_xlatb17 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat8.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat8.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat8.xyz;
					        u_xlat8.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat8.xyz;
					        u_xlat8.xyz = u_xlat8.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat17.xyz = (bool(u_xlatb17)) ? u_xlat8.xyz : u_xlat0.xyz;
					        u_xlat17.xyz = u_xlat17.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat8.yzw = u_xlat17.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat17.x = u_xlat8.y * 0.25;
					        u_xlat31 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat45 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat17.x = max(u_xlat31, u_xlat17.x);
					        u_xlat8.x = min(u_xlat45, u_xlat17.x);
					        u_xlat9 = texture(unity_ProbeVolumeSH, u_xlat8.xzw);
					        u_xlat17.xyz = u_xlat8.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat10 = texture(unity_ProbeVolumeSH, u_xlat17.xyz);
					        u_xlat17.xyz = u_xlat8.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat8 = texture(unity_ProbeVolumeSH, u_xlat17.xyz);
					        u_xlat5.w = 1.0;
					        u_xlat9.x = dot(u_xlat9, u_xlat5);
					        u_xlat9.y = dot(u_xlat10, u_xlat5);
					        u_xlat9.z = dot(u_xlat8, u_xlat5);
					    } else {
					        u_xlat5.w = 1.0;
					        u_xlat9.x = dot(unity_SHAr, u_xlat5);
					        u_xlat9.y = dot(unity_SHAg, u_xlat5);
					        u_xlat9.z = dot(unity_SHAb, u_xlat5);
					    }
					    u_xlat17.xyz = u_xlat9.xyz + vs_TEXCOORD4.xyz;
					    u_xlat17.xyz = max(u_xlat17.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlatb46 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb46){
					        u_xlat46 = dot(u_xlat6.xyz, u_xlat6.xyz);
					        u_xlat46 = inversesqrt(u_xlat46);
					        u_xlat8.xyz = vec3(u_xlat46) * u_xlat6.xyz;
					        u_xlat9.xyz = (-u_xlat0.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat9.xyz = u_xlat9.xyz / u_xlat8.xyz;
					        u_xlat10.xyz = (-u_xlat0.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat10.xyz = u_xlat10.xyz / u_xlat8.xyz;
					        u_xlatb11.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat8.xyzx).xyz;
					        {
					            vec4 hlslcc_movcTemp = u_xlat9;
					            hlslcc_movcTemp.x = (u_xlatb11.x) ? u_xlat9.x : u_xlat10.x;
					            hlslcc_movcTemp.y = (u_xlatb11.y) ? u_xlat9.y : u_xlat10.y;
					            hlslcc_movcTemp.z = (u_xlatb11.z) ? u_xlat9.z : u_xlat10.z;
					            u_xlat9 = hlslcc_movcTemp;
					        }
					        u_xlat46 = min(u_xlat9.y, u_xlat9.x);
					        u_xlat46 = min(u_xlat9.z, u_xlat46);
					        u_xlat9.xyz = u_xlat0.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat46) + u_xlat9.xyz;
					    } else {
					        u_xlat8.xyz = u_xlat6.xyz;
					    }
					    u_xlat46 = (-u_xlat3.x) * 0.699999988 + 1.70000005;
					    u_xlat46 = u_xlat3.x * u_xlat46;
					    u_xlat46 = u_xlat46 * 6.0;
					    u_xlat8 = textureLod(unity_SpecCube0, u_xlat8.xyz, u_xlat46);
					    u_xlat47 = u_xlat8.w + -1.0;
					    u_xlat47 = unity_SpecCube0_HDR.w * u_xlat47 + 1.0;
					    u_xlat47 = log2(u_xlat47);
					    u_xlat47 = u_xlat47 * unity_SpecCube0_HDR.y;
					    u_xlat47 = exp2(u_xlat47);
					    u_xlat47 = u_xlat47 * unity_SpecCube0_HDR.x;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(u_xlat47);
					    u_xlatb48 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb48){
					        u_xlatb48 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb48){
					            u_xlat48 = dot(u_xlat6.xyz, u_xlat6.xyz);
					            u_xlat48 = inversesqrt(u_xlat48);
					            u_xlat10.xyz = vec3(u_xlat48) * u_xlat6.xyz;
					            u_xlat11.xyz = (-u_xlat0.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat11.xyz = u_xlat11.xyz / u_xlat10.xyz;
					            u_xlat12.xyz = (-u_xlat0.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat12.xyz = u_xlat12.xyz / u_xlat10.xyz;
					            u_xlatb13.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat10.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat11;
					                hlslcc_movcTemp.x = (u_xlatb13.x) ? u_xlat11.x : u_xlat12.x;
					                hlslcc_movcTemp.y = (u_xlatb13.y) ? u_xlat11.y : u_xlat12.y;
					                hlslcc_movcTemp.z = (u_xlatb13.z) ? u_xlat11.z : u_xlat12.z;
					                u_xlat11 = hlslcc_movcTemp;
					            }
					            u_xlat48 = min(u_xlat11.y, u_xlat11.x);
					            u_xlat48 = min(u_xlat11.z, u_xlat48);
					            u_xlat0.xyz = u_xlat0.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat6.xyz = u_xlat10.xyz * vec3(u_xlat48) + u_xlat0.xyz;
					        }
					        u_xlat6 = textureLod(unity_SpecCube1, u_xlat6.xyz, u_xlat46);
					        u_xlat0.x = u_xlat6.w + -1.0;
					        u_xlat0.x = unity_SpecCube1_HDR.w * u_xlat0.x + 1.0;
					        u_xlat0.x = log2(u_xlat0.x);
					        u_xlat0.x = u_xlat0.x * unity_SpecCube1_HDR.y;
					        u_xlat0.x = exp2(u_xlat0.x);
					        u_xlat0.x = u_xlat0.x * unity_SpecCube1_HDR.x;
					        u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx;
					        u_xlat6.xyz = vec3(u_xlat47) * u_xlat8.xyz + (-u_xlat0.xyz);
					        u_xlat9.xyz = unity_SpecCube0_BoxMin.www * u_xlat6.xyz + u_xlat0.xyz;
					    }
					    u_xlat0.xyz = u_xlat4.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat0.xyz = vec3(u_xlat43) * u_xlat0.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat43 = (-u_xlat43) * 0.959999979 + 0.959999979;
					    u_xlat4.xyz = vec3(u_xlat43) * u_xlat4.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat42) + _WorldSpaceLightPos0.xyz;
					    u_xlat42 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat42 = max(u_xlat42, 0.00100000005);
					    u_xlat42 = inversesqrt(u_xlat42);
					    u_xlat1.xyz = vec3(u_xlat42) * u_xlat1.xyz;
					    u_xlat42 = dot(u_xlat5.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat5.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlat16 = dot(u_xlat5.xyz, u_xlat1.xyz);
					    u_xlat16 = clamp(u_xlat16, 0.0, 1.0);
					    u_xlat1.x = dot(_WorldSpaceLightPos0.xyz, u_xlat1.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat15 = u_xlat1.x + u_xlat1.x;
					    u_xlat15 = u_xlat1.x * u_xlat15;
					    u_xlat15 = u_xlat15 * u_xlat3.x + -0.5;
					    u_xlat29 = (-u_xlat2.x) + 1.0;
					    u_xlat30 = u_xlat29 * u_xlat29;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat29 = u_xlat29 * u_xlat30;
					    u_xlat29 = u_xlat15 * u_xlat29 + 1.0;
					    u_xlat30 = -abs(u_xlat42) + 1.0;
					    u_xlat46 = u_xlat30 * u_xlat30;
					    u_xlat46 = u_xlat46 * u_xlat46;
					    u_xlat30 = u_xlat30 * u_xlat46;
					    u_xlat15 = u_xlat15 * u_xlat30 + 1.0;
					    u_xlat15 = u_xlat15 * u_xlat29;
					    u_xlat15 = u_xlat2.x * u_xlat15;
					    u_xlat29 = u_xlat3.x * u_xlat3.x;
					    u_xlat29 = max(u_xlat29, 0.00200000009);
					    u_xlat3.x = (-u_xlat29) + 1.0;
					    u_xlat46 = abs(u_xlat42) * u_xlat3.x + u_xlat29;
					    u_xlat3.x = u_xlat2.x * u_xlat3.x + u_xlat29;
					    u_xlat42 = abs(u_xlat42) * u_xlat3.x;
					    u_xlat42 = u_xlat2.x * u_xlat46 + u_xlat42;
					    u_xlat42 = u_xlat42 + 9.99999975e-06;
					    u_xlat42 = 0.5 / u_xlat42;
					    u_xlat3.x = u_xlat29 * u_xlat29;
					    u_xlat46 = u_xlat16 * u_xlat3.x + (-u_xlat16);
					    u_xlat16 = u_xlat46 * u_xlat16 + 1.0;
					    u_xlat3.x = u_xlat3.x * 0.318309873;
					    u_xlat16 = u_xlat16 * u_xlat16 + 1.00000001e-07;
					    u_xlat16 = u_xlat3.x / u_xlat16;
					    u_xlat42 = u_xlat42 * u_xlat16;
					    u_xlat42 = u_xlat42 * 3.14159274;
					    u_xlat42 = u_xlat2.x * u_xlat42;
					    u_xlat42 = max(u_xlat42, 0.0);
					    u_xlat29 = u_xlat29 * u_xlat29 + 1.0;
					    u_xlat29 = float(1.0) / u_xlat29;
					    u_xlat2.x = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlatb2 = u_xlat2.x!=0.0;
					    u_xlat2.x = u_xlatb2 ? 1.0 : float(0.0);
					    u_xlat42 = u_xlat42 * u_xlat2.x;
					    u_xlat43 = (-u_xlat43) + u_xlat44;
					    u_xlat43 = u_xlat43 + 1.0;
					    u_xlat43 = clamp(u_xlat43, 0.0, 1.0);
					    u_xlat2.xyw = u_xlat7.xyz * vec3(u_xlat15) + u_xlat17.xyz;
					    u_xlat3.xyz = u_xlat7.xyz * vec3(u_xlat42);
					    u_xlat42 = (-u_xlat1.x) + 1.0;
					    u_xlat1.x = u_xlat42 * u_xlat42;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat42 = u_xlat42 * u_xlat1.x;
					    u_xlat5.xyz = (-u_xlat0.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat5.xyz = u_xlat5.xyz * vec3(u_xlat42) + u_xlat0.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * u_xlat5.xyz;
					    u_xlat2.xyw = u_xlat4.xyz * u_xlat2.xyw + u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat9.xyz * vec3(u_xlat29);
					    u_xlat3.xyz = (-u_xlat0.xyz) + vec3(u_xlat43);
					    u_xlat0.xyz = vec3(u_xlat30) * u_xlat3.xyz + u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat1.xyz * u_xlat0.xyz + u_xlat2.xyw;
					    u_xlat42 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat42 = (-u_xlat42) + 1.0;
					    u_xlat42 = u_xlat42 * _ProjectionParams.z;
					    u_xlat42 = max(u_xlat42, 0.0);
					    u_xlat42 = u_xlat42 * unity_FogParams.x;
					    u_xlat42 = u_xlat42 * (-u_xlat42);
					    u_xlat42 = exp2(u_xlat42);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat42) * u_xlat0.xyz + unity_FogColor.xyz;
					    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 _LightColor0;
						vec4 unused_0_2;
						vec4 _MainNormalMap_ST;
						float _DriedBloodEffect_Tiling;
						float _DriedBloodEffectLevel;
						float _OverallNormalPower;
						float _Noise1;
						float _Noise2;
						vec4 _Noise_Texture_ST;
						float _Bias;
						float _Scale;
						vec4 _MainColorTintFadeA;
						vec4 _MainTexture_ST;
						vec4 _DriedBloodColorGloss;
						float _Metallic;
						float _DriedBlood_Metallic;
						float _Gloss;
						vec4 unused_0_18;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unused_2_5[4];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_7;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainNormalMap;
					uniform  sampler2D _DriedBlood_Normal;
					uniform  sampler2D _Noise_Texture;
					uniform  sampler2D _MainTexture;
					uniform  sampler2D _DriedBlood_Curvature;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD5;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					bool u_xlatb2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					bvec3 u_xlatb6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					vec4 u_xlat10;
					vec3 u_xlat11;
					bvec3 u_xlatb11;
					vec3 u_xlat12;
					bvec3 u_xlatb13;
					float u_xlat15;
					float u_xlat16;
					vec3 u_xlat17;
					bool u_xlatb17;
					vec3 u_xlat19;
					bvec3 u_xlatb21;
					float u_xlat29;
					float u_xlat30;
					float u_xlat31;
					vec2 u_xlat32;
					vec2 u_xlat33;
					float u_xlat42;
					int u_xlati42;
					float u_xlat43;
					bool u_xlatb43;
					float u_xlat44;
					bool u_xlatb44;
					float u_xlat45;
					bool u_xlatb45;
					float u_xlat46;
					bool u_xlatb46;
					float u_xlat47;
					float u_xlat48;
					bool u_xlatb48;
					void main()
					{
					    u_xlat0.x = vs_TEXCOORD1.w;
					    u_xlat0.y = vs_TEXCOORD2.w;
					    u_xlat0.z = vs_TEXCOORD3.w;
					    u_xlati42 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat0.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati42].xyz;
					    u_xlat42 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat42 = inversesqrt(u_xlat42);
					    u_xlat2.xyz = vec3(u_xlat42) * u_xlat1.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainNormalMap_ST.xy + _MainNormalMap_ST.zw;
					    u_xlat4 = vs_TEXCOORD0.xyxy * vec4(_DriedBloodEffect_Tiling, _DriedBloodEffect_Tiling, _Noise1, _Noise1);
					    u_xlat3 = texture(_MainNormalMap, u_xlat3.xy);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat43 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat43 = min(u_xlat43, 1.0);
					    u_xlat43 = (-u_xlat43) + 1.0;
					    u_xlat3.z = sqrt(u_xlat43);
					    u_xlat5 = texture(_DriedBlood_Normal, u_xlat4.xy);
					    u_xlat5.x = u_xlat5.w * u_xlat5.x;
					    u_xlat5.xy = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat43 = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat43 = min(u_xlat43, 1.0);
					    u_xlat43 = (-u_xlat43) + 1.0;
					    u_xlat5.z = sqrt(u_xlat43);
					    u_xlat5.xyz = (-u_xlat3.xyz) + u_xlat5.xyz;
					    u_xlat3.xyz = vec3(vec3(_DriedBloodEffectLevel, _DriedBloodEffectLevel, _DriedBloodEffectLevel)) * u_xlat5.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz + vec3(-0.0, -0.0, -1.0);
					    u_xlat3.xyz = vec3(vec3(_OverallNormalPower, _OverallNormalPower, _OverallNormalPower)) * u_xlat3.xyz + vec3(0.0, 0.0, 1.0);
					    u_xlat43 = dot(u_xlat4.zw, vec2(0.366025418, 0.366025418));
					    u_xlat32.xy = vs_TEXCOORD0.xy * vec2(vec2(_Noise1, _Noise1)) + vec2(u_xlat43);
					    u_xlat32.xy = floor(u_xlat32.xy);
					    u_xlat5.xy = vs_TEXCOORD0.xy * vec2(vec2(_Noise1, _Noise1)) + (-u_xlat32.xy);
					    u_xlat43 = dot(u_xlat32.xy, vec2(0.211324871, 0.211324871));
					    u_xlat5.xy = vec2(u_xlat43) + u_xlat5.xy;
					    u_xlatb43 = u_xlat5.y<u_xlat5.x;
					    u_xlat6 = u_xlat5.xyxy + vec4(0.211324871, 0.211324871, -0.577350259, -0.577350259);
					    u_xlat7 = (bool(u_xlatb43)) ? vec4(0.0, 1.0, -1.0, -0.0) : vec4(1.0, 0.0, -0.0, -1.0);
					    u_xlat6.xy = u_xlat6.xy + u_xlat7.zw;
					    u_xlat33.xy = u_xlat32.xy * vec2(0.00346020772, 0.00346020772);
					    u_xlat33.xy = floor(u_xlat33.xy);
					    u_xlat32.xy = (-u_xlat33.xy) * vec2(289.0, 289.0) + u_xlat32.xy;
					    u_xlat8.x = float(0.0);
					    u_xlat8.z = float(1.0);
					    u_xlat8.y = u_xlat7.x;
					    u_xlat8.xyz = u_xlat32.yyy + u_xlat8.xyz;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xyz;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat9.xyz = floor(u_xlat9.xyz);
					    u_xlat8.xyz = (-u_xlat9.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat32.xxx + u_xlat8.xyz;
					    u_xlat7.x = float(0.0);
					    u_xlat7.z = float(1.0);
					    u_xlat7.xyz = u_xlat7.xyz + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat8.xyz = floor(u_xlat8.xyz);
					    u_xlat7.xyz = (-u_xlat8.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat7.xyz;
					    u_xlat8.x = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat8.y = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat8.z = dot(u_xlat6.zw, u_xlat6.zw);
					    u_xlat8.xyz = (-u_xlat8.xyz) + vec3(0.5, 0.5, 0.5);
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat8.xyz;
					    u_xlat7.xyz = u_xlat7.xyz * vec3(0.024390243, 0.024390243, 0.024390243);
					    u_xlat7.xyz = fract(u_xlat7.xyz);
					    u_xlat9.xyz = u_xlat7.xyz * vec3(2.0, 2.0, 2.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat10.xyz = abs(u_xlat9.xyz) + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = u_xlat7.xyz * vec3(2.0, 2.0, 2.0) + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = floor(u_xlat7.xyz);
					    u_xlat7.xyz = (-u_xlat7.xyz) + u_xlat9.xyz;
					    u_xlat9.xyz = u_xlat10.xyz * u_xlat10.xyz;
					    u_xlat9.xyz = u_xlat7.xyz * u_xlat7.xyz + u_xlat9.xyz;
					    u_xlat9.xyz = (-u_xlat9.xyz) * vec3(0.853734732, 0.853734732, 0.853734732) + vec3(1.79284286, 1.79284286, 1.79284286);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xyz;
					    u_xlat43 = u_xlat5.y * u_xlat10.x;
					    u_xlat5.x = u_xlat7.x * u_xlat5.x + u_xlat43;
					    u_xlat32.xy = u_xlat6.yw * u_xlat10.yz;
					    u_xlat5.yz = u_xlat7.yz * u_xlat6.xz + u_xlat32.xy;
					    u_xlat43 = dot(u_xlat8.xyz, u_xlat5.xyz);
					    u_xlat43 = u_xlat43 * 130.0;
					    u_xlat44 = _Noise1 * _Noise2;
					    u_xlat32.xy = vec2(u_xlat44) * vs_TEXCOORD0.xy;
					    u_xlat45 = dot(u_xlat32.xy, vec2(0.366025418, 0.366025418));
					    u_xlat32.xy = vs_TEXCOORD0.xy * vec2(u_xlat44) + vec2(u_xlat45);
					    u_xlat32.xy = floor(u_xlat32.xy);
					    u_xlat5.xy = vs_TEXCOORD0.xy * vec2(u_xlat44) + (-u_xlat32.xy);
					    u_xlat44 = dot(u_xlat32.xy, vec2(0.211324871, 0.211324871));
					    u_xlat5.xy = vec2(u_xlat44) + u_xlat5.xy;
					    u_xlatb44 = u_xlat5.y<u_xlat5.x;
					    u_xlat6 = u_xlat5.xyxy + vec4(0.211324871, 0.211324871, -0.577350259, -0.577350259);
					    u_xlat7 = (bool(u_xlatb44)) ? vec4(0.0, 1.0, -1.0, -0.0) : vec4(1.0, 0.0, -0.0, -1.0);
					    u_xlat6.xy = u_xlat6.xy + u_xlat7.zw;
					    u_xlat33.xy = u_xlat32.xy * vec2(0.00346020772, 0.00346020772);
					    u_xlat33.xy = floor(u_xlat33.xy);
					    u_xlat32.xy = (-u_xlat33.xy) * vec2(289.0, 289.0) + u_xlat32.xy;
					    u_xlat8.x = float(0.0);
					    u_xlat8.z = float(1.0);
					    u_xlat8.y = u_xlat7.x;
					    u_xlat8.xyz = u_xlat32.yyy + u_xlat8.xyz;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xyz;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat9.xyz = floor(u_xlat9.xyz);
					    u_xlat8.xyz = (-u_xlat9.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat32.xxx + u_xlat8.xyz;
					    u_xlat7.x = float(0.0);
					    u_xlat7.z = float(1.0);
					    u_xlat7.xyz = u_xlat7.xyz + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat8.xyz = floor(u_xlat8.xyz);
					    u_xlat7.xyz = (-u_xlat8.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat7.xyz;
					    u_xlat8.x = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat8.y = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat8.z = dot(u_xlat6.zw, u_xlat6.zw);
					    u_xlat8.xyz = (-u_xlat8.xyz) + vec3(0.5, 0.5, 0.5);
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat8.xyz;
					    u_xlat7.xyz = u_xlat7.xyz * vec3(0.024390243, 0.024390243, 0.024390243);
					    u_xlat7.xyz = fract(u_xlat7.xyz);
					    u_xlat9.xyz = u_xlat7.xyz * vec3(2.0, 2.0, 2.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat10.xyz = abs(u_xlat9.xyz) + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = u_xlat7.xyz * vec3(2.0, 2.0, 2.0) + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = floor(u_xlat7.xyz);
					    u_xlat7.xyz = (-u_xlat7.xyz) + u_xlat9.xyz;
					    u_xlat9.xyz = u_xlat10.xyz * u_xlat10.xyz;
					    u_xlat9.xyz = u_xlat7.xyz * u_xlat7.xyz + u_xlat9.xyz;
					    u_xlat9.xyz = (-u_xlat9.xyz) * vec3(0.853734732, 0.853734732, 0.853734732) + vec3(1.79284286, 1.79284286, 1.79284286);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xyz;
					    u_xlat44 = u_xlat5.y * u_xlat10.x;
					    u_xlat5.x = u_xlat7.x * u_xlat5.x + u_xlat44;
					    u_xlat32.xy = u_xlat6.yw * u_xlat10.yz;
					    u_xlat5.yz = u_xlat7.yz * u_xlat6.xz + u_xlat32.xy;
					    u_xlat44 = dot(u_xlat8.xyz, u_xlat5.xyz);
					    u_xlat43 = u_xlat43 * u_xlat44;
					    u_xlat32.xy = vs_TEXCOORD0.xy * _Noise_Texture_ST.xy + _Noise_Texture_ST.zw;
					    u_xlat44 = _Bias * 3.0;
					    u_xlat43 = u_xlat43 * 130.0;
					    u_xlat5 = texture(_Noise_Texture, u_xlat32.xy);
					    u_xlat5.xyz = (-vec3(u_xlat43)) * u_xlat5.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat5.xyz = u_xlat5.xyz + vec3(_Bias);
					    u_xlat5.xyz = u_xlat5.xyz * vec3(vec3(_Scale, _Scale, _Scale));
					    u_xlat5.xyz = log2(u_xlat5.xyz);
					    u_xlat5.xyz = vec3(u_xlat44) * u_xlat5.xyz;
					    u_xlat5.xyz = exp2(u_xlat5.xyz);
					    u_xlat19.xyz = min(u_xlat5.xyz, vec3(1.0, 0.0, 0.0));
					    u_xlat32.xy = vs_TEXCOORD0.xy * _MainTexture_ST.xy + _MainTexture_ST.zw;
					    u_xlat6 = texture(_MainTexture, u_xlat32.xy);
					    u_xlat7.xyz = u_xlat6.xxx * _MainColorTintFadeA.xyz;
					    u_xlat4 = texture(_DriedBlood_Curvature, u_xlat4.xy);
					    u_xlat8.xyz = u_xlat19.xyz * vec3(vec3(_DriedBloodEffectLevel, _DriedBloodEffectLevel, _DriedBloodEffectLevel));
					    u_xlatb21.xyz = lessThan(vec4(0.5, 0.5, 0.5, 0.5), u_xlat7.xyzz).xyz;
					    u_xlat6.xyz = _MainColorTintFadeA.xyz * u_xlat6.xxx + vec3(-0.5, -0.5, -0.5);
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat9.xyz = (-u_xlat19.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat6.xyz = (-u_xlat6.xyz) * u_xlat9.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat43 = u_xlat19.x * u_xlat7.x;
					    u_xlat9.x = u_xlat43 * 2.0;
					    u_xlat9.y = float(0.0);
					    u_xlat9.z = float(0.0);
					    u_xlat19.x = (u_xlatb21.x) ? u_xlat6.x : u_xlat9.x;
					    u_xlat19.y = (u_xlatb21.y) ? u_xlat6.y : u_xlat9.y;
					    u_xlat19.z = (u_xlatb21.z) ? u_xlat6.z : u_xlat9.z;
					    u_xlat19.xyz = clamp(u_xlat19.xyz, 0.0, 1.0);
					    u_xlatb6.xyz = lessThan(vec4(0.5, 0.5, 0.5, 0.0), u_xlat4.xyzx).xyz;
					    u_xlat7.xyz = u_xlat4.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = (-u_xlat7.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat9.xyz = (-_DriedBloodColorGloss.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = (-u_xlat7.xyz) * u_xlat9.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = u_xlat4.xyz * _DriedBloodColorGloss.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + u_xlat4.xyz;
					    {
					        vec4 hlslcc_movcTemp = u_xlat4;
					        hlslcc_movcTemp.x = (u_xlatb6.x) ? u_xlat7.x : u_xlat4.x;
					        hlslcc_movcTemp.y = (u_xlatb6.y) ? u_xlat7.y : u_xlat4.y;
					        hlslcc_movcTemp.z = (u_xlatb6.z) ? u_xlat7.z : u_xlat4.z;
					        u_xlat4 = hlslcc_movcTemp;
					    }
					    u_xlat4.xyz = (-u_xlat19.xyz) + u_xlat4.xyz;
					    u_xlat4.xyz = u_xlat8.xyz * u_xlat4.xyz + u_xlat19.xyz;
					    u_xlat43 = (-_Metallic) + _DriedBlood_Metallic;
					    u_xlat43 = u_xlat8.x * u_xlat43 + _Metallic;
					    u_xlat44 = _DriedBloodColorGloss.w + (-_Gloss);
					    u_xlat44 = u_xlat8.x * u_xlat44 + _Gloss;
					    u_xlat45 = u_xlat5.x * u_xlat6.w;
					    u_xlat45 = u_xlat45 * u_xlat45;
					    u_xlat46 = u_xlat45 * u_xlat45;
					    u_xlat45 = u_xlat45 * u_xlat46;
					    u_xlat45 = min(u_xlat45, 1.0);
					    SV_Target0.w = u_xlat45 * _MainColorTintFadeA.w;
					    u_xlatb45 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb45){
					        u_xlatb46 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb46)) ? u_xlat5.xyz : u_xlat0.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat46 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat19.x = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat46, u_xlat19.x);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5.x = float(1.0);
					        u_xlat5.y = float(1.0);
					        u_xlat5.z = float(1.0);
					        u_xlat5.w = float(1.0);
					    }
					    u_xlat46 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat46 = clamp(u_xlat46, 0.0, 1.0);
					    u_xlat5.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat5.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat5.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat5.xyz = u_xlat3.xxx * u_xlat5.xyz;
					    u_xlat3.x = (-u_xlat44) + 1.0;
					    u_xlat17.x = dot((-u_xlat2.xyz), u_xlat5.xyz);
					    u_xlat17.x = u_xlat17.x + u_xlat17.x;
					    u_xlat6.xyz = u_xlat5.xyz * (-u_xlat17.xxx) + (-u_xlat2.xyz);
					    u_xlat7.xyz = vec3(u_xlat46) * _LightColor0.xyz;
					    if(u_xlatb45){
					        u_xlatb17 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat8.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat8.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat8.xyz;
					        u_xlat8.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat8.xyz;
					        u_xlat8.xyz = u_xlat8.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat17.xyz = (bool(u_xlatb17)) ? u_xlat8.xyz : u_xlat0.xyz;
					        u_xlat17.xyz = u_xlat17.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat8.yzw = u_xlat17.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat17.x = u_xlat8.y * 0.25;
					        u_xlat31 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat45 = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat17.x = max(u_xlat31, u_xlat17.x);
					        u_xlat8.x = min(u_xlat45, u_xlat17.x);
					        u_xlat9 = texture(unity_ProbeVolumeSH, u_xlat8.xzw);
					        u_xlat17.xyz = u_xlat8.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat10 = texture(unity_ProbeVolumeSH, u_xlat17.xyz);
					        u_xlat17.xyz = u_xlat8.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat8 = texture(unity_ProbeVolumeSH, u_xlat17.xyz);
					        u_xlat5.w = 1.0;
					        u_xlat9.x = dot(u_xlat9, u_xlat5);
					        u_xlat9.y = dot(u_xlat10, u_xlat5);
					        u_xlat9.z = dot(u_xlat8, u_xlat5);
					    } else {
					        u_xlat5.w = 1.0;
					        u_xlat9.x = dot(unity_SHAr, u_xlat5);
					        u_xlat9.y = dot(unity_SHAg, u_xlat5);
					        u_xlat9.z = dot(unity_SHAb, u_xlat5);
					    }
					    u_xlat17.xyz = u_xlat9.xyz + vs_TEXCOORD4.xyz;
					    u_xlat17.xyz = max(u_xlat17.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlatb46 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb46){
					        u_xlat46 = dot(u_xlat6.xyz, u_xlat6.xyz);
					        u_xlat46 = inversesqrt(u_xlat46);
					        u_xlat8.xyz = vec3(u_xlat46) * u_xlat6.xyz;
					        u_xlat9.xyz = (-u_xlat0.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat9.xyz = u_xlat9.xyz / u_xlat8.xyz;
					        u_xlat10.xyz = (-u_xlat0.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat10.xyz = u_xlat10.xyz / u_xlat8.xyz;
					        u_xlatb11.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat8.xyzx).xyz;
					        {
					            vec4 hlslcc_movcTemp = u_xlat9;
					            hlslcc_movcTemp.x = (u_xlatb11.x) ? u_xlat9.x : u_xlat10.x;
					            hlslcc_movcTemp.y = (u_xlatb11.y) ? u_xlat9.y : u_xlat10.y;
					            hlslcc_movcTemp.z = (u_xlatb11.z) ? u_xlat9.z : u_xlat10.z;
					            u_xlat9 = hlslcc_movcTemp;
					        }
					        u_xlat46 = min(u_xlat9.y, u_xlat9.x);
					        u_xlat46 = min(u_xlat9.z, u_xlat46);
					        u_xlat9.xyz = u_xlat0.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat46) + u_xlat9.xyz;
					    } else {
					        u_xlat8.xyz = u_xlat6.xyz;
					    }
					    u_xlat46 = (-u_xlat3.x) * 0.699999988 + 1.70000005;
					    u_xlat46 = u_xlat3.x * u_xlat46;
					    u_xlat46 = u_xlat46 * 6.0;
					    u_xlat8 = textureLod(unity_SpecCube0, u_xlat8.xyz, u_xlat46);
					    u_xlat47 = u_xlat8.w + -1.0;
					    u_xlat47 = unity_SpecCube0_HDR.w * u_xlat47 + 1.0;
					    u_xlat47 = log2(u_xlat47);
					    u_xlat47 = u_xlat47 * unity_SpecCube0_HDR.y;
					    u_xlat47 = exp2(u_xlat47);
					    u_xlat47 = u_xlat47 * unity_SpecCube0_HDR.x;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(u_xlat47);
					    u_xlatb48 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb48){
					        u_xlatb48 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb48){
					            u_xlat48 = dot(u_xlat6.xyz, u_xlat6.xyz);
					            u_xlat48 = inversesqrt(u_xlat48);
					            u_xlat10.xyz = vec3(u_xlat48) * u_xlat6.xyz;
					            u_xlat11.xyz = (-u_xlat0.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat11.xyz = u_xlat11.xyz / u_xlat10.xyz;
					            u_xlat12.xyz = (-u_xlat0.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat12.xyz = u_xlat12.xyz / u_xlat10.xyz;
					            u_xlatb13.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat10.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat11;
					                hlslcc_movcTemp.x = (u_xlatb13.x) ? u_xlat11.x : u_xlat12.x;
					                hlslcc_movcTemp.y = (u_xlatb13.y) ? u_xlat11.y : u_xlat12.y;
					                hlslcc_movcTemp.z = (u_xlatb13.z) ? u_xlat11.z : u_xlat12.z;
					                u_xlat11 = hlslcc_movcTemp;
					            }
					            u_xlat48 = min(u_xlat11.y, u_xlat11.x);
					            u_xlat48 = min(u_xlat11.z, u_xlat48);
					            u_xlat0.xyz = u_xlat0.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat6.xyz = u_xlat10.xyz * vec3(u_xlat48) + u_xlat0.xyz;
					        }
					        u_xlat6 = textureLod(unity_SpecCube1, u_xlat6.xyz, u_xlat46);
					        u_xlat0.x = u_xlat6.w + -1.0;
					        u_xlat0.x = unity_SpecCube1_HDR.w * u_xlat0.x + 1.0;
					        u_xlat0.x = log2(u_xlat0.x);
					        u_xlat0.x = u_xlat0.x * unity_SpecCube1_HDR.y;
					        u_xlat0.x = exp2(u_xlat0.x);
					        u_xlat0.x = u_xlat0.x * unity_SpecCube1_HDR.x;
					        u_xlat0.xyz = u_xlat6.xyz * u_xlat0.xxx;
					        u_xlat6.xyz = vec3(u_xlat47) * u_xlat8.xyz + (-u_xlat0.xyz);
					        u_xlat9.xyz = unity_SpecCube0_BoxMin.www * u_xlat6.xyz + u_xlat0.xyz;
					    }
					    u_xlat0.xyz = u_xlat4.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat0.xyz = vec3(u_xlat43) * u_xlat0.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat43 = (-u_xlat43) * 0.959999979 + 0.959999979;
					    u_xlat4.xyz = vec3(u_xlat43) * u_xlat4.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat42) + _WorldSpaceLightPos0.xyz;
					    u_xlat42 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat42 = max(u_xlat42, 0.00100000005);
					    u_xlat42 = inversesqrt(u_xlat42);
					    u_xlat1.xyz = vec3(u_xlat42) * u_xlat1.xyz;
					    u_xlat42 = dot(u_xlat5.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat5.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlat16 = dot(u_xlat5.xyz, u_xlat1.xyz);
					    u_xlat16 = clamp(u_xlat16, 0.0, 1.0);
					    u_xlat1.x = dot(_WorldSpaceLightPos0.xyz, u_xlat1.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat15 = u_xlat1.x + u_xlat1.x;
					    u_xlat15 = u_xlat1.x * u_xlat15;
					    u_xlat15 = u_xlat15 * u_xlat3.x + -0.5;
					    u_xlat29 = (-u_xlat2.x) + 1.0;
					    u_xlat30 = u_xlat29 * u_xlat29;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat29 = u_xlat29 * u_xlat30;
					    u_xlat29 = u_xlat15 * u_xlat29 + 1.0;
					    u_xlat30 = -abs(u_xlat42) + 1.0;
					    u_xlat46 = u_xlat30 * u_xlat30;
					    u_xlat46 = u_xlat46 * u_xlat46;
					    u_xlat30 = u_xlat30 * u_xlat46;
					    u_xlat15 = u_xlat15 * u_xlat30 + 1.0;
					    u_xlat15 = u_xlat15 * u_xlat29;
					    u_xlat15 = u_xlat2.x * u_xlat15;
					    u_xlat29 = u_xlat3.x * u_xlat3.x;
					    u_xlat29 = max(u_xlat29, 0.00200000009);
					    u_xlat3.x = (-u_xlat29) + 1.0;
					    u_xlat46 = abs(u_xlat42) * u_xlat3.x + u_xlat29;
					    u_xlat3.x = u_xlat2.x * u_xlat3.x + u_xlat29;
					    u_xlat42 = abs(u_xlat42) * u_xlat3.x;
					    u_xlat42 = u_xlat2.x * u_xlat46 + u_xlat42;
					    u_xlat42 = u_xlat42 + 9.99999975e-06;
					    u_xlat42 = 0.5 / u_xlat42;
					    u_xlat3.x = u_xlat29 * u_xlat29;
					    u_xlat46 = u_xlat16 * u_xlat3.x + (-u_xlat16);
					    u_xlat16 = u_xlat46 * u_xlat16 + 1.0;
					    u_xlat3.x = u_xlat3.x * 0.318309873;
					    u_xlat16 = u_xlat16 * u_xlat16 + 1.00000001e-07;
					    u_xlat16 = u_xlat3.x / u_xlat16;
					    u_xlat42 = u_xlat42 * u_xlat16;
					    u_xlat42 = u_xlat42 * 3.14159274;
					    u_xlat42 = u_xlat2.x * u_xlat42;
					    u_xlat42 = max(u_xlat42, 0.0);
					    u_xlat29 = u_xlat29 * u_xlat29 + 1.0;
					    u_xlat29 = float(1.0) / u_xlat29;
					    u_xlat2.x = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlatb2 = u_xlat2.x!=0.0;
					    u_xlat2.x = u_xlatb2 ? 1.0 : float(0.0);
					    u_xlat42 = u_xlat42 * u_xlat2.x;
					    u_xlat43 = (-u_xlat43) + u_xlat44;
					    u_xlat43 = u_xlat43 + 1.0;
					    u_xlat43 = clamp(u_xlat43, 0.0, 1.0);
					    u_xlat2.xyw = u_xlat7.xyz * vec3(u_xlat15) + u_xlat17.xyz;
					    u_xlat3.xyz = u_xlat7.xyz * vec3(u_xlat42);
					    u_xlat42 = (-u_xlat1.x) + 1.0;
					    u_xlat1.x = u_xlat42 * u_xlat42;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat42 = u_xlat42 * u_xlat1.x;
					    u_xlat5.xyz = (-u_xlat0.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat5.xyz = u_xlat5.xyz * vec3(u_xlat42) + u_xlat0.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * u_xlat5.xyz;
					    u_xlat2.xyw = u_xlat4.xyz * u_xlat2.xyw + u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat9.xyz * vec3(u_xlat29);
					    u_xlat3.xyz = (-u_xlat0.xyz) + vec3(u_xlat43);
					    u_xlat0.xyz = vec3(u_xlat30) * u_xlat3.xyz + u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat1.xyz * u_xlat0.xyz + u_xlat2.xyw;
					    u_xlat42 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat42 = (-u_xlat42) + 1.0;
					    u_xlat42 = u_xlat42 * _ProjectionParams.z;
					    u_xlat42 = max(u_xlat42, 0.0);
					    u_xlat42 = u_xlat42 * unity_FogParams.x;
					    u_xlat42 = u_xlat42 * (-u_xlat42);
					    u_xlat42 = exp2(u_xlat42);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat42) * u_xlat0.xyz + unity_FogColor.xyz;
					    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;
						vec4 unity_DynamicLightmap_HDR;
						vec4 _LightColor0;
						vec4 unused_0_3;
						vec4 _MainNormalMap_ST;
						float _DriedBloodEffect_Tiling;
						float _DriedBloodEffectLevel;
						float _OverallNormalPower;
						float _Noise1;
						float _Noise2;
						vec4 _Noise_Texture_ST;
						float _Bias;
						float _Scale;
						vec4 _MainColorTintFadeA;
						vec4 _MainTexture_ST;
						vec4 _DriedBloodColorGloss;
						float _Metallic;
						float _DriedBlood_Metallic;
						float _Gloss;
						vec4 unused_0_19;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainNormalMap;
					uniform  sampler2D _DriedBlood_Normal;
					uniform  sampler2D _Noise_Texture;
					uniform  sampler2D _MainTexture;
					uniform  sampler2D _DriedBlood_Curvature;
					uniform  sampler2D unity_DynamicLightmap;
					uniform  sampler2D unity_DynamicDirectionality;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD5;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					bool u_xlatb2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					bvec3 u_xlatb6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec3 u_xlat9;
					vec4 u_xlat10;
					vec3 u_xlat11;
					bvec3 u_xlatb11;
					vec3 u_xlat12;
					bvec3 u_xlatb13;
					float u_xlat15;
					float u_xlat16;
					float u_xlat17;
					vec3 u_xlat19;
					bvec3 u_xlatb21;
					float u_xlat29;
					float u_xlat30;
					vec2 u_xlat32;
					vec2 u_xlat33;
					float u_xlat42;
					float u_xlat43;
					bool u_xlatb43;
					float u_xlat44;
					bool u_xlatb44;
					float u_xlat45;
					bool u_xlatb45;
					float u_xlat46;
					float u_xlat47;
					float u_xlat48;
					bool u_xlatb48;
					void main()
					{
					    u_xlat0.x = vs_TEXCOORD1.w;
					    u_xlat0.y = vs_TEXCOORD2.w;
					    u_xlat0.z = vs_TEXCOORD3.w;
					    u_xlat1.xyz = (-u_xlat0.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat42 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat42 = inversesqrt(u_xlat42);
					    u_xlat2.xyz = vec3(u_xlat42) * u_xlat1.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainNormalMap_ST.xy + _MainNormalMap_ST.zw;
					    u_xlat4 = vs_TEXCOORD0.xyxy * vec4(_DriedBloodEffect_Tiling, _DriedBloodEffect_Tiling, _Noise1, _Noise1);
					    u_xlat3 = texture(_MainNormalMap, u_xlat3.xy);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat43 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat43 = min(u_xlat43, 1.0);
					    u_xlat43 = (-u_xlat43) + 1.0;
					    u_xlat3.z = sqrt(u_xlat43);
					    u_xlat5 = texture(_DriedBlood_Normal, u_xlat4.xy);
					    u_xlat5.x = u_xlat5.w * u_xlat5.x;
					    u_xlat5.xy = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat43 = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat43 = min(u_xlat43, 1.0);
					    u_xlat43 = (-u_xlat43) + 1.0;
					    u_xlat5.z = sqrt(u_xlat43);
					    u_xlat5.xyz = (-u_xlat3.xyz) + u_xlat5.xyz;
					    u_xlat3.xyz = vec3(vec3(_DriedBloodEffectLevel, _DriedBloodEffectLevel, _DriedBloodEffectLevel)) * u_xlat5.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz + vec3(-0.0, -0.0, -1.0);
					    u_xlat3.xyz = vec3(vec3(_OverallNormalPower, _OverallNormalPower, _OverallNormalPower)) * u_xlat3.xyz + vec3(0.0, 0.0, 1.0);
					    u_xlat43 = dot(u_xlat4.zw, vec2(0.366025418, 0.366025418));
					    u_xlat32.xy = vs_TEXCOORD0.xy * vec2(vec2(_Noise1, _Noise1)) + vec2(u_xlat43);
					    u_xlat32.xy = floor(u_xlat32.xy);
					    u_xlat5.xy = vs_TEXCOORD0.xy * vec2(vec2(_Noise1, _Noise1)) + (-u_xlat32.xy);
					    u_xlat43 = dot(u_xlat32.xy, vec2(0.211324871, 0.211324871));
					    u_xlat5.xy = vec2(u_xlat43) + u_xlat5.xy;
					    u_xlatb43 = u_xlat5.y<u_xlat5.x;
					    u_xlat6 = u_xlat5.xyxy + vec4(0.211324871, 0.211324871, -0.577350259, -0.577350259);
					    u_xlat7 = (bool(u_xlatb43)) ? vec4(0.0, 1.0, -1.0, -0.0) : vec4(1.0, 0.0, -0.0, -1.0);
					    u_xlat6.xy = u_xlat6.xy + u_xlat7.zw;
					    u_xlat33.xy = u_xlat32.xy * vec2(0.00346020772, 0.00346020772);
					    u_xlat33.xy = floor(u_xlat33.xy);
					    u_xlat32.xy = (-u_xlat33.xy) * vec2(289.0, 289.0) + u_xlat32.xy;
					    u_xlat8.x = float(0.0);
					    u_xlat8.z = float(1.0);
					    u_xlat8.y = u_xlat7.x;
					    u_xlat8.xyz = u_xlat32.yyy + u_xlat8.xyz;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xyz;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat9.xyz = floor(u_xlat9.xyz);
					    u_xlat8.xyz = (-u_xlat9.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat32.xxx + u_xlat8.xyz;
					    u_xlat7.x = float(0.0);
					    u_xlat7.z = float(1.0);
					    u_xlat7.xyz = u_xlat7.xyz + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat8.xyz = floor(u_xlat8.xyz);
					    u_xlat7.xyz = (-u_xlat8.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat7.xyz;
					    u_xlat8.x = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat8.y = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat8.z = dot(u_xlat6.zw, u_xlat6.zw);
					    u_xlat8.xyz = (-u_xlat8.xyz) + vec3(0.5, 0.5, 0.5);
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat8.xyz;
					    u_xlat7.xyz = u_xlat7.xyz * vec3(0.024390243, 0.024390243, 0.024390243);
					    u_xlat7.xyz = fract(u_xlat7.xyz);
					    u_xlat9.xyz = u_xlat7.xyz * vec3(2.0, 2.0, 2.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat10.xyz = abs(u_xlat9.xyz) + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = u_xlat7.xyz * vec3(2.0, 2.0, 2.0) + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = floor(u_xlat7.xyz);
					    u_xlat7.xyz = (-u_xlat7.xyz) + u_xlat9.xyz;
					    u_xlat9.xyz = u_xlat10.xyz * u_xlat10.xyz;
					    u_xlat9.xyz = u_xlat7.xyz * u_xlat7.xyz + u_xlat9.xyz;
					    u_xlat9.xyz = (-u_xlat9.xyz) * vec3(0.853734732, 0.853734732, 0.853734732) + vec3(1.79284286, 1.79284286, 1.79284286);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xyz;
					    u_xlat43 = u_xlat5.y * u_xlat10.x;
					    u_xlat5.x = u_xlat7.x * u_xlat5.x + u_xlat43;
					    u_xlat32.xy = u_xlat6.yw * u_xlat10.yz;
					    u_xlat5.yz = u_xlat7.yz * u_xlat6.xz + u_xlat32.xy;
					    u_xlat43 = dot(u_xlat8.xyz, u_xlat5.xyz);
					    u_xlat43 = u_xlat43 * 130.0;
					    u_xlat44 = _Noise1 * _Noise2;
					    u_xlat32.xy = vec2(u_xlat44) * vs_TEXCOORD0.xy;
					    u_xlat45 = dot(u_xlat32.xy, vec2(0.366025418, 0.366025418));
					    u_xlat32.xy = vs_TEXCOORD0.xy * vec2(u_xlat44) + vec2(u_xlat45);
					    u_xlat32.xy = floor(u_xlat32.xy);
					    u_xlat5.xy = vs_TEXCOORD0.xy * vec2(u_xlat44) + (-u_xlat32.xy);
					    u_xlat44 = dot(u_xlat32.xy, vec2(0.211324871, 0.211324871));
					    u_xlat5.xy = vec2(u_xlat44) + u_xlat5.xy;
					    u_xlatb44 = u_xlat5.y<u_xlat5.x;
					    u_xlat6 = u_xlat5.xyxy + vec4(0.211324871, 0.211324871, -0.577350259, -0.577350259);
					    u_xlat7 = (bool(u_xlatb44)) ? vec4(0.0, 1.0, -1.0, -0.0) : vec4(1.0, 0.0, -0.0, -1.0);
					    u_xlat6.xy = u_xlat6.xy + u_xlat7.zw;
					    u_xlat33.xy = u_xlat32.xy * vec2(0.00346020772, 0.00346020772);
					    u_xlat33.xy = floor(u_xlat33.xy);
					    u_xlat32.xy = (-u_xlat33.xy) * vec2(289.0, 289.0) + u_xlat32.xy;
					    u_xlat8.x = float(0.0);
					    u_xlat8.z = float(1.0);
					    u_xlat8.y = u_xlat7.x;
					    u_xlat8.xyz = u_xlat32.yyy + u_xlat8.xyz;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xyz;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat9.xyz = floor(u_xlat9.xyz);
					    u_xlat8.xyz = (-u_xlat9.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat32.xxx + u_xlat8.xyz;
					    u_xlat7.x = float(0.0);
					    u_xlat7.z = float(1.0);
					    u_xlat7.xyz = u_xlat7.xyz + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat8.xyz = floor(u_xlat8.xyz);
					    u_xlat7.xyz = (-u_xlat8.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat7.xyz;
					    u_xlat8.x = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat8.y = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat8.z = dot(u_xlat6.zw, u_xlat6.zw);
					    u_xlat8.xyz = (-u_xlat8.xyz) + vec3(0.5, 0.5, 0.5);
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat8.xyz;
					    u_xlat7.xyz = u_xlat7.xyz * vec3(0.024390243, 0.024390243, 0.024390243);
					    u_xlat7.xyz = fract(u_xlat7.xyz);
					    u_xlat9.xyz = u_xlat7.xyz * vec3(2.0, 2.0, 2.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat10.xyz = abs(u_xlat9.xyz) + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = u_xlat7.xyz * vec3(2.0, 2.0, 2.0) + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = floor(u_xlat7.xyz);
					    u_xlat7.xyz = (-u_xlat7.xyz) + u_xlat9.xyz;
					    u_xlat9.xyz = u_xlat10.xyz * u_xlat10.xyz;
					    u_xlat9.xyz = u_xlat7.xyz * u_xlat7.xyz + u_xlat9.xyz;
					    u_xlat9.xyz = (-u_xlat9.xyz) * vec3(0.853734732, 0.853734732, 0.853734732) + vec3(1.79284286, 1.79284286, 1.79284286);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xyz;
					    u_xlat44 = u_xlat5.y * u_xlat10.x;
					    u_xlat5.x = u_xlat7.x * u_xlat5.x + u_xlat44;
					    u_xlat32.xy = u_xlat6.yw * u_xlat10.yz;
					    u_xlat5.yz = u_xlat7.yz * u_xlat6.xz + u_xlat32.xy;
					    u_xlat44 = dot(u_xlat8.xyz, u_xlat5.xyz);
					    u_xlat43 = u_xlat43 * u_xlat44;
					    u_xlat32.xy = vs_TEXCOORD0.xy * _Noise_Texture_ST.xy + _Noise_Texture_ST.zw;
					    u_xlat44 = _Bias * 3.0;
					    u_xlat43 = u_xlat43 * 130.0;
					    u_xlat5 = texture(_Noise_Texture, u_xlat32.xy);
					    u_xlat5.xyz = (-vec3(u_xlat43)) * u_xlat5.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat5.xyz = u_xlat5.xyz + vec3(_Bias);
					    u_xlat5.xyz = u_xlat5.xyz * vec3(vec3(_Scale, _Scale, _Scale));
					    u_xlat5.xyz = log2(u_xlat5.xyz);
					    u_xlat5.xyz = vec3(u_xlat44) * u_xlat5.xyz;
					    u_xlat5.xyz = exp2(u_xlat5.xyz);
					    u_xlat19.xyz = min(u_xlat5.xyz, vec3(1.0, 0.0, 0.0));
					    u_xlat32.xy = vs_TEXCOORD0.xy * _MainTexture_ST.xy + _MainTexture_ST.zw;
					    u_xlat6 = texture(_MainTexture, u_xlat32.xy);
					    u_xlat7.xyz = u_xlat6.xxx * _MainColorTintFadeA.xyz;
					    u_xlat4 = texture(_DriedBlood_Curvature, u_xlat4.xy);
					    u_xlat8.xyz = u_xlat19.xyz * vec3(vec3(_DriedBloodEffectLevel, _DriedBloodEffectLevel, _DriedBloodEffectLevel));
					    u_xlatb21.xyz = lessThan(vec4(0.5, 0.5, 0.5, 0.5), u_xlat7.xyzz).xyz;
					    u_xlat6.xyz = _MainColorTintFadeA.xyz * u_xlat6.xxx + vec3(-0.5, -0.5, -0.5);
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat9.xyz = (-u_xlat19.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat6.xyz = (-u_xlat6.xyz) * u_xlat9.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat43 = u_xlat19.x * u_xlat7.x;
					    u_xlat9.x = u_xlat43 * 2.0;
					    u_xlat9.y = float(0.0);
					    u_xlat9.z = float(0.0);
					    u_xlat19.x = (u_xlatb21.x) ? u_xlat6.x : u_xlat9.x;
					    u_xlat19.y = (u_xlatb21.y) ? u_xlat6.y : u_xlat9.y;
					    u_xlat19.z = (u_xlatb21.z) ? u_xlat6.z : u_xlat9.z;
					    u_xlat19.xyz = clamp(u_xlat19.xyz, 0.0, 1.0);
					    u_xlatb6.xyz = lessThan(vec4(0.5, 0.5, 0.5, 0.0), u_xlat4.xyzx).xyz;
					    u_xlat7.xyz = u_xlat4.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = (-u_xlat7.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat9.xyz = (-_DriedBloodColorGloss.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = (-u_xlat7.xyz) * u_xlat9.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = u_xlat4.xyz * _DriedBloodColorGloss.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + u_xlat4.xyz;
					    {
					        vec4 hlslcc_movcTemp = u_xlat4;
					        hlslcc_movcTemp.x = (u_xlatb6.x) ? u_xlat7.x : u_xlat4.x;
					        hlslcc_movcTemp.y = (u_xlatb6.y) ? u_xlat7.y : u_xlat4.y;
					        hlslcc_movcTemp.z = (u_xlatb6.z) ? u_xlat7.z : u_xlat4.z;
					        u_xlat4 = hlslcc_movcTemp;
					    }
					    u_xlat4.xyz = (-u_xlat19.xyz) + u_xlat4.xyz;
					    u_xlat4.xyz = u_xlat8.xyz * u_xlat4.xyz + u_xlat19.xyz;
					    u_xlat43 = (-_Metallic) + _DriedBlood_Metallic;
					    u_xlat43 = u_xlat8.x * u_xlat43 + _Metallic;
					    u_xlat44 = _DriedBloodColorGloss.w + (-_Gloss);
					    u_xlat44 = u_xlat8.x * u_xlat44 + _Gloss;
					    u_xlat45 = u_xlat5.x * u_xlat6.w;
					    u_xlat45 = u_xlat45 * u_xlat45;
					    u_xlat46 = u_xlat45 * u_xlat45;
					    u_xlat45 = u_xlat45 * u_xlat46;
					    u_xlat45 = min(u_xlat45, 1.0);
					    SV_Target0.w = u_xlat45 * _MainColorTintFadeA.w;
					    u_xlatb45 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb45){
					        u_xlatb45 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb45)) ? u_xlat5.xyz : u_xlat0.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat45 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat46 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat45, u_xlat46);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5.x = float(1.0);
					        u_xlat5.y = float(1.0);
					        u_xlat5.z = float(1.0);
					        u_xlat5.w = float(1.0);
					    }
					    u_xlat45 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat45 = clamp(u_xlat45, 0.0, 1.0);
					    u_xlat5.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat5.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat5.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat5.xyz;
					    u_xlat46 = (-u_xlat44) + 1.0;
					    u_xlat5.x = dot((-u_xlat2.xyz), u_xlat3.xyz);
					    u_xlat5.x = u_xlat5.x + u_xlat5.x;
					    u_xlat5.xyz = u_xlat3.xyz * (-u_xlat5.xxx) + (-u_xlat2.xyz);
					    u_xlat6.xyz = vec3(u_xlat45) * _LightColor0.xyz;
					    u_xlat7 = texture(unity_DynamicLightmap, vs_TEXCOORD7.zw);
					    u_xlat45 = u_xlat7.w * unity_DynamicLightmap_HDR.x;
					    u_xlat7.xyz = u_xlat7.xyz * vec3(u_xlat45);
					    u_xlat7.xyz = log2(u_xlat7.xyz);
					    u_xlat7.xyz = u_xlat7.xyz * unity_DynamicLightmap_HDR.yyy;
					    u_xlat7.xyz = exp2(u_xlat7.xyz);
					    u_xlat8 = texture(unity_DynamicDirectionality, vs_TEXCOORD7.zw);
					    u_xlat8.xyz = u_xlat8.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat45 = dot(u_xlat3.xyz, u_xlat8.xyz);
					    u_xlat45 = u_xlat45 + 0.5;
					    u_xlat7.xyz = vec3(u_xlat45) * u_xlat7.xyz;
					    u_xlat45 = max(u_xlat8.w, 9.99999975e-05);
					    u_xlat7.xyz = u_xlat7.xyz / vec3(u_xlat45);
					    u_xlatb45 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb45){
					        u_xlat45 = dot(u_xlat5.xyz, u_xlat5.xyz);
					        u_xlat45 = inversesqrt(u_xlat45);
					        u_xlat8.xyz = vec3(u_xlat45) * u_xlat5.xyz;
					        u_xlat9.xyz = (-u_xlat0.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat9.xyz = u_xlat9.xyz / u_xlat8.xyz;
					        u_xlat10.xyz = (-u_xlat0.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat10.xyz = u_xlat10.xyz / u_xlat8.xyz;
					        u_xlatb11.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat8.xyzx).xyz;
					        {
					            vec3 hlslcc_movcTemp = u_xlat9;
					            hlslcc_movcTemp.x = (u_xlatb11.x) ? u_xlat9.x : u_xlat10.x;
					            hlslcc_movcTemp.y = (u_xlatb11.y) ? u_xlat9.y : u_xlat10.y;
					            hlslcc_movcTemp.z = (u_xlatb11.z) ? u_xlat9.z : u_xlat10.z;
					            u_xlat9 = hlslcc_movcTemp;
					        }
					        u_xlat45 = min(u_xlat9.y, u_xlat9.x);
					        u_xlat45 = min(u_xlat9.z, u_xlat45);
					        u_xlat9.xyz = u_xlat0.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat45) + u_xlat9.xyz;
					    } else {
					        u_xlat8.xyz = u_xlat5.xyz;
					    }
					    u_xlat45 = (-u_xlat46) * 0.699999988 + 1.70000005;
					    u_xlat45 = u_xlat45 * u_xlat46;
					    u_xlat45 = u_xlat45 * 6.0;
					    u_xlat8 = textureLod(unity_SpecCube0, u_xlat8.xyz, u_xlat45);
					    u_xlat47 = u_xlat8.w + -1.0;
					    u_xlat47 = unity_SpecCube0_HDR.w * u_xlat47 + 1.0;
					    u_xlat47 = log2(u_xlat47);
					    u_xlat47 = u_xlat47 * unity_SpecCube0_HDR.y;
					    u_xlat47 = exp2(u_xlat47);
					    u_xlat47 = u_xlat47 * unity_SpecCube0_HDR.x;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(u_xlat47);
					    u_xlatb48 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb48){
					        u_xlatb48 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb48){
					            u_xlat48 = dot(u_xlat5.xyz, u_xlat5.xyz);
					            u_xlat48 = inversesqrt(u_xlat48);
					            u_xlat10.xyz = u_xlat5.xyz * vec3(u_xlat48);
					            u_xlat11.xyz = (-u_xlat0.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat11.xyz = u_xlat11.xyz / u_xlat10.xyz;
					            u_xlat12.xyz = (-u_xlat0.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat12.xyz = u_xlat12.xyz / u_xlat10.xyz;
					            u_xlatb13.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat10.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat11;
					                hlslcc_movcTemp.x = (u_xlatb13.x) ? u_xlat11.x : u_xlat12.x;
					                hlslcc_movcTemp.y = (u_xlatb13.y) ? u_xlat11.y : u_xlat12.y;
					                hlslcc_movcTemp.z = (u_xlatb13.z) ? u_xlat11.z : u_xlat12.z;
					                u_xlat11 = hlslcc_movcTemp;
					            }
					            u_xlat48 = min(u_xlat11.y, u_xlat11.x);
					            u_xlat48 = min(u_xlat11.z, u_xlat48);
					            u_xlat0.xyz = u_xlat0.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat5.xyz = u_xlat10.xyz * vec3(u_xlat48) + u_xlat0.xyz;
					        }
					        u_xlat10 = textureLod(unity_SpecCube1, u_xlat5.xyz, u_xlat45);
					        u_xlat0.x = u_xlat10.w + -1.0;
					        u_xlat0.x = unity_SpecCube1_HDR.w * u_xlat0.x + 1.0;
					        u_xlat0.x = log2(u_xlat0.x);
					        u_xlat0.x = u_xlat0.x * unity_SpecCube1_HDR.y;
					        u_xlat0.x = exp2(u_xlat0.x);
					        u_xlat0.x = u_xlat0.x * unity_SpecCube1_HDR.x;
					        u_xlat0.xyz = u_xlat10.xyz * u_xlat0.xxx;
					        u_xlat5.xyz = vec3(u_xlat47) * u_xlat8.xyz + (-u_xlat0.xyz);
					        u_xlat9.xyz = unity_SpecCube0_BoxMin.www * u_xlat5.xyz + u_xlat0.xyz;
					    }
					    u_xlat0.xyz = u_xlat4.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat0.xyz = vec3(u_xlat43) * u_xlat0.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat43 = (-u_xlat43) * 0.959999979 + 0.959999979;
					    u_xlat4.xyz = vec3(u_xlat43) * u_xlat4.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat42) + _WorldSpaceLightPos0.xyz;
					    u_xlat42 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat42 = max(u_xlat42, 0.00100000005);
					    u_xlat42 = inversesqrt(u_xlat42);
					    u_xlat1.xyz = vec3(u_xlat42) * u_xlat1.xyz;
					    u_xlat42 = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat3.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlat16 = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat16 = clamp(u_xlat16, 0.0, 1.0);
					    u_xlat1.x = dot(_WorldSpaceLightPos0.xyz, u_xlat1.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat15 = u_xlat1.x + u_xlat1.x;
					    u_xlat15 = u_xlat1.x * u_xlat15;
					    u_xlat15 = u_xlat15 * u_xlat46 + -0.5;
					    u_xlat29 = (-u_xlat2.x) + 1.0;
					    u_xlat30 = u_xlat29 * u_xlat29;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat29 = u_xlat29 * u_xlat30;
					    u_xlat29 = u_xlat15 * u_xlat29 + 1.0;
					    u_xlat30 = -abs(u_xlat42) + 1.0;
					    u_xlat3.x = u_xlat30 * u_xlat30;
					    u_xlat3.x = u_xlat3.x * u_xlat3.x;
					    u_xlat30 = u_xlat30 * u_xlat3.x;
					    u_xlat15 = u_xlat15 * u_xlat30 + 1.0;
					    u_xlat15 = u_xlat15 * u_xlat29;
					    u_xlat15 = u_xlat2.x * u_xlat15;
					    u_xlat29 = u_xlat46 * u_xlat46;
					    u_xlat29 = max(u_xlat29, 0.00200000009);
					    u_xlat3.x = (-u_xlat29) + 1.0;
					    u_xlat17 = abs(u_xlat42) * u_xlat3.x + u_xlat29;
					    u_xlat3.x = u_xlat2.x * u_xlat3.x + u_xlat29;
					    u_xlat42 = abs(u_xlat42) * u_xlat3.x;
					    u_xlat42 = u_xlat2.x * u_xlat17 + u_xlat42;
					    u_xlat42 = u_xlat42 + 9.99999975e-06;
					    u_xlat42 = 0.5 / u_xlat42;
					    u_xlat3.x = u_xlat29 * u_xlat29;
					    u_xlat17 = u_xlat16 * u_xlat3.x + (-u_xlat16);
					    u_xlat16 = u_xlat17 * u_xlat16 + 1.0;
					    u_xlat3.x = u_xlat3.x * 0.318309873;
					    u_xlat16 = u_xlat16 * u_xlat16 + 1.00000001e-07;
					    u_xlat16 = u_xlat3.x / u_xlat16;
					    u_xlat42 = u_xlat42 * u_xlat16;
					    u_xlat42 = u_xlat42 * 3.14159274;
					    u_xlat42 = u_xlat2.x * u_xlat42;
					    u_xlat42 = max(u_xlat42, 0.0);
					    u_xlat29 = u_xlat29 * u_xlat29 + 1.0;
					    u_xlat29 = float(1.0) / u_xlat29;
					    u_xlat2.x = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlatb2 = u_xlat2.x!=0.0;
					    u_xlat2.x = u_xlatb2 ? 1.0 : float(0.0);
					    u_xlat42 = u_xlat42 * u_xlat2.x;
					    u_xlat43 = (-u_xlat43) + u_xlat44;
					    u_xlat43 = u_xlat43 + 1.0;
					    u_xlat43 = clamp(u_xlat43, 0.0, 1.0);
					    u_xlat2.xyw = u_xlat6.xyz * vec3(u_xlat15) + u_xlat7.xyz;
					    u_xlat3.xyz = u_xlat6.xyz * vec3(u_xlat42);
					    u_xlat42 = (-u_xlat1.x) + 1.0;
					    u_xlat1.x = u_xlat42 * u_xlat42;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat42 = u_xlat42 * u_xlat1.x;
					    u_xlat5.xyz = (-u_xlat0.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat5.xyz = u_xlat5.xyz * vec3(u_xlat42) + u_xlat0.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * u_xlat5.xyz;
					    u_xlat2.xyw = u_xlat4.xyz * u_xlat2.xyw + u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat9.xyz * vec3(u_xlat29);
					    u_xlat3.xyz = (-u_xlat0.xyz) + vec3(u_xlat43);
					    u_xlat0.xyz = vec3(u_xlat30) * u_xlat3.xyz + u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat1.xyz * u_xlat0.xyz + u_xlat2.xyw;
					    u_xlat42 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat42 = (-u_xlat42) + 1.0;
					    u_xlat42 = u_xlat42 * _ProjectionParams.z;
					    u_xlat42 = max(u_xlat42, 0.0);
					    u_xlat42 = u_xlat42 * unity_FogParams.x;
					    u_xlat42 = u_xlat42 * (-u_xlat42);
					    u_xlat42 = exp2(u_xlat42);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat42) * u_xlat0.xyz + unity_FogColor.xyz;
					    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;
						vec4 unity_DynamicLightmap_HDR;
						vec4 _LightColor0;
						vec4 unused_0_3;
						vec4 _MainNormalMap_ST;
						float _DriedBloodEffect_Tiling;
						float _DriedBloodEffectLevel;
						float _OverallNormalPower;
						float _Noise1;
						float _Noise2;
						vec4 _Noise_Texture_ST;
						float _Bias;
						float _Scale;
						vec4 _MainColorTintFadeA;
						vec4 _MainTexture_ST;
						vec4 _DriedBloodColorGloss;
						float _Metallic;
						float _DriedBlood_Metallic;
						float _Gloss;
						vec4 unused_0_19;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainNormalMap;
					uniform  sampler2D _DriedBlood_Normal;
					uniform  sampler2D _Noise_Texture;
					uniform  sampler2D _MainTexture;
					uniform  sampler2D _DriedBlood_Curvature;
					uniform  sampler2D unity_DynamicLightmap;
					uniform  sampler2D unity_DynamicDirectionality;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD5;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_TEXCOORD7;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					bool u_xlatb2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					bvec3 u_xlatb6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec3 u_xlat9;
					vec4 u_xlat10;
					vec3 u_xlat11;
					bvec3 u_xlatb11;
					vec3 u_xlat12;
					bvec3 u_xlatb13;
					float u_xlat15;
					float u_xlat16;
					float u_xlat17;
					vec3 u_xlat19;
					bvec3 u_xlatb21;
					float u_xlat29;
					float u_xlat30;
					vec2 u_xlat32;
					vec2 u_xlat33;
					float u_xlat42;
					int u_xlati42;
					float u_xlat43;
					bool u_xlatb43;
					float u_xlat44;
					bool u_xlatb44;
					float u_xlat45;
					bool u_xlatb45;
					float u_xlat46;
					float u_xlat47;
					float u_xlat48;
					bool u_xlatb48;
					void main()
					{
					    u_xlat0.x = vs_TEXCOORD1.w;
					    u_xlat0.y = vs_TEXCOORD2.w;
					    u_xlat0.z = vs_TEXCOORD3.w;
					    u_xlati42 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat0.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati42].xyz;
					    u_xlat42 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat42 = inversesqrt(u_xlat42);
					    u_xlat2.xyz = vec3(u_xlat42) * u_xlat1.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainNormalMap_ST.xy + _MainNormalMap_ST.zw;
					    u_xlat4 = vs_TEXCOORD0.xyxy * vec4(_DriedBloodEffect_Tiling, _DriedBloodEffect_Tiling, _Noise1, _Noise1);
					    u_xlat3 = texture(_MainNormalMap, u_xlat3.xy);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat43 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat43 = min(u_xlat43, 1.0);
					    u_xlat43 = (-u_xlat43) + 1.0;
					    u_xlat3.z = sqrt(u_xlat43);
					    u_xlat5 = texture(_DriedBlood_Normal, u_xlat4.xy);
					    u_xlat5.x = u_xlat5.w * u_xlat5.x;
					    u_xlat5.xy = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat43 = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat43 = min(u_xlat43, 1.0);
					    u_xlat43 = (-u_xlat43) + 1.0;
					    u_xlat5.z = sqrt(u_xlat43);
					    u_xlat5.xyz = (-u_xlat3.xyz) + u_xlat5.xyz;
					    u_xlat3.xyz = vec3(vec3(_DriedBloodEffectLevel, _DriedBloodEffectLevel, _DriedBloodEffectLevel)) * u_xlat5.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz + vec3(-0.0, -0.0, -1.0);
					    u_xlat3.xyz = vec3(vec3(_OverallNormalPower, _OverallNormalPower, _OverallNormalPower)) * u_xlat3.xyz + vec3(0.0, 0.0, 1.0);
					    u_xlat43 = dot(u_xlat4.zw, vec2(0.366025418, 0.366025418));
					    u_xlat32.xy = vs_TEXCOORD0.xy * vec2(vec2(_Noise1, _Noise1)) + vec2(u_xlat43);
					    u_xlat32.xy = floor(u_xlat32.xy);
					    u_xlat5.xy = vs_TEXCOORD0.xy * vec2(vec2(_Noise1, _Noise1)) + (-u_xlat32.xy);
					    u_xlat43 = dot(u_xlat32.xy, vec2(0.211324871, 0.211324871));
					    u_xlat5.xy = vec2(u_xlat43) + u_xlat5.xy;
					    u_xlatb43 = u_xlat5.y<u_xlat5.x;
					    u_xlat6 = u_xlat5.xyxy + vec4(0.211324871, 0.211324871, -0.577350259, -0.577350259);
					    u_xlat7 = (bool(u_xlatb43)) ? vec4(0.0, 1.0, -1.0, -0.0) : vec4(1.0, 0.0, -0.0, -1.0);
					    u_xlat6.xy = u_xlat6.xy + u_xlat7.zw;
					    u_xlat33.xy = u_xlat32.xy * vec2(0.00346020772, 0.00346020772);
					    u_xlat33.xy = floor(u_xlat33.xy);
					    u_xlat32.xy = (-u_xlat33.xy) * vec2(289.0, 289.0) + u_xlat32.xy;
					    u_xlat8.x = float(0.0);
					    u_xlat8.z = float(1.0);
					    u_xlat8.y = u_xlat7.x;
					    u_xlat8.xyz = u_xlat32.yyy + u_xlat8.xyz;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xyz;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat9.xyz = floor(u_xlat9.xyz);
					    u_xlat8.xyz = (-u_xlat9.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat32.xxx + u_xlat8.xyz;
					    u_xlat7.x = float(0.0);
					    u_xlat7.z = float(1.0);
					    u_xlat7.xyz = u_xlat7.xyz + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat8.xyz = floor(u_xlat8.xyz);
					    u_xlat7.xyz = (-u_xlat8.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat7.xyz;
					    u_xlat8.x = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat8.y = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat8.z = dot(u_xlat6.zw, u_xlat6.zw);
					    u_xlat8.xyz = (-u_xlat8.xyz) + vec3(0.5, 0.5, 0.5);
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat8.xyz;
					    u_xlat7.xyz = u_xlat7.xyz * vec3(0.024390243, 0.024390243, 0.024390243);
					    u_xlat7.xyz = fract(u_xlat7.xyz);
					    u_xlat9.xyz = u_xlat7.xyz * vec3(2.0, 2.0, 2.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat10.xyz = abs(u_xlat9.xyz) + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = u_xlat7.xyz * vec3(2.0, 2.0, 2.0) + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = floor(u_xlat7.xyz);
					    u_xlat7.xyz = (-u_xlat7.xyz) + u_xlat9.xyz;
					    u_xlat9.xyz = u_xlat10.xyz * u_xlat10.xyz;
					    u_xlat9.xyz = u_xlat7.xyz * u_xlat7.xyz + u_xlat9.xyz;
					    u_xlat9.xyz = (-u_xlat9.xyz) * vec3(0.853734732, 0.853734732, 0.853734732) + vec3(1.79284286, 1.79284286, 1.79284286);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xyz;
					    u_xlat43 = u_xlat5.y * u_xlat10.x;
					    u_xlat5.x = u_xlat7.x * u_xlat5.x + u_xlat43;
					    u_xlat32.xy = u_xlat6.yw * u_xlat10.yz;
					    u_xlat5.yz = u_xlat7.yz * u_xlat6.xz + u_xlat32.xy;
					    u_xlat43 = dot(u_xlat8.xyz, u_xlat5.xyz);
					    u_xlat43 = u_xlat43 * 130.0;
					    u_xlat44 = _Noise1 * _Noise2;
					    u_xlat32.xy = vec2(u_xlat44) * vs_TEXCOORD0.xy;
					    u_xlat45 = dot(u_xlat32.xy, vec2(0.366025418, 0.366025418));
					    u_xlat32.xy = vs_TEXCOORD0.xy * vec2(u_xlat44) + vec2(u_xlat45);
					    u_xlat32.xy = floor(u_xlat32.xy);
					    u_xlat5.xy = vs_TEXCOORD0.xy * vec2(u_xlat44) + (-u_xlat32.xy);
					    u_xlat44 = dot(u_xlat32.xy, vec2(0.211324871, 0.211324871));
					    u_xlat5.xy = vec2(u_xlat44) + u_xlat5.xy;
					    u_xlatb44 = u_xlat5.y<u_xlat5.x;
					    u_xlat6 = u_xlat5.xyxy + vec4(0.211324871, 0.211324871, -0.577350259, -0.577350259);
					    u_xlat7 = (bool(u_xlatb44)) ? vec4(0.0, 1.0, -1.0, -0.0) : vec4(1.0, 0.0, -0.0, -1.0);
					    u_xlat6.xy = u_xlat6.xy + u_xlat7.zw;
					    u_xlat33.xy = u_xlat32.xy * vec2(0.00346020772, 0.00346020772);
					    u_xlat33.xy = floor(u_xlat33.xy);
					    u_xlat32.xy = (-u_xlat33.xy) * vec2(289.0, 289.0) + u_xlat32.xy;
					    u_xlat8.x = float(0.0);
					    u_xlat8.z = float(1.0);
					    u_xlat8.y = u_xlat7.x;
					    u_xlat8.xyz = u_xlat32.yyy + u_xlat8.xyz;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xyz;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat9.xyz = floor(u_xlat9.xyz);
					    u_xlat8.xyz = (-u_xlat9.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat32.xxx + u_xlat8.xyz;
					    u_xlat7.x = float(0.0);
					    u_xlat7.z = float(1.0);
					    u_xlat7.xyz = u_xlat7.xyz + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat8.xyz = floor(u_xlat8.xyz);
					    u_xlat7.xyz = (-u_xlat8.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat7.xyz;
					    u_xlat8.x = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat8.y = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat8.z = dot(u_xlat6.zw, u_xlat6.zw);
					    u_xlat8.xyz = (-u_xlat8.xyz) + vec3(0.5, 0.5, 0.5);
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat8.xyz;
					    u_xlat7.xyz = u_xlat7.xyz * vec3(0.024390243, 0.024390243, 0.024390243);
					    u_xlat7.xyz = fract(u_xlat7.xyz);
					    u_xlat9.xyz = u_xlat7.xyz * vec3(2.0, 2.0, 2.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat10.xyz = abs(u_xlat9.xyz) + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = u_xlat7.xyz * vec3(2.0, 2.0, 2.0) + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = floor(u_xlat7.xyz);
					    u_xlat7.xyz = (-u_xlat7.xyz) + u_xlat9.xyz;
					    u_xlat9.xyz = u_xlat10.xyz * u_xlat10.xyz;
					    u_xlat9.xyz = u_xlat7.xyz * u_xlat7.xyz + u_xlat9.xyz;
					    u_xlat9.xyz = (-u_xlat9.xyz) * vec3(0.853734732, 0.853734732, 0.853734732) + vec3(1.79284286, 1.79284286, 1.79284286);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xyz;
					    u_xlat44 = u_xlat5.y * u_xlat10.x;
					    u_xlat5.x = u_xlat7.x * u_xlat5.x + u_xlat44;
					    u_xlat32.xy = u_xlat6.yw * u_xlat10.yz;
					    u_xlat5.yz = u_xlat7.yz * u_xlat6.xz + u_xlat32.xy;
					    u_xlat44 = dot(u_xlat8.xyz, u_xlat5.xyz);
					    u_xlat43 = u_xlat43 * u_xlat44;
					    u_xlat32.xy = vs_TEXCOORD0.xy * _Noise_Texture_ST.xy + _Noise_Texture_ST.zw;
					    u_xlat44 = _Bias * 3.0;
					    u_xlat43 = u_xlat43 * 130.0;
					    u_xlat5 = texture(_Noise_Texture, u_xlat32.xy);
					    u_xlat5.xyz = (-vec3(u_xlat43)) * u_xlat5.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat5.xyz = u_xlat5.xyz + vec3(_Bias);
					    u_xlat5.xyz = u_xlat5.xyz * vec3(vec3(_Scale, _Scale, _Scale));
					    u_xlat5.xyz = log2(u_xlat5.xyz);
					    u_xlat5.xyz = vec3(u_xlat44) * u_xlat5.xyz;
					    u_xlat5.xyz = exp2(u_xlat5.xyz);
					    u_xlat19.xyz = min(u_xlat5.xyz, vec3(1.0, 0.0, 0.0));
					    u_xlat32.xy = vs_TEXCOORD0.xy * _MainTexture_ST.xy + _MainTexture_ST.zw;
					    u_xlat6 = texture(_MainTexture, u_xlat32.xy);
					    u_xlat7.xyz = u_xlat6.xxx * _MainColorTintFadeA.xyz;
					    u_xlat4 = texture(_DriedBlood_Curvature, u_xlat4.xy);
					    u_xlat8.xyz = u_xlat19.xyz * vec3(vec3(_DriedBloodEffectLevel, _DriedBloodEffectLevel, _DriedBloodEffectLevel));
					    u_xlatb21.xyz = lessThan(vec4(0.5, 0.5, 0.5, 0.5), u_xlat7.xyzz).xyz;
					    u_xlat6.xyz = _MainColorTintFadeA.xyz * u_xlat6.xxx + vec3(-0.5, -0.5, -0.5);
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat9.xyz = (-u_xlat19.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat6.xyz = (-u_xlat6.xyz) * u_xlat9.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat43 = u_xlat19.x * u_xlat7.x;
					    u_xlat9.x = u_xlat43 * 2.0;
					    u_xlat9.y = float(0.0);
					    u_xlat9.z = float(0.0);
					    u_xlat19.x = (u_xlatb21.x) ? u_xlat6.x : u_xlat9.x;
					    u_xlat19.y = (u_xlatb21.y) ? u_xlat6.y : u_xlat9.y;
					    u_xlat19.z = (u_xlatb21.z) ? u_xlat6.z : u_xlat9.z;
					    u_xlat19.xyz = clamp(u_xlat19.xyz, 0.0, 1.0);
					    u_xlatb6.xyz = lessThan(vec4(0.5, 0.5, 0.5, 0.0), u_xlat4.xyzx).xyz;
					    u_xlat7.xyz = u_xlat4.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = (-u_xlat7.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat9.xyz = (-_DriedBloodColorGloss.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = (-u_xlat7.xyz) * u_xlat9.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = u_xlat4.xyz * _DriedBloodColorGloss.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + u_xlat4.xyz;
					    {
					        vec4 hlslcc_movcTemp = u_xlat4;
					        hlslcc_movcTemp.x = (u_xlatb6.x) ? u_xlat7.x : u_xlat4.x;
					        hlslcc_movcTemp.y = (u_xlatb6.y) ? u_xlat7.y : u_xlat4.y;
					        hlslcc_movcTemp.z = (u_xlatb6.z) ? u_xlat7.z : u_xlat4.z;
					        u_xlat4 = hlslcc_movcTemp;
					    }
					    u_xlat4.xyz = (-u_xlat19.xyz) + u_xlat4.xyz;
					    u_xlat4.xyz = u_xlat8.xyz * u_xlat4.xyz + u_xlat19.xyz;
					    u_xlat43 = (-_Metallic) + _DriedBlood_Metallic;
					    u_xlat43 = u_xlat8.x * u_xlat43 + _Metallic;
					    u_xlat44 = _DriedBloodColorGloss.w + (-_Gloss);
					    u_xlat44 = u_xlat8.x * u_xlat44 + _Gloss;
					    u_xlat45 = u_xlat5.x * u_xlat6.w;
					    u_xlat45 = u_xlat45 * u_xlat45;
					    u_xlat46 = u_xlat45 * u_xlat45;
					    u_xlat45 = u_xlat45 * u_xlat46;
					    u_xlat45 = min(u_xlat45, 1.0);
					    SV_Target0.w = u_xlat45 * _MainColorTintFadeA.w;
					    u_xlatb45 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb45){
					        u_xlatb45 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb45)) ? u_xlat5.xyz : u_xlat0.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat45 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat46 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat45, u_xlat46);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5.x = float(1.0);
					        u_xlat5.y = float(1.0);
					        u_xlat5.z = float(1.0);
					        u_xlat5.w = float(1.0);
					    }
					    u_xlat45 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat45 = clamp(u_xlat45, 0.0, 1.0);
					    u_xlat5.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat5.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat5.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat5.xyz;
					    u_xlat46 = (-u_xlat44) + 1.0;
					    u_xlat5.x = dot((-u_xlat2.xyz), u_xlat3.xyz);
					    u_xlat5.x = u_xlat5.x + u_xlat5.x;
					    u_xlat5.xyz = u_xlat3.xyz * (-u_xlat5.xxx) + (-u_xlat2.xyz);
					    u_xlat6.xyz = vec3(u_xlat45) * _LightColor0.xyz;
					    u_xlat7 = texture(unity_DynamicLightmap, vs_TEXCOORD7.zw);
					    u_xlat45 = u_xlat7.w * unity_DynamicLightmap_HDR.x;
					    u_xlat7.xyz = u_xlat7.xyz * vec3(u_xlat45);
					    u_xlat7.xyz = log2(u_xlat7.xyz);
					    u_xlat7.xyz = u_xlat7.xyz * unity_DynamicLightmap_HDR.yyy;
					    u_xlat7.xyz = exp2(u_xlat7.xyz);
					    u_xlat8 = texture(unity_DynamicDirectionality, vs_TEXCOORD7.zw);
					    u_xlat8.xyz = u_xlat8.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat45 = dot(u_xlat3.xyz, u_xlat8.xyz);
					    u_xlat45 = u_xlat45 + 0.5;
					    u_xlat7.xyz = vec3(u_xlat45) * u_xlat7.xyz;
					    u_xlat45 = max(u_xlat8.w, 9.99999975e-05);
					    u_xlat7.xyz = u_xlat7.xyz / vec3(u_xlat45);
					    u_xlatb45 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb45){
					        u_xlat45 = dot(u_xlat5.xyz, u_xlat5.xyz);
					        u_xlat45 = inversesqrt(u_xlat45);
					        u_xlat8.xyz = vec3(u_xlat45) * u_xlat5.xyz;
					        u_xlat9.xyz = (-u_xlat0.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat9.xyz = u_xlat9.xyz / u_xlat8.xyz;
					        u_xlat10.xyz = (-u_xlat0.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat10.xyz = u_xlat10.xyz / u_xlat8.xyz;
					        u_xlatb11.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat8.xyzx).xyz;
					        {
					            vec3 hlslcc_movcTemp = u_xlat9;
					            hlslcc_movcTemp.x = (u_xlatb11.x) ? u_xlat9.x : u_xlat10.x;
					            hlslcc_movcTemp.y = (u_xlatb11.y) ? u_xlat9.y : u_xlat10.y;
					            hlslcc_movcTemp.z = (u_xlatb11.z) ? u_xlat9.z : u_xlat10.z;
					            u_xlat9 = hlslcc_movcTemp;
					        }
					        u_xlat45 = min(u_xlat9.y, u_xlat9.x);
					        u_xlat45 = min(u_xlat9.z, u_xlat45);
					        u_xlat9.xyz = u_xlat0.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat8.xyz = u_xlat8.xyz * vec3(u_xlat45) + u_xlat9.xyz;
					    } else {
					        u_xlat8.xyz = u_xlat5.xyz;
					    }
					    u_xlat45 = (-u_xlat46) * 0.699999988 + 1.70000005;
					    u_xlat45 = u_xlat45 * u_xlat46;
					    u_xlat45 = u_xlat45 * 6.0;
					    u_xlat8 = textureLod(unity_SpecCube0, u_xlat8.xyz, u_xlat45);
					    u_xlat47 = u_xlat8.w + -1.0;
					    u_xlat47 = unity_SpecCube0_HDR.w * u_xlat47 + 1.0;
					    u_xlat47 = log2(u_xlat47);
					    u_xlat47 = u_xlat47 * unity_SpecCube0_HDR.y;
					    u_xlat47 = exp2(u_xlat47);
					    u_xlat47 = u_xlat47 * unity_SpecCube0_HDR.x;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(u_xlat47);
					    u_xlatb48 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb48){
					        u_xlatb48 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb48){
					            u_xlat48 = dot(u_xlat5.xyz, u_xlat5.xyz);
					            u_xlat48 = inversesqrt(u_xlat48);
					            u_xlat10.xyz = u_xlat5.xyz * vec3(u_xlat48);
					            u_xlat11.xyz = (-u_xlat0.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat11.xyz = u_xlat11.xyz / u_xlat10.xyz;
					            u_xlat12.xyz = (-u_xlat0.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat12.xyz = u_xlat12.xyz / u_xlat10.xyz;
					            u_xlatb13.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat10.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat11;
					                hlslcc_movcTemp.x = (u_xlatb13.x) ? u_xlat11.x : u_xlat12.x;
					                hlslcc_movcTemp.y = (u_xlatb13.y) ? u_xlat11.y : u_xlat12.y;
					                hlslcc_movcTemp.z = (u_xlatb13.z) ? u_xlat11.z : u_xlat12.z;
					                u_xlat11 = hlslcc_movcTemp;
					            }
					            u_xlat48 = min(u_xlat11.y, u_xlat11.x);
					            u_xlat48 = min(u_xlat11.z, u_xlat48);
					            u_xlat0.xyz = u_xlat0.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat5.xyz = u_xlat10.xyz * vec3(u_xlat48) + u_xlat0.xyz;
					        }
					        u_xlat10 = textureLod(unity_SpecCube1, u_xlat5.xyz, u_xlat45);
					        u_xlat0.x = u_xlat10.w + -1.0;
					        u_xlat0.x = unity_SpecCube1_HDR.w * u_xlat0.x + 1.0;
					        u_xlat0.x = log2(u_xlat0.x);
					        u_xlat0.x = u_xlat0.x * unity_SpecCube1_HDR.y;
					        u_xlat0.x = exp2(u_xlat0.x);
					        u_xlat0.x = u_xlat0.x * unity_SpecCube1_HDR.x;
					        u_xlat0.xyz = u_xlat10.xyz * u_xlat0.xxx;
					        u_xlat5.xyz = vec3(u_xlat47) * u_xlat8.xyz + (-u_xlat0.xyz);
					        u_xlat9.xyz = unity_SpecCube0_BoxMin.www * u_xlat5.xyz + u_xlat0.xyz;
					    }
					    u_xlat0.xyz = u_xlat4.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat0.xyz = vec3(u_xlat43) * u_xlat0.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat43 = (-u_xlat43) * 0.959999979 + 0.959999979;
					    u_xlat4.xyz = vec3(u_xlat43) * u_xlat4.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat42) + _WorldSpaceLightPos0.xyz;
					    u_xlat42 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat42 = max(u_xlat42, 0.00100000005);
					    u_xlat42 = inversesqrt(u_xlat42);
					    u_xlat1.xyz = vec3(u_xlat42) * u_xlat1.xyz;
					    u_xlat42 = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat3.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlat16 = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat16 = clamp(u_xlat16, 0.0, 1.0);
					    u_xlat1.x = dot(_WorldSpaceLightPos0.xyz, u_xlat1.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat15 = u_xlat1.x + u_xlat1.x;
					    u_xlat15 = u_xlat1.x * u_xlat15;
					    u_xlat15 = u_xlat15 * u_xlat46 + -0.5;
					    u_xlat29 = (-u_xlat2.x) + 1.0;
					    u_xlat30 = u_xlat29 * u_xlat29;
					    u_xlat30 = u_xlat30 * u_xlat30;
					    u_xlat29 = u_xlat29 * u_xlat30;
					    u_xlat29 = u_xlat15 * u_xlat29 + 1.0;
					    u_xlat30 = -abs(u_xlat42) + 1.0;
					    u_xlat3.x = u_xlat30 * u_xlat30;
					    u_xlat3.x = u_xlat3.x * u_xlat3.x;
					    u_xlat30 = u_xlat30 * u_xlat3.x;
					    u_xlat15 = u_xlat15 * u_xlat30 + 1.0;
					    u_xlat15 = u_xlat15 * u_xlat29;
					    u_xlat15 = u_xlat2.x * u_xlat15;
					    u_xlat29 = u_xlat46 * u_xlat46;
					    u_xlat29 = max(u_xlat29, 0.00200000009);
					    u_xlat3.x = (-u_xlat29) + 1.0;
					    u_xlat17 = abs(u_xlat42) * u_xlat3.x + u_xlat29;
					    u_xlat3.x = u_xlat2.x * u_xlat3.x + u_xlat29;
					    u_xlat42 = abs(u_xlat42) * u_xlat3.x;
					    u_xlat42 = u_xlat2.x * u_xlat17 + u_xlat42;
					    u_xlat42 = u_xlat42 + 9.99999975e-06;
					    u_xlat42 = 0.5 / u_xlat42;
					    u_xlat3.x = u_xlat29 * u_xlat29;
					    u_xlat17 = u_xlat16 * u_xlat3.x + (-u_xlat16);
					    u_xlat16 = u_xlat17 * u_xlat16 + 1.0;
					    u_xlat3.x = u_xlat3.x * 0.318309873;
					    u_xlat16 = u_xlat16 * u_xlat16 + 1.00000001e-07;
					    u_xlat16 = u_xlat3.x / u_xlat16;
					    u_xlat42 = u_xlat42 * u_xlat16;
					    u_xlat42 = u_xlat42 * 3.14159274;
					    u_xlat42 = u_xlat2.x * u_xlat42;
					    u_xlat42 = max(u_xlat42, 0.0);
					    u_xlat29 = u_xlat29 * u_xlat29 + 1.0;
					    u_xlat29 = float(1.0) / u_xlat29;
					    u_xlat2.x = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlatb2 = u_xlat2.x!=0.0;
					    u_xlat2.x = u_xlatb2 ? 1.0 : float(0.0);
					    u_xlat42 = u_xlat42 * u_xlat2.x;
					    u_xlat43 = (-u_xlat43) + u_xlat44;
					    u_xlat43 = u_xlat43 + 1.0;
					    u_xlat43 = clamp(u_xlat43, 0.0, 1.0);
					    u_xlat2.xyw = u_xlat6.xyz * vec3(u_xlat15) + u_xlat7.xyz;
					    u_xlat3.xyz = u_xlat6.xyz * vec3(u_xlat42);
					    u_xlat42 = (-u_xlat1.x) + 1.0;
					    u_xlat1.x = u_xlat42 * u_xlat42;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat42 = u_xlat42 * u_xlat1.x;
					    u_xlat5.xyz = (-u_xlat0.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat5.xyz = u_xlat5.xyz * vec3(u_xlat42) + u_xlat0.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * u_xlat5.xyz;
					    u_xlat2.xyw = u_xlat4.xyz * u_xlat2.xyw + u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat9.xyz * vec3(u_xlat29);
					    u_xlat3.xyz = (-u_xlat0.xyz) + vec3(u_xlat43);
					    u_xlat0.xyz = vec3(u_xlat30) * u_xlat3.xyz + u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat1.xyz * u_xlat0.xyz + u_xlat2.xyw;
					    u_xlat42 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat42 = (-u_xlat42) + 1.0;
					    u_xlat42 = u_xlat42 * _ProjectionParams.z;
					    u_xlat42 = max(u_xlat42, 0.0);
					    u_xlat42 = u_xlat42 * unity_FogParams.x;
					    u_xlat42 = u_xlat42 * (-u_xlat42);
					    u_xlat42 = exp2(u_xlat42);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat42) * u_xlat0.xyz + unity_FogColor.xyz;
					    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 unity_Lightmap_HDR;
						vec4 unused_0_1;
						vec4 _LightColor0;
						vec4 unused_0_3;
						vec4 _MainNormalMap_ST;
						float _DriedBloodEffect_Tiling;
						float _DriedBloodEffectLevel;
						float _OverallNormalPower;
						float _Noise1;
						float _Noise2;
						vec4 _Noise_Texture_ST;
						float _Bias;
						float _Scale;
						vec4 _MainColorTintFadeA;
						vec4 _MainTexture_ST;
						vec4 _DriedBloodColorGloss;
						float _Metallic;
						float _DriedBlood_Metallic;
						float _Gloss;
						vec4 unused_0_19;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					uniform  sampler2D _MainNormalMap;
					uniform  sampler2D _DriedBlood_Normal;
					uniform  sampler2D _Noise_Texture;
					uniform  sampler2D _MainTexture;
					uniform  sampler2D _DriedBlood_Curvature;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD5;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					bool u_xlatb2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					bvec3 u_xlatb6;
					vec4 u_xlat7;
					vec3 u_xlat8;
					vec4 u_xlat9;
					vec3 u_xlat10;
					bvec3 u_xlatb10;
					vec3 u_xlat11;
					bvec3 u_xlatb12;
					float u_xlat14;
					float u_xlat15;
					float u_xlat16;
					vec3 u_xlat18;
					bvec3 u_xlatb20;
					float u_xlat27;
					float u_xlat28;
					vec2 u_xlat30;
					vec2 u_xlat31;
					float u_xlat39;
					float u_xlat40;
					bool u_xlatb40;
					float u_xlat41;
					bool u_xlatb41;
					float u_xlat42;
					float u_xlat43;
					bool u_xlatb43;
					float u_xlat44;
					float u_xlat45;
					bool u_xlatb45;
					void main()
					{
					    u_xlat0.x = vs_TEXCOORD1.w;
					    u_xlat0.y = vs_TEXCOORD2.w;
					    u_xlat0.z = vs_TEXCOORD3.w;
					    u_xlat1.xyz = (-u_xlat0.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat39 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat39 = inversesqrt(u_xlat39);
					    u_xlat2.xyz = vec3(u_xlat39) * u_xlat1.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainNormalMap_ST.xy + _MainNormalMap_ST.zw;
					    u_xlat4 = vs_TEXCOORD0.xyxy * vec4(_DriedBloodEffect_Tiling, _DriedBloodEffect_Tiling, _Noise1, _Noise1);
					    u_xlat3 = texture(_MainNormalMap, u_xlat3.xy);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat40 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat40 = min(u_xlat40, 1.0);
					    u_xlat40 = (-u_xlat40) + 1.0;
					    u_xlat3.z = sqrt(u_xlat40);
					    u_xlat5 = texture(_DriedBlood_Normal, u_xlat4.xy);
					    u_xlat5.x = u_xlat5.w * u_xlat5.x;
					    u_xlat5.xy = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat40 = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat40 = min(u_xlat40, 1.0);
					    u_xlat40 = (-u_xlat40) + 1.0;
					    u_xlat5.z = sqrt(u_xlat40);
					    u_xlat5.xyz = (-u_xlat3.xyz) + u_xlat5.xyz;
					    u_xlat3.xyz = vec3(vec3(_DriedBloodEffectLevel, _DriedBloodEffectLevel, _DriedBloodEffectLevel)) * u_xlat5.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz + vec3(-0.0, -0.0, -1.0);
					    u_xlat3.xyz = vec3(vec3(_OverallNormalPower, _OverallNormalPower, _OverallNormalPower)) * u_xlat3.xyz + vec3(0.0, 0.0, 1.0);
					    u_xlat40 = dot(u_xlat4.zw, vec2(0.366025418, 0.366025418));
					    u_xlat30.xy = vs_TEXCOORD0.xy * vec2(vec2(_Noise1, _Noise1)) + vec2(u_xlat40);
					    u_xlat30.xy = floor(u_xlat30.xy);
					    u_xlat5.xy = vs_TEXCOORD0.xy * vec2(vec2(_Noise1, _Noise1)) + (-u_xlat30.xy);
					    u_xlat40 = dot(u_xlat30.xy, vec2(0.211324871, 0.211324871));
					    u_xlat5.xy = vec2(u_xlat40) + u_xlat5.xy;
					    u_xlatb40 = u_xlat5.y<u_xlat5.x;
					    u_xlat6 = u_xlat5.xyxy + vec4(0.211324871, 0.211324871, -0.577350259, -0.577350259);
					    u_xlat7 = (bool(u_xlatb40)) ? vec4(0.0, 1.0, -1.0, -0.0) : vec4(1.0, 0.0, -0.0, -1.0);
					    u_xlat6.xy = u_xlat6.xy + u_xlat7.zw;
					    u_xlat31.xy = u_xlat30.xy * vec2(0.00346020772, 0.00346020772);
					    u_xlat31.xy = floor(u_xlat31.xy);
					    u_xlat30.xy = (-u_xlat31.xy) * vec2(289.0, 289.0) + u_xlat30.xy;
					    u_xlat8.x = float(0.0);
					    u_xlat8.z = float(1.0);
					    u_xlat8.y = u_xlat7.x;
					    u_xlat8.xyz = u_xlat30.yyy + u_xlat8.xyz;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xyz;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat9.xyz = floor(u_xlat9.xyz);
					    u_xlat8.xyz = (-u_xlat9.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat30.xxx + u_xlat8.xyz;
					    u_xlat7.x = float(0.0);
					    u_xlat7.z = float(1.0);
					    u_xlat7.xyz = u_xlat7.xyz + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat8.xyz = floor(u_xlat8.xyz);
					    u_xlat7.xyz = (-u_xlat8.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat7.xyz;
					    u_xlat8.x = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat8.y = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat8.z = dot(u_xlat6.zw, u_xlat6.zw);
					    u_xlat8.xyz = (-u_xlat8.xyz) + vec3(0.5, 0.5, 0.5);
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat8.xyz;
					    u_xlat7.xyz = u_xlat7.xyz * vec3(0.024390243, 0.024390243, 0.024390243);
					    u_xlat7.xyz = fract(u_xlat7.xyz);
					    u_xlat9.xyz = u_xlat7.xyz * vec3(2.0, 2.0, 2.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat10.xyz = abs(u_xlat9.xyz) + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = u_xlat7.xyz * vec3(2.0, 2.0, 2.0) + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = floor(u_xlat7.xyz);
					    u_xlat7.xyz = (-u_xlat7.xyz) + u_xlat9.xyz;
					    u_xlat9.xyz = u_xlat10.xyz * u_xlat10.xyz;
					    u_xlat9.xyz = u_xlat7.xyz * u_xlat7.xyz + u_xlat9.xyz;
					    u_xlat9.xyz = (-u_xlat9.xyz) * vec3(0.853734732, 0.853734732, 0.853734732) + vec3(1.79284286, 1.79284286, 1.79284286);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xyz;
					    u_xlat40 = u_xlat5.y * u_xlat10.x;
					    u_xlat5.x = u_xlat7.x * u_xlat5.x + u_xlat40;
					    u_xlat30.xy = u_xlat6.yw * u_xlat10.yz;
					    u_xlat5.yz = u_xlat7.yz * u_xlat6.xz + u_xlat30.xy;
					    u_xlat40 = dot(u_xlat8.xyz, u_xlat5.xyz);
					    u_xlat40 = u_xlat40 * 130.0;
					    u_xlat41 = _Noise1 * _Noise2;
					    u_xlat30.xy = vec2(u_xlat41) * vs_TEXCOORD0.xy;
					    u_xlat42 = dot(u_xlat30.xy, vec2(0.366025418, 0.366025418));
					    u_xlat30.xy = vs_TEXCOORD0.xy * vec2(u_xlat41) + vec2(u_xlat42);
					    u_xlat30.xy = floor(u_xlat30.xy);
					    u_xlat5.xy = vs_TEXCOORD0.xy * vec2(u_xlat41) + (-u_xlat30.xy);
					    u_xlat41 = dot(u_xlat30.xy, vec2(0.211324871, 0.211324871));
					    u_xlat5.xy = vec2(u_xlat41) + u_xlat5.xy;
					    u_xlatb41 = u_xlat5.y<u_xlat5.x;
					    u_xlat6 = u_xlat5.xyxy + vec4(0.211324871, 0.211324871, -0.577350259, -0.577350259);
					    u_xlat7 = (bool(u_xlatb41)) ? vec4(0.0, 1.0, -1.0, -0.0) : vec4(1.0, 0.0, -0.0, -1.0);
					    u_xlat6.xy = u_xlat6.xy + u_xlat7.zw;
					    u_xlat31.xy = u_xlat30.xy * vec2(0.00346020772, 0.00346020772);
					    u_xlat31.xy = floor(u_xlat31.xy);
					    u_xlat30.xy = (-u_xlat31.xy) * vec2(289.0, 289.0) + u_xlat30.xy;
					    u_xlat8.x = float(0.0);
					    u_xlat8.z = float(1.0);
					    u_xlat8.y = u_xlat7.x;
					    u_xlat8.xyz = u_xlat30.yyy + u_xlat8.xyz;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xyz;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat9.xyz = floor(u_xlat9.xyz);
					    u_xlat8.xyz = (-u_xlat9.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat30.xxx + u_xlat8.xyz;
					    u_xlat7.x = float(0.0);
					    u_xlat7.z = float(1.0);
					    u_xlat7.xyz = u_xlat7.xyz + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat8.xyz = floor(u_xlat8.xyz);
					    u_xlat7.xyz = (-u_xlat8.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat7.xyz;
					    u_xlat8.x = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat8.y = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat8.z = dot(u_xlat6.zw, u_xlat6.zw);
					    u_xlat8.xyz = (-u_xlat8.xyz) + vec3(0.5, 0.5, 0.5);
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat8.xyz;
					    u_xlat7.xyz = u_xlat7.xyz * vec3(0.024390243, 0.024390243, 0.024390243);
					    u_xlat7.xyz = fract(u_xlat7.xyz);
					    u_xlat9.xyz = u_xlat7.xyz * vec3(2.0, 2.0, 2.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat10.xyz = abs(u_xlat9.xyz) + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = u_xlat7.xyz * vec3(2.0, 2.0, 2.0) + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = floor(u_xlat7.xyz);
					    u_xlat7.xyz = (-u_xlat7.xyz) + u_xlat9.xyz;
					    u_xlat9.xyz = u_xlat10.xyz * u_xlat10.xyz;
					    u_xlat9.xyz = u_xlat7.xyz * u_xlat7.xyz + u_xlat9.xyz;
					    u_xlat9.xyz = (-u_xlat9.xyz) * vec3(0.853734732, 0.853734732, 0.853734732) + vec3(1.79284286, 1.79284286, 1.79284286);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xyz;
					    u_xlat41 = u_xlat5.y * u_xlat10.x;
					    u_xlat5.x = u_xlat7.x * u_xlat5.x + u_xlat41;
					    u_xlat30.xy = u_xlat6.yw * u_xlat10.yz;
					    u_xlat5.yz = u_xlat7.yz * u_xlat6.xz + u_xlat30.xy;
					    u_xlat41 = dot(u_xlat8.xyz, u_xlat5.xyz);
					    u_xlat40 = u_xlat40 * u_xlat41;
					    u_xlat30.xy = vs_TEXCOORD0.xy * _Noise_Texture_ST.xy + _Noise_Texture_ST.zw;
					    u_xlat41 = _Bias * 3.0;
					    u_xlat40 = u_xlat40 * 130.0;
					    u_xlat5 = texture(_Noise_Texture, u_xlat30.xy);
					    u_xlat5.xyz = (-vec3(u_xlat40)) * u_xlat5.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat5.xyz = u_xlat5.xyz + vec3(_Bias);
					    u_xlat5.xyz = u_xlat5.xyz * vec3(vec3(_Scale, _Scale, _Scale));
					    u_xlat5.xyz = log2(u_xlat5.xyz);
					    u_xlat5.xyz = vec3(u_xlat41) * u_xlat5.xyz;
					    u_xlat5.xyz = exp2(u_xlat5.xyz);
					    u_xlat18.xyz = min(u_xlat5.xyz, vec3(1.0, 0.0, 0.0));
					    u_xlat30.xy = vs_TEXCOORD0.xy * _MainTexture_ST.xy + _MainTexture_ST.zw;
					    u_xlat6 = texture(_MainTexture, u_xlat30.xy);
					    u_xlat7.xyz = u_xlat6.xxx * _MainColorTintFadeA.xyz;
					    u_xlat4 = texture(_DriedBlood_Curvature, u_xlat4.xy);
					    u_xlat8.xyz = u_xlat18.xyz * vec3(vec3(_DriedBloodEffectLevel, _DriedBloodEffectLevel, _DriedBloodEffectLevel));
					    u_xlatb20.xyz = lessThan(vec4(0.5, 0.5, 0.5, 0.5), u_xlat7.xyzz).xyz;
					    u_xlat6.xyz = _MainColorTintFadeA.xyz * u_xlat6.xxx + vec3(-0.5, -0.5, -0.5);
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat9.xyz = (-u_xlat18.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat6.xyz = (-u_xlat6.xyz) * u_xlat9.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat40 = u_xlat18.x * u_xlat7.x;
					    u_xlat9.x = u_xlat40 * 2.0;
					    u_xlat9.y = float(0.0);
					    u_xlat9.z = float(0.0);
					    u_xlat18.x = (u_xlatb20.x) ? u_xlat6.x : u_xlat9.x;
					    u_xlat18.y = (u_xlatb20.y) ? u_xlat6.y : u_xlat9.y;
					    u_xlat18.z = (u_xlatb20.z) ? u_xlat6.z : u_xlat9.z;
					    u_xlat18.xyz = clamp(u_xlat18.xyz, 0.0, 1.0);
					    u_xlatb6.xyz = lessThan(vec4(0.5, 0.5, 0.5, 0.0), u_xlat4.xyzx).xyz;
					    u_xlat7.xyz = u_xlat4.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = (-u_xlat7.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat9.xyz = (-_DriedBloodColorGloss.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = (-u_xlat7.xyz) * u_xlat9.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = u_xlat4.xyz * _DriedBloodColorGloss.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + u_xlat4.xyz;
					    {
					        vec4 hlslcc_movcTemp = u_xlat4;
					        hlslcc_movcTemp.x = (u_xlatb6.x) ? u_xlat7.x : u_xlat4.x;
					        hlslcc_movcTemp.y = (u_xlatb6.y) ? u_xlat7.y : u_xlat4.y;
					        hlslcc_movcTemp.z = (u_xlatb6.z) ? u_xlat7.z : u_xlat4.z;
					        u_xlat4 = hlslcc_movcTemp;
					    }
					    u_xlat4.xyz = (-u_xlat18.xyz) + u_xlat4.xyz;
					    u_xlat4.xyz = u_xlat8.xyz * u_xlat4.xyz + u_xlat18.xyz;
					    u_xlat40 = (-_Metallic) + _DriedBlood_Metallic;
					    u_xlat40 = u_xlat8.x * u_xlat40 + _Metallic;
					    u_xlat41 = _DriedBloodColorGloss.w + (-_Gloss);
					    u_xlat41 = u_xlat8.x * u_xlat41 + _Gloss;
					    u_xlat42 = u_xlat5.x * u_xlat6.w;
					    u_xlat42 = u_xlat42 * u_xlat42;
					    u_xlat43 = u_xlat42 * u_xlat42;
					    u_xlat42 = u_xlat42 * u_xlat43;
					    u_xlat42 = min(u_xlat42, 1.0);
					    SV_Target0.w = u_xlat42 * _MainColorTintFadeA.w;
					    u_xlat5.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat5.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat5.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat5.xyz;
					    u_xlat42 = (-u_xlat41) + 1.0;
					    u_xlat43 = dot((-u_xlat2.xyz), u_xlat3.xyz);
					    u_xlat43 = u_xlat43 + u_xlat43;
					    u_xlat5.xyz = u_xlat3.xyz * (-vec3(u_xlat43)) + (-u_xlat2.xyz);
					    u_xlat6 = texture(unity_Lightmap, vs_TEXCOORD4.xy);
					    u_xlat43 = log2(u_xlat6.w);
					    u_xlat43 = u_xlat43 * unity_Lightmap_HDR.y;
					    u_xlat43 = exp2(u_xlat43);
					    u_xlat43 = u_xlat43 * unity_Lightmap_HDR.x;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat43);
					    u_xlat7 = texture(unity_LightmapInd, vs_TEXCOORD4.xy);
					    u_xlat7.xyz = u_xlat7.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat43 = dot(u_xlat3.xyz, u_xlat7.xyz);
					    u_xlat43 = u_xlat43 + 0.5;
					    u_xlat6.xyz = vec3(u_xlat43) * u_xlat6.xyz;
					    u_xlat43 = max(u_xlat7.w, 9.99999975e-05);
					    u_xlat6.xyz = u_xlat6.xyz / vec3(u_xlat43);
					    u_xlatb43 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb43){
					        u_xlat43 = dot(u_xlat5.xyz, u_xlat5.xyz);
					        u_xlat43 = inversesqrt(u_xlat43);
					        u_xlat7.xyz = vec3(u_xlat43) * u_xlat5.xyz;
					        u_xlat8.xyz = (-u_xlat0.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat8.xyz = u_xlat8.xyz / u_xlat7.xyz;
					        u_xlat9.xyz = (-u_xlat0.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat9.xyz = u_xlat9.xyz / u_xlat7.xyz;
					        u_xlatb10.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat7.xyzx).xyz;
					        {
					            vec3 hlslcc_movcTemp = u_xlat8;
					            hlslcc_movcTemp.x = (u_xlatb10.x) ? u_xlat8.x : u_xlat9.x;
					            hlslcc_movcTemp.y = (u_xlatb10.y) ? u_xlat8.y : u_xlat9.y;
					            hlslcc_movcTemp.z = (u_xlatb10.z) ? u_xlat8.z : u_xlat9.z;
					            u_xlat8 = hlslcc_movcTemp;
					        }
					        u_xlat43 = min(u_xlat8.y, u_xlat8.x);
					        u_xlat43 = min(u_xlat8.z, u_xlat43);
					        u_xlat8.xyz = u_xlat0.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat7.xyz = u_xlat7.xyz * vec3(u_xlat43) + u_xlat8.xyz;
					    } else {
					        u_xlat7.xyz = u_xlat5.xyz;
					    }
					    u_xlat43 = (-u_xlat42) * 0.699999988 + 1.70000005;
					    u_xlat43 = u_xlat42 * u_xlat43;
					    u_xlat43 = u_xlat43 * 6.0;
					    u_xlat7 = textureLod(unity_SpecCube0, u_xlat7.xyz, u_xlat43);
					    u_xlat44 = u_xlat7.w + -1.0;
					    u_xlat44 = unity_SpecCube0_HDR.w * u_xlat44 + 1.0;
					    u_xlat44 = log2(u_xlat44);
					    u_xlat44 = u_xlat44 * unity_SpecCube0_HDR.y;
					    u_xlat44 = exp2(u_xlat44);
					    u_xlat44 = u_xlat44 * unity_SpecCube0_HDR.x;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(u_xlat44);
					    u_xlatb45 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb45){
					        u_xlatb45 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb45){
					            u_xlat45 = dot(u_xlat5.xyz, u_xlat5.xyz);
					            u_xlat45 = inversesqrt(u_xlat45);
					            u_xlat9.xyz = u_xlat5.xyz * vec3(u_xlat45);
					            u_xlat10.xyz = (-u_xlat0.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat10.xyz = u_xlat10.xyz / u_xlat9.xyz;
					            u_xlat11.xyz = (-u_xlat0.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat11.xyz = u_xlat11.xyz / u_xlat9.xyz;
					            u_xlatb12.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat9.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat10;
					                hlslcc_movcTemp.x = (u_xlatb12.x) ? u_xlat10.x : u_xlat11.x;
					                hlslcc_movcTemp.y = (u_xlatb12.y) ? u_xlat10.y : u_xlat11.y;
					                hlslcc_movcTemp.z = (u_xlatb12.z) ? u_xlat10.z : u_xlat11.z;
					                u_xlat10 = hlslcc_movcTemp;
					            }
					            u_xlat45 = min(u_xlat10.y, u_xlat10.x);
					            u_xlat45 = min(u_xlat10.z, u_xlat45);
					            u_xlat0.xyz = u_xlat0.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat5.xyz = u_xlat9.xyz * vec3(u_xlat45) + u_xlat0.xyz;
					        }
					        u_xlat9 = textureLod(unity_SpecCube1, u_xlat5.xyz, u_xlat43);
					        u_xlat0.x = u_xlat9.w + -1.0;
					        u_xlat0.x = unity_SpecCube1_HDR.w * u_xlat0.x + 1.0;
					        u_xlat0.x = log2(u_xlat0.x);
					        u_xlat0.x = u_xlat0.x * unity_SpecCube1_HDR.y;
					        u_xlat0.x = exp2(u_xlat0.x);
					        u_xlat0.x = u_xlat0.x * unity_SpecCube1_HDR.x;
					        u_xlat0.xyz = u_xlat9.xyz * u_xlat0.xxx;
					        u_xlat5.xyz = vec3(u_xlat44) * u_xlat7.xyz + (-u_xlat0.xyz);
					        u_xlat8.xyz = unity_SpecCube0_BoxMin.www * u_xlat5.xyz + u_xlat0.xyz;
					    }
					    u_xlat0.xyz = u_xlat4.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat0.xyz = vec3(u_xlat40) * u_xlat0.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat40 = (-u_xlat40) * 0.959999979 + 0.959999979;
					    u_xlat4.xyz = vec3(u_xlat40) * u_xlat4.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat39) + _WorldSpaceLightPos0.xyz;
					    u_xlat39 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat39 = max(u_xlat39, 0.00100000005);
					    u_xlat39 = inversesqrt(u_xlat39);
					    u_xlat1.xyz = vec3(u_xlat39) * u_xlat1.xyz;
					    u_xlat39 = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat3.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlat15 = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat15 = clamp(u_xlat15, 0.0, 1.0);
					    u_xlat1.x = dot(_WorldSpaceLightPos0.xyz, u_xlat1.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat14 = u_xlat1.x + u_xlat1.x;
					    u_xlat14 = u_xlat1.x * u_xlat14;
					    u_xlat14 = u_xlat14 * u_xlat42 + -0.5;
					    u_xlat27 = (-u_xlat2.x) + 1.0;
					    u_xlat28 = u_xlat27 * u_xlat27;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat27 = u_xlat27 * u_xlat28;
					    u_xlat27 = u_xlat14 * u_xlat27 + 1.0;
					    u_xlat28 = -abs(u_xlat39) + 1.0;
					    u_xlat3.x = u_xlat28 * u_xlat28;
					    u_xlat3.x = u_xlat3.x * u_xlat3.x;
					    u_xlat28 = u_xlat28 * u_xlat3.x;
					    u_xlat14 = u_xlat14 * u_xlat28 + 1.0;
					    u_xlat14 = u_xlat14 * u_xlat27;
					    u_xlat14 = u_xlat2.x * u_xlat14;
					    u_xlat27 = u_xlat42 * u_xlat42;
					    u_xlat27 = max(u_xlat27, 0.00200000009);
					    u_xlat3.x = (-u_xlat27) + 1.0;
					    u_xlat16 = abs(u_xlat39) * u_xlat3.x + u_xlat27;
					    u_xlat3.x = u_xlat2.x * u_xlat3.x + u_xlat27;
					    u_xlat39 = abs(u_xlat39) * u_xlat3.x;
					    u_xlat39 = u_xlat2.x * u_xlat16 + u_xlat39;
					    u_xlat39 = u_xlat39 + 9.99999975e-06;
					    u_xlat39 = 0.5 / u_xlat39;
					    u_xlat3.x = u_xlat27 * u_xlat27;
					    u_xlat16 = u_xlat15 * u_xlat3.x + (-u_xlat15);
					    u_xlat15 = u_xlat16 * u_xlat15 + 1.0;
					    u_xlat3.x = u_xlat3.x * 0.318309873;
					    u_xlat15 = u_xlat15 * u_xlat15 + 1.00000001e-07;
					    u_xlat15 = u_xlat3.x / u_xlat15;
					    u_xlat39 = u_xlat39 * u_xlat15;
					    u_xlat39 = u_xlat39 * 3.14159274;
					    u_xlat39 = u_xlat2.x * u_xlat39;
					    u_xlat39 = max(u_xlat39, 0.0);
					    u_xlat27 = u_xlat27 * u_xlat27 + 1.0;
					    u_xlat27 = float(1.0) / u_xlat27;
					    u_xlat2.x = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlatb2 = u_xlat2.x!=0.0;
					    u_xlat2.x = u_xlatb2 ? 1.0 : float(0.0);
					    u_xlat39 = u_xlat39 * u_xlat2.x;
					    u_xlat40 = (-u_xlat40) + u_xlat41;
					    u_xlat40 = u_xlat40 + 1.0;
					    u_xlat40 = clamp(u_xlat40, 0.0, 1.0);
					    u_xlat2.xyw = _LightColor0.xyz * vec3(u_xlat14) + u_xlat6.xyz;
					    u_xlat3.xyz = vec3(u_xlat39) * _LightColor0.xyz;
					    u_xlat39 = (-u_xlat1.x) + 1.0;
					    u_xlat1.x = u_xlat39 * u_xlat39;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat39 = u_xlat39 * u_xlat1.x;
					    u_xlat5.xyz = (-u_xlat0.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat5.xyz = u_xlat5.xyz * vec3(u_xlat39) + u_xlat0.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * u_xlat5.xyz;
					    u_xlat2.xyw = u_xlat4.xyz * u_xlat2.xyw + u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat8.xyz * vec3(u_xlat27);
					    u_xlat3.xyz = (-u_xlat0.xyz) + vec3(u_xlat40);
					    u_xlat0.xyz = vec3(u_xlat28) * u_xlat3.xyz + u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat1.xyz * u_xlat0.xyz + u_xlat2.xyw;
					    u_xlat39 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat39 = (-u_xlat39) + 1.0;
					    u_xlat39 = u_xlat39 * _ProjectionParams.z;
					    u_xlat39 = max(u_xlat39, 0.0);
					    u_xlat39 = u_xlat39 * unity_FogParams.x;
					    u_xlat39 = u_xlat39 * (-u_xlat39);
					    u_xlat39 = exp2(u_xlat39);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat39) * u_xlat0.xyz + unity_FogColor.xyz;
					    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 unity_Lightmap_HDR;
						vec4 unused_0_1;
						vec4 _LightColor0;
						vec4 unused_0_3;
						vec4 _MainNormalMap_ST;
						float _DriedBloodEffect_Tiling;
						float _DriedBloodEffectLevel;
						float _OverallNormalPower;
						float _Noise1;
						float _Noise2;
						vec4 _Noise_Texture_ST;
						float _Bias;
						float _Scale;
						vec4 _MainColorTintFadeA;
						vec4 _MainTexture_ST;
						vec4 _DriedBloodColorGloss;
						float _Metallic;
						float _DriedBlood_Metallic;
						float _Gloss;
						vec4 unused_0_19;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					uniform  sampler2D _MainNormalMap;
					uniform  sampler2D _DriedBlood_Normal;
					uniform  sampler2D _Noise_Texture;
					uniform  sampler2D _MainTexture;
					uniform  sampler2D _DriedBlood_Curvature;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD5;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					bool u_xlatb2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					bvec3 u_xlatb6;
					vec4 u_xlat7;
					vec3 u_xlat8;
					vec4 u_xlat9;
					vec3 u_xlat10;
					bvec3 u_xlatb10;
					vec3 u_xlat11;
					bvec3 u_xlatb12;
					float u_xlat14;
					float u_xlat15;
					float u_xlat16;
					vec3 u_xlat18;
					bvec3 u_xlatb20;
					float u_xlat27;
					float u_xlat28;
					vec2 u_xlat30;
					vec2 u_xlat31;
					float u_xlat39;
					int u_xlati39;
					float u_xlat40;
					bool u_xlatb40;
					float u_xlat41;
					bool u_xlatb41;
					float u_xlat42;
					float u_xlat43;
					bool u_xlatb43;
					float u_xlat44;
					float u_xlat45;
					bool u_xlatb45;
					void main()
					{
					    u_xlat0.x = vs_TEXCOORD1.w;
					    u_xlat0.y = vs_TEXCOORD2.w;
					    u_xlat0.z = vs_TEXCOORD3.w;
					    u_xlati39 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat0.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati39].xyz;
					    u_xlat39 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat39 = inversesqrt(u_xlat39);
					    u_xlat2.xyz = vec3(u_xlat39) * u_xlat1.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainNormalMap_ST.xy + _MainNormalMap_ST.zw;
					    u_xlat4 = vs_TEXCOORD0.xyxy * vec4(_DriedBloodEffect_Tiling, _DriedBloodEffect_Tiling, _Noise1, _Noise1);
					    u_xlat3 = texture(_MainNormalMap, u_xlat3.xy);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat40 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat40 = min(u_xlat40, 1.0);
					    u_xlat40 = (-u_xlat40) + 1.0;
					    u_xlat3.z = sqrt(u_xlat40);
					    u_xlat5 = texture(_DriedBlood_Normal, u_xlat4.xy);
					    u_xlat5.x = u_xlat5.w * u_xlat5.x;
					    u_xlat5.xy = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat40 = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat40 = min(u_xlat40, 1.0);
					    u_xlat40 = (-u_xlat40) + 1.0;
					    u_xlat5.z = sqrt(u_xlat40);
					    u_xlat5.xyz = (-u_xlat3.xyz) + u_xlat5.xyz;
					    u_xlat3.xyz = vec3(vec3(_DriedBloodEffectLevel, _DriedBloodEffectLevel, _DriedBloodEffectLevel)) * u_xlat5.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz + vec3(-0.0, -0.0, -1.0);
					    u_xlat3.xyz = vec3(vec3(_OverallNormalPower, _OverallNormalPower, _OverallNormalPower)) * u_xlat3.xyz + vec3(0.0, 0.0, 1.0);
					    u_xlat40 = dot(u_xlat4.zw, vec2(0.366025418, 0.366025418));
					    u_xlat30.xy = vs_TEXCOORD0.xy * vec2(vec2(_Noise1, _Noise1)) + vec2(u_xlat40);
					    u_xlat30.xy = floor(u_xlat30.xy);
					    u_xlat5.xy = vs_TEXCOORD0.xy * vec2(vec2(_Noise1, _Noise1)) + (-u_xlat30.xy);
					    u_xlat40 = dot(u_xlat30.xy, vec2(0.211324871, 0.211324871));
					    u_xlat5.xy = vec2(u_xlat40) + u_xlat5.xy;
					    u_xlatb40 = u_xlat5.y<u_xlat5.x;
					    u_xlat6 = u_xlat5.xyxy + vec4(0.211324871, 0.211324871, -0.577350259, -0.577350259);
					    u_xlat7 = (bool(u_xlatb40)) ? vec4(0.0, 1.0, -1.0, -0.0) : vec4(1.0, 0.0, -0.0, -1.0);
					    u_xlat6.xy = u_xlat6.xy + u_xlat7.zw;
					    u_xlat31.xy = u_xlat30.xy * vec2(0.00346020772, 0.00346020772);
					    u_xlat31.xy = floor(u_xlat31.xy);
					    u_xlat30.xy = (-u_xlat31.xy) * vec2(289.0, 289.0) + u_xlat30.xy;
					    u_xlat8.x = float(0.0);
					    u_xlat8.z = float(1.0);
					    u_xlat8.y = u_xlat7.x;
					    u_xlat8.xyz = u_xlat30.yyy + u_xlat8.xyz;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xyz;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat9.xyz = floor(u_xlat9.xyz);
					    u_xlat8.xyz = (-u_xlat9.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat30.xxx + u_xlat8.xyz;
					    u_xlat7.x = float(0.0);
					    u_xlat7.z = float(1.0);
					    u_xlat7.xyz = u_xlat7.xyz + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat8.xyz = floor(u_xlat8.xyz);
					    u_xlat7.xyz = (-u_xlat8.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat7.xyz;
					    u_xlat8.x = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat8.y = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat8.z = dot(u_xlat6.zw, u_xlat6.zw);
					    u_xlat8.xyz = (-u_xlat8.xyz) + vec3(0.5, 0.5, 0.5);
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat8.xyz;
					    u_xlat7.xyz = u_xlat7.xyz * vec3(0.024390243, 0.024390243, 0.024390243);
					    u_xlat7.xyz = fract(u_xlat7.xyz);
					    u_xlat9.xyz = u_xlat7.xyz * vec3(2.0, 2.0, 2.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat10.xyz = abs(u_xlat9.xyz) + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = u_xlat7.xyz * vec3(2.0, 2.0, 2.0) + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = floor(u_xlat7.xyz);
					    u_xlat7.xyz = (-u_xlat7.xyz) + u_xlat9.xyz;
					    u_xlat9.xyz = u_xlat10.xyz * u_xlat10.xyz;
					    u_xlat9.xyz = u_xlat7.xyz * u_xlat7.xyz + u_xlat9.xyz;
					    u_xlat9.xyz = (-u_xlat9.xyz) * vec3(0.853734732, 0.853734732, 0.853734732) + vec3(1.79284286, 1.79284286, 1.79284286);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xyz;
					    u_xlat40 = u_xlat5.y * u_xlat10.x;
					    u_xlat5.x = u_xlat7.x * u_xlat5.x + u_xlat40;
					    u_xlat30.xy = u_xlat6.yw * u_xlat10.yz;
					    u_xlat5.yz = u_xlat7.yz * u_xlat6.xz + u_xlat30.xy;
					    u_xlat40 = dot(u_xlat8.xyz, u_xlat5.xyz);
					    u_xlat40 = u_xlat40 * 130.0;
					    u_xlat41 = _Noise1 * _Noise2;
					    u_xlat30.xy = vec2(u_xlat41) * vs_TEXCOORD0.xy;
					    u_xlat42 = dot(u_xlat30.xy, vec2(0.366025418, 0.366025418));
					    u_xlat30.xy = vs_TEXCOORD0.xy * vec2(u_xlat41) + vec2(u_xlat42);
					    u_xlat30.xy = floor(u_xlat30.xy);
					    u_xlat5.xy = vs_TEXCOORD0.xy * vec2(u_xlat41) + (-u_xlat30.xy);
					    u_xlat41 = dot(u_xlat30.xy, vec2(0.211324871, 0.211324871));
					    u_xlat5.xy = vec2(u_xlat41) + u_xlat5.xy;
					    u_xlatb41 = u_xlat5.y<u_xlat5.x;
					    u_xlat6 = u_xlat5.xyxy + vec4(0.211324871, 0.211324871, -0.577350259, -0.577350259);
					    u_xlat7 = (bool(u_xlatb41)) ? vec4(0.0, 1.0, -1.0, -0.0) : vec4(1.0, 0.0, -0.0, -1.0);
					    u_xlat6.xy = u_xlat6.xy + u_xlat7.zw;
					    u_xlat31.xy = u_xlat30.xy * vec2(0.00346020772, 0.00346020772);
					    u_xlat31.xy = floor(u_xlat31.xy);
					    u_xlat30.xy = (-u_xlat31.xy) * vec2(289.0, 289.0) + u_xlat30.xy;
					    u_xlat8.x = float(0.0);
					    u_xlat8.z = float(1.0);
					    u_xlat8.y = u_xlat7.x;
					    u_xlat8.xyz = u_xlat30.yyy + u_xlat8.xyz;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xyz;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat9.xyz = floor(u_xlat9.xyz);
					    u_xlat8.xyz = (-u_xlat9.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat30.xxx + u_xlat8.xyz;
					    u_xlat7.x = float(0.0);
					    u_xlat7.z = float(1.0);
					    u_xlat7.xyz = u_xlat7.xyz + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat8.xyz = floor(u_xlat8.xyz);
					    u_xlat7.xyz = (-u_xlat8.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat7.xyz;
					    u_xlat8.x = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat8.y = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat8.z = dot(u_xlat6.zw, u_xlat6.zw);
					    u_xlat8.xyz = (-u_xlat8.xyz) + vec3(0.5, 0.5, 0.5);
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat8.xyz;
					    u_xlat7.xyz = u_xlat7.xyz * vec3(0.024390243, 0.024390243, 0.024390243);
					    u_xlat7.xyz = fract(u_xlat7.xyz);
					    u_xlat9.xyz = u_xlat7.xyz * vec3(2.0, 2.0, 2.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat10.xyz = abs(u_xlat9.xyz) + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = u_xlat7.xyz * vec3(2.0, 2.0, 2.0) + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = floor(u_xlat7.xyz);
					    u_xlat7.xyz = (-u_xlat7.xyz) + u_xlat9.xyz;
					    u_xlat9.xyz = u_xlat10.xyz * u_xlat10.xyz;
					    u_xlat9.xyz = u_xlat7.xyz * u_xlat7.xyz + u_xlat9.xyz;
					    u_xlat9.xyz = (-u_xlat9.xyz) * vec3(0.853734732, 0.853734732, 0.853734732) + vec3(1.79284286, 1.79284286, 1.79284286);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xyz;
					    u_xlat41 = u_xlat5.y * u_xlat10.x;
					    u_xlat5.x = u_xlat7.x * u_xlat5.x + u_xlat41;
					    u_xlat30.xy = u_xlat6.yw * u_xlat10.yz;
					    u_xlat5.yz = u_xlat7.yz * u_xlat6.xz + u_xlat30.xy;
					    u_xlat41 = dot(u_xlat8.xyz, u_xlat5.xyz);
					    u_xlat40 = u_xlat40 * u_xlat41;
					    u_xlat30.xy = vs_TEXCOORD0.xy * _Noise_Texture_ST.xy + _Noise_Texture_ST.zw;
					    u_xlat41 = _Bias * 3.0;
					    u_xlat40 = u_xlat40 * 130.0;
					    u_xlat5 = texture(_Noise_Texture, u_xlat30.xy);
					    u_xlat5.xyz = (-vec3(u_xlat40)) * u_xlat5.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat5.xyz = u_xlat5.xyz + vec3(_Bias);
					    u_xlat5.xyz = u_xlat5.xyz * vec3(vec3(_Scale, _Scale, _Scale));
					    u_xlat5.xyz = log2(u_xlat5.xyz);
					    u_xlat5.xyz = vec3(u_xlat41) * u_xlat5.xyz;
					    u_xlat5.xyz = exp2(u_xlat5.xyz);
					    u_xlat18.xyz = min(u_xlat5.xyz, vec3(1.0, 0.0, 0.0));
					    u_xlat30.xy = vs_TEXCOORD0.xy * _MainTexture_ST.xy + _MainTexture_ST.zw;
					    u_xlat6 = texture(_MainTexture, u_xlat30.xy);
					    u_xlat7.xyz = u_xlat6.xxx * _MainColorTintFadeA.xyz;
					    u_xlat4 = texture(_DriedBlood_Curvature, u_xlat4.xy);
					    u_xlat8.xyz = u_xlat18.xyz * vec3(vec3(_DriedBloodEffectLevel, _DriedBloodEffectLevel, _DriedBloodEffectLevel));
					    u_xlatb20.xyz = lessThan(vec4(0.5, 0.5, 0.5, 0.5), u_xlat7.xyzz).xyz;
					    u_xlat6.xyz = _MainColorTintFadeA.xyz * u_xlat6.xxx + vec3(-0.5, -0.5, -0.5);
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat9.xyz = (-u_xlat18.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat6.xyz = (-u_xlat6.xyz) * u_xlat9.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat40 = u_xlat18.x * u_xlat7.x;
					    u_xlat9.x = u_xlat40 * 2.0;
					    u_xlat9.y = float(0.0);
					    u_xlat9.z = float(0.0);
					    u_xlat18.x = (u_xlatb20.x) ? u_xlat6.x : u_xlat9.x;
					    u_xlat18.y = (u_xlatb20.y) ? u_xlat6.y : u_xlat9.y;
					    u_xlat18.z = (u_xlatb20.z) ? u_xlat6.z : u_xlat9.z;
					    u_xlat18.xyz = clamp(u_xlat18.xyz, 0.0, 1.0);
					    u_xlatb6.xyz = lessThan(vec4(0.5, 0.5, 0.5, 0.0), u_xlat4.xyzx).xyz;
					    u_xlat7.xyz = u_xlat4.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = (-u_xlat7.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat9.xyz = (-_DriedBloodColorGloss.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = (-u_xlat7.xyz) * u_xlat9.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = u_xlat4.xyz * _DriedBloodColorGloss.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + u_xlat4.xyz;
					    {
					        vec4 hlslcc_movcTemp = u_xlat4;
					        hlslcc_movcTemp.x = (u_xlatb6.x) ? u_xlat7.x : u_xlat4.x;
					        hlslcc_movcTemp.y = (u_xlatb6.y) ? u_xlat7.y : u_xlat4.y;
					        hlslcc_movcTemp.z = (u_xlatb6.z) ? u_xlat7.z : u_xlat4.z;
					        u_xlat4 = hlslcc_movcTemp;
					    }
					    u_xlat4.xyz = (-u_xlat18.xyz) + u_xlat4.xyz;
					    u_xlat4.xyz = u_xlat8.xyz * u_xlat4.xyz + u_xlat18.xyz;
					    u_xlat40 = (-_Metallic) + _DriedBlood_Metallic;
					    u_xlat40 = u_xlat8.x * u_xlat40 + _Metallic;
					    u_xlat41 = _DriedBloodColorGloss.w + (-_Gloss);
					    u_xlat41 = u_xlat8.x * u_xlat41 + _Gloss;
					    u_xlat42 = u_xlat5.x * u_xlat6.w;
					    u_xlat42 = u_xlat42 * u_xlat42;
					    u_xlat43 = u_xlat42 * u_xlat42;
					    u_xlat42 = u_xlat42 * u_xlat43;
					    u_xlat42 = min(u_xlat42, 1.0);
					    SV_Target0.w = u_xlat42 * _MainColorTintFadeA.w;
					    u_xlat5.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat5.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat5.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat5.xyz;
					    u_xlat42 = (-u_xlat41) + 1.0;
					    u_xlat43 = dot((-u_xlat2.xyz), u_xlat3.xyz);
					    u_xlat43 = u_xlat43 + u_xlat43;
					    u_xlat5.xyz = u_xlat3.xyz * (-vec3(u_xlat43)) + (-u_xlat2.xyz);
					    u_xlat6 = texture(unity_Lightmap, vs_TEXCOORD4.xy);
					    u_xlat43 = log2(u_xlat6.w);
					    u_xlat43 = u_xlat43 * unity_Lightmap_HDR.y;
					    u_xlat43 = exp2(u_xlat43);
					    u_xlat43 = u_xlat43 * unity_Lightmap_HDR.x;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat43);
					    u_xlat7 = texture(unity_LightmapInd, vs_TEXCOORD4.xy);
					    u_xlat7.xyz = u_xlat7.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat43 = dot(u_xlat3.xyz, u_xlat7.xyz);
					    u_xlat43 = u_xlat43 + 0.5;
					    u_xlat6.xyz = vec3(u_xlat43) * u_xlat6.xyz;
					    u_xlat43 = max(u_xlat7.w, 9.99999975e-05);
					    u_xlat6.xyz = u_xlat6.xyz / vec3(u_xlat43);
					    u_xlatb43 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb43){
					        u_xlat43 = dot(u_xlat5.xyz, u_xlat5.xyz);
					        u_xlat43 = inversesqrt(u_xlat43);
					        u_xlat7.xyz = vec3(u_xlat43) * u_xlat5.xyz;
					        u_xlat8.xyz = (-u_xlat0.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat8.xyz = u_xlat8.xyz / u_xlat7.xyz;
					        u_xlat9.xyz = (-u_xlat0.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat9.xyz = u_xlat9.xyz / u_xlat7.xyz;
					        u_xlatb10.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat7.xyzx).xyz;
					        {
					            vec3 hlslcc_movcTemp = u_xlat8;
					            hlslcc_movcTemp.x = (u_xlatb10.x) ? u_xlat8.x : u_xlat9.x;
					            hlslcc_movcTemp.y = (u_xlatb10.y) ? u_xlat8.y : u_xlat9.y;
					            hlslcc_movcTemp.z = (u_xlatb10.z) ? u_xlat8.z : u_xlat9.z;
					            u_xlat8 = hlslcc_movcTemp;
					        }
					        u_xlat43 = min(u_xlat8.y, u_xlat8.x);
					        u_xlat43 = min(u_xlat8.z, u_xlat43);
					        u_xlat8.xyz = u_xlat0.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat7.xyz = u_xlat7.xyz * vec3(u_xlat43) + u_xlat8.xyz;
					    } else {
					        u_xlat7.xyz = u_xlat5.xyz;
					    }
					    u_xlat43 = (-u_xlat42) * 0.699999988 + 1.70000005;
					    u_xlat43 = u_xlat42 * u_xlat43;
					    u_xlat43 = u_xlat43 * 6.0;
					    u_xlat7 = textureLod(unity_SpecCube0, u_xlat7.xyz, u_xlat43);
					    u_xlat44 = u_xlat7.w + -1.0;
					    u_xlat44 = unity_SpecCube0_HDR.w * u_xlat44 + 1.0;
					    u_xlat44 = log2(u_xlat44);
					    u_xlat44 = u_xlat44 * unity_SpecCube0_HDR.y;
					    u_xlat44 = exp2(u_xlat44);
					    u_xlat44 = u_xlat44 * unity_SpecCube0_HDR.x;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(u_xlat44);
					    u_xlatb45 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb45){
					        u_xlatb45 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb45){
					            u_xlat45 = dot(u_xlat5.xyz, u_xlat5.xyz);
					            u_xlat45 = inversesqrt(u_xlat45);
					            u_xlat9.xyz = u_xlat5.xyz * vec3(u_xlat45);
					            u_xlat10.xyz = (-u_xlat0.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat10.xyz = u_xlat10.xyz / u_xlat9.xyz;
					            u_xlat11.xyz = (-u_xlat0.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat11.xyz = u_xlat11.xyz / u_xlat9.xyz;
					            u_xlatb12.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat9.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat10;
					                hlslcc_movcTemp.x = (u_xlatb12.x) ? u_xlat10.x : u_xlat11.x;
					                hlslcc_movcTemp.y = (u_xlatb12.y) ? u_xlat10.y : u_xlat11.y;
					                hlslcc_movcTemp.z = (u_xlatb12.z) ? u_xlat10.z : u_xlat11.z;
					                u_xlat10 = hlslcc_movcTemp;
					            }
					            u_xlat45 = min(u_xlat10.y, u_xlat10.x);
					            u_xlat45 = min(u_xlat10.z, u_xlat45);
					            u_xlat0.xyz = u_xlat0.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat5.xyz = u_xlat9.xyz * vec3(u_xlat45) + u_xlat0.xyz;
					        }
					        u_xlat9 = textureLod(unity_SpecCube1, u_xlat5.xyz, u_xlat43);
					        u_xlat0.x = u_xlat9.w + -1.0;
					        u_xlat0.x = unity_SpecCube1_HDR.w * u_xlat0.x + 1.0;
					        u_xlat0.x = log2(u_xlat0.x);
					        u_xlat0.x = u_xlat0.x * unity_SpecCube1_HDR.y;
					        u_xlat0.x = exp2(u_xlat0.x);
					        u_xlat0.x = u_xlat0.x * unity_SpecCube1_HDR.x;
					        u_xlat0.xyz = u_xlat9.xyz * u_xlat0.xxx;
					        u_xlat5.xyz = vec3(u_xlat44) * u_xlat7.xyz + (-u_xlat0.xyz);
					        u_xlat8.xyz = unity_SpecCube0_BoxMin.www * u_xlat5.xyz + u_xlat0.xyz;
					    }
					    u_xlat0.xyz = u_xlat4.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat0.xyz = vec3(u_xlat40) * u_xlat0.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat40 = (-u_xlat40) * 0.959999979 + 0.959999979;
					    u_xlat4.xyz = vec3(u_xlat40) * u_xlat4.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat39) + _WorldSpaceLightPos0.xyz;
					    u_xlat39 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat39 = max(u_xlat39, 0.00100000005);
					    u_xlat39 = inversesqrt(u_xlat39);
					    u_xlat1.xyz = vec3(u_xlat39) * u_xlat1.xyz;
					    u_xlat39 = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat3.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlat15 = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat15 = clamp(u_xlat15, 0.0, 1.0);
					    u_xlat1.x = dot(_WorldSpaceLightPos0.xyz, u_xlat1.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat14 = u_xlat1.x + u_xlat1.x;
					    u_xlat14 = u_xlat1.x * u_xlat14;
					    u_xlat14 = u_xlat14 * u_xlat42 + -0.5;
					    u_xlat27 = (-u_xlat2.x) + 1.0;
					    u_xlat28 = u_xlat27 * u_xlat27;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat27 = u_xlat27 * u_xlat28;
					    u_xlat27 = u_xlat14 * u_xlat27 + 1.0;
					    u_xlat28 = -abs(u_xlat39) + 1.0;
					    u_xlat3.x = u_xlat28 * u_xlat28;
					    u_xlat3.x = u_xlat3.x * u_xlat3.x;
					    u_xlat28 = u_xlat28 * u_xlat3.x;
					    u_xlat14 = u_xlat14 * u_xlat28 + 1.0;
					    u_xlat14 = u_xlat14 * u_xlat27;
					    u_xlat14 = u_xlat2.x * u_xlat14;
					    u_xlat27 = u_xlat42 * u_xlat42;
					    u_xlat27 = max(u_xlat27, 0.00200000009);
					    u_xlat3.x = (-u_xlat27) + 1.0;
					    u_xlat16 = abs(u_xlat39) * u_xlat3.x + u_xlat27;
					    u_xlat3.x = u_xlat2.x * u_xlat3.x + u_xlat27;
					    u_xlat39 = abs(u_xlat39) * u_xlat3.x;
					    u_xlat39 = u_xlat2.x * u_xlat16 + u_xlat39;
					    u_xlat39 = u_xlat39 + 9.99999975e-06;
					    u_xlat39 = 0.5 / u_xlat39;
					    u_xlat3.x = u_xlat27 * u_xlat27;
					    u_xlat16 = u_xlat15 * u_xlat3.x + (-u_xlat15);
					    u_xlat15 = u_xlat16 * u_xlat15 + 1.0;
					    u_xlat3.x = u_xlat3.x * 0.318309873;
					    u_xlat15 = u_xlat15 * u_xlat15 + 1.00000001e-07;
					    u_xlat15 = u_xlat3.x / u_xlat15;
					    u_xlat39 = u_xlat39 * u_xlat15;
					    u_xlat39 = u_xlat39 * 3.14159274;
					    u_xlat39 = u_xlat2.x * u_xlat39;
					    u_xlat39 = max(u_xlat39, 0.0);
					    u_xlat27 = u_xlat27 * u_xlat27 + 1.0;
					    u_xlat27 = float(1.0) / u_xlat27;
					    u_xlat2.x = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlatb2 = u_xlat2.x!=0.0;
					    u_xlat2.x = u_xlatb2 ? 1.0 : float(0.0);
					    u_xlat39 = u_xlat39 * u_xlat2.x;
					    u_xlat40 = (-u_xlat40) + u_xlat41;
					    u_xlat40 = u_xlat40 + 1.0;
					    u_xlat40 = clamp(u_xlat40, 0.0, 1.0);
					    u_xlat2.xyw = _LightColor0.xyz * vec3(u_xlat14) + u_xlat6.xyz;
					    u_xlat3.xyz = vec3(u_xlat39) * _LightColor0.xyz;
					    u_xlat39 = (-u_xlat1.x) + 1.0;
					    u_xlat1.x = u_xlat39 * u_xlat39;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat39 = u_xlat39 * u_xlat1.x;
					    u_xlat5.xyz = (-u_xlat0.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat5.xyz = u_xlat5.xyz * vec3(u_xlat39) + u_xlat0.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * u_xlat5.xyz;
					    u_xlat2.xyw = u_xlat4.xyz * u_xlat2.xyw + u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat8.xyz * vec3(u_xlat27);
					    u_xlat3.xyz = (-u_xlat0.xyz) + vec3(u_xlat40);
					    u_xlat0.xyz = vec3(u_xlat28) * u_xlat3.xyz + u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat1.xyz * u_xlat0.xyz + u_xlat2.xyw;
					    u_xlat39 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat39 = (-u_xlat39) + 1.0;
					    u_xlat39 = u_xlat39 * _ProjectionParams.z;
					    u_xlat39 = max(u_xlat39, 0.0);
					    u_xlat39 = u_xlat39 * unity_FogParams.x;
					    u_xlat39 = u_xlat39 * (-u_xlat39);
					    u_xlat39 = exp2(u_xlat39);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat39) * u_xlat0.xyz + unity_FogColor.xyz;
					    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 unity_Lightmap_HDR;
						vec4 unused_0_1;
						vec4 _LightColor0;
						vec4 unused_0_3;
						vec4 _MainNormalMap_ST;
						float _DriedBloodEffect_Tiling;
						float _DriedBloodEffectLevel;
						float _OverallNormalPower;
						float _Noise1;
						float _Noise2;
						vec4 _Noise_Texture_ST;
						float _Bias;
						float _Scale;
						vec4 _MainColorTintFadeA;
						vec4 _MainTexture_ST;
						vec4 _DriedBloodColorGloss;
						float _Metallic;
						float _DriedBlood_Metallic;
						float _Gloss;
						vec4 unused_0_19;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_9[2];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainNormalMap;
					uniform  sampler2D _DriedBlood_Normal;
					uniform  sampler2D _Noise_Texture;
					uniform  sampler2D _MainTexture;
					uniform  sampler2D _DriedBlood_Curvature;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD5;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					bool u_xlatb2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					bvec3 u_xlatb6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					vec3 u_xlat10;
					bvec3 u_xlatb10;
					vec3 u_xlat11;
					bvec3 u_xlatb12;
					float u_xlat14;
					float u_xlat15;
					float u_xlat16;
					vec3 u_xlat18;
					float u_xlat19;
					bvec3 u_xlatb20;
					float u_xlat27;
					float u_xlat28;
					vec2 u_xlat30;
					vec2 u_xlat31;
					float u_xlat39;
					float u_xlat40;
					bool u_xlatb40;
					float u_xlat41;
					bool u_xlatb41;
					float u_xlat42;
					bool u_xlatb42;
					float u_xlat43;
					float u_xlat44;
					bool u_xlatb44;
					float u_xlat45;
					bool u_xlatb45;
					void main()
					{
					    u_xlat0.x = vs_TEXCOORD1.w;
					    u_xlat0.y = vs_TEXCOORD2.w;
					    u_xlat0.z = vs_TEXCOORD3.w;
					    u_xlat1.xyz = (-u_xlat0.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat39 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat39 = inversesqrt(u_xlat39);
					    u_xlat2.xyz = vec3(u_xlat39) * u_xlat1.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainNormalMap_ST.xy + _MainNormalMap_ST.zw;
					    u_xlat4 = vs_TEXCOORD0.xyxy * vec4(_DriedBloodEffect_Tiling, _DriedBloodEffect_Tiling, _Noise1, _Noise1);
					    u_xlat3 = texture(_MainNormalMap, u_xlat3.xy);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat40 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat40 = min(u_xlat40, 1.0);
					    u_xlat40 = (-u_xlat40) + 1.0;
					    u_xlat3.z = sqrt(u_xlat40);
					    u_xlat5 = texture(_DriedBlood_Normal, u_xlat4.xy);
					    u_xlat5.x = u_xlat5.w * u_xlat5.x;
					    u_xlat5.xy = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat40 = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat40 = min(u_xlat40, 1.0);
					    u_xlat40 = (-u_xlat40) + 1.0;
					    u_xlat5.z = sqrt(u_xlat40);
					    u_xlat5.xyz = (-u_xlat3.xyz) + u_xlat5.xyz;
					    u_xlat3.xyz = vec3(vec3(_DriedBloodEffectLevel, _DriedBloodEffectLevel, _DriedBloodEffectLevel)) * u_xlat5.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz + vec3(-0.0, -0.0, -1.0);
					    u_xlat3.xyz = vec3(vec3(_OverallNormalPower, _OverallNormalPower, _OverallNormalPower)) * u_xlat3.xyz + vec3(0.0, 0.0, 1.0);
					    u_xlat40 = dot(u_xlat4.zw, vec2(0.366025418, 0.366025418));
					    u_xlat30.xy = vs_TEXCOORD0.xy * vec2(vec2(_Noise1, _Noise1)) + vec2(u_xlat40);
					    u_xlat30.xy = floor(u_xlat30.xy);
					    u_xlat5.xy = vs_TEXCOORD0.xy * vec2(vec2(_Noise1, _Noise1)) + (-u_xlat30.xy);
					    u_xlat40 = dot(u_xlat30.xy, vec2(0.211324871, 0.211324871));
					    u_xlat5.xy = vec2(u_xlat40) + u_xlat5.xy;
					    u_xlatb40 = u_xlat5.y<u_xlat5.x;
					    u_xlat6 = u_xlat5.xyxy + vec4(0.211324871, 0.211324871, -0.577350259, -0.577350259);
					    u_xlat7 = (bool(u_xlatb40)) ? vec4(0.0, 1.0, -1.0, -0.0) : vec4(1.0, 0.0, -0.0, -1.0);
					    u_xlat6.xy = u_xlat6.xy + u_xlat7.zw;
					    u_xlat31.xy = u_xlat30.xy * vec2(0.00346020772, 0.00346020772);
					    u_xlat31.xy = floor(u_xlat31.xy);
					    u_xlat30.xy = (-u_xlat31.xy) * vec2(289.0, 289.0) + u_xlat30.xy;
					    u_xlat8.x = float(0.0);
					    u_xlat8.z = float(1.0);
					    u_xlat8.y = u_xlat7.x;
					    u_xlat8.xyz = u_xlat30.yyy + u_xlat8.xyz;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xyz;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat9.xyz = floor(u_xlat9.xyz);
					    u_xlat8.xyz = (-u_xlat9.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat30.xxx + u_xlat8.xyz;
					    u_xlat7.x = float(0.0);
					    u_xlat7.z = float(1.0);
					    u_xlat7.xyz = u_xlat7.xyz + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat8.xyz = floor(u_xlat8.xyz);
					    u_xlat7.xyz = (-u_xlat8.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat7.xyz;
					    u_xlat8.x = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat8.y = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat8.z = dot(u_xlat6.zw, u_xlat6.zw);
					    u_xlat8.xyz = (-u_xlat8.xyz) + vec3(0.5, 0.5, 0.5);
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat8.xyz;
					    u_xlat7.xyz = u_xlat7.xyz * vec3(0.024390243, 0.024390243, 0.024390243);
					    u_xlat7.xyz = fract(u_xlat7.xyz);
					    u_xlat9.xyz = u_xlat7.xyz * vec3(2.0, 2.0, 2.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat10.xyz = abs(u_xlat9.xyz) + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = u_xlat7.xyz * vec3(2.0, 2.0, 2.0) + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = floor(u_xlat7.xyz);
					    u_xlat7.xyz = (-u_xlat7.xyz) + u_xlat9.xyz;
					    u_xlat9.xyz = u_xlat10.xyz * u_xlat10.xyz;
					    u_xlat9.xyz = u_xlat7.xyz * u_xlat7.xyz + u_xlat9.xyz;
					    u_xlat9.xyz = (-u_xlat9.xyz) * vec3(0.853734732, 0.853734732, 0.853734732) + vec3(1.79284286, 1.79284286, 1.79284286);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xyz;
					    u_xlat40 = u_xlat5.y * u_xlat10.x;
					    u_xlat5.x = u_xlat7.x * u_xlat5.x + u_xlat40;
					    u_xlat30.xy = u_xlat6.yw * u_xlat10.yz;
					    u_xlat5.yz = u_xlat7.yz * u_xlat6.xz + u_xlat30.xy;
					    u_xlat40 = dot(u_xlat8.xyz, u_xlat5.xyz);
					    u_xlat40 = u_xlat40 * 130.0;
					    u_xlat41 = _Noise1 * _Noise2;
					    u_xlat30.xy = vec2(u_xlat41) * vs_TEXCOORD0.xy;
					    u_xlat42 = dot(u_xlat30.xy, vec2(0.366025418, 0.366025418));
					    u_xlat30.xy = vs_TEXCOORD0.xy * vec2(u_xlat41) + vec2(u_xlat42);
					    u_xlat30.xy = floor(u_xlat30.xy);
					    u_xlat5.xy = vs_TEXCOORD0.xy * vec2(u_xlat41) + (-u_xlat30.xy);
					    u_xlat41 = dot(u_xlat30.xy, vec2(0.211324871, 0.211324871));
					    u_xlat5.xy = vec2(u_xlat41) + u_xlat5.xy;
					    u_xlatb41 = u_xlat5.y<u_xlat5.x;
					    u_xlat6 = u_xlat5.xyxy + vec4(0.211324871, 0.211324871, -0.577350259, -0.577350259);
					    u_xlat7 = (bool(u_xlatb41)) ? vec4(0.0, 1.0, -1.0, -0.0) : vec4(1.0, 0.0, -0.0, -1.0);
					    u_xlat6.xy = u_xlat6.xy + u_xlat7.zw;
					    u_xlat31.xy = u_xlat30.xy * vec2(0.00346020772, 0.00346020772);
					    u_xlat31.xy = floor(u_xlat31.xy);
					    u_xlat30.xy = (-u_xlat31.xy) * vec2(289.0, 289.0) + u_xlat30.xy;
					    u_xlat8.x = float(0.0);
					    u_xlat8.z = float(1.0);
					    u_xlat8.y = u_xlat7.x;
					    u_xlat8.xyz = u_xlat30.yyy + u_xlat8.xyz;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xyz;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat9.xyz = floor(u_xlat9.xyz);
					    u_xlat8.xyz = (-u_xlat9.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat30.xxx + u_xlat8.xyz;
					    u_xlat7.x = float(0.0);
					    u_xlat7.z = float(1.0);
					    u_xlat7.xyz = u_xlat7.xyz + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat8.xyz = floor(u_xlat8.xyz);
					    u_xlat7.xyz = (-u_xlat8.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat7.xyz;
					    u_xlat8.x = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat8.y = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat8.z = dot(u_xlat6.zw, u_xlat6.zw);
					    u_xlat8.xyz = (-u_xlat8.xyz) + vec3(0.5, 0.5, 0.5);
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat8.xyz;
					    u_xlat7.xyz = u_xlat7.xyz * vec3(0.024390243, 0.024390243, 0.024390243);
					    u_xlat7.xyz = fract(u_xlat7.xyz);
					    u_xlat9.xyz = u_xlat7.xyz * vec3(2.0, 2.0, 2.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat10.xyz = abs(u_xlat9.xyz) + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = u_xlat7.xyz * vec3(2.0, 2.0, 2.0) + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = floor(u_xlat7.xyz);
					    u_xlat7.xyz = (-u_xlat7.xyz) + u_xlat9.xyz;
					    u_xlat9.xyz = u_xlat10.xyz * u_xlat10.xyz;
					    u_xlat9.xyz = u_xlat7.xyz * u_xlat7.xyz + u_xlat9.xyz;
					    u_xlat9.xyz = (-u_xlat9.xyz) * vec3(0.853734732, 0.853734732, 0.853734732) + vec3(1.79284286, 1.79284286, 1.79284286);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xyz;
					    u_xlat41 = u_xlat5.y * u_xlat10.x;
					    u_xlat5.x = u_xlat7.x * u_xlat5.x + u_xlat41;
					    u_xlat30.xy = u_xlat6.yw * u_xlat10.yz;
					    u_xlat5.yz = u_xlat7.yz * u_xlat6.xz + u_xlat30.xy;
					    u_xlat41 = dot(u_xlat8.xyz, u_xlat5.xyz);
					    u_xlat40 = u_xlat40 * u_xlat41;
					    u_xlat30.xy = vs_TEXCOORD0.xy * _Noise_Texture_ST.xy + _Noise_Texture_ST.zw;
					    u_xlat41 = _Bias * 3.0;
					    u_xlat40 = u_xlat40 * 130.0;
					    u_xlat5 = texture(_Noise_Texture, u_xlat30.xy);
					    u_xlat5.xyz = (-vec3(u_xlat40)) * u_xlat5.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat5.xyz = u_xlat5.xyz + vec3(_Bias);
					    u_xlat5.xyz = u_xlat5.xyz * vec3(vec3(_Scale, _Scale, _Scale));
					    u_xlat5.xyz = log2(u_xlat5.xyz);
					    u_xlat5.xyz = vec3(u_xlat41) * u_xlat5.xyz;
					    u_xlat5.xyz = exp2(u_xlat5.xyz);
					    u_xlat18.xyz = min(u_xlat5.xyz, vec3(1.0, 0.0, 0.0));
					    u_xlat30.xy = vs_TEXCOORD0.xy * _MainTexture_ST.xy + _MainTexture_ST.zw;
					    u_xlat6 = texture(_MainTexture, u_xlat30.xy);
					    u_xlat7.xyz = u_xlat6.xxx * _MainColorTintFadeA.xyz;
					    u_xlat4 = texture(_DriedBlood_Curvature, u_xlat4.xy);
					    u_xlat8.xyz = u_xlat18.xyz * vec3(vec3(_DriedBloodEffectLevel, _DriedBloodEffectLevel, _DriedBloodEffectLevel));
					    u_xlatb20.xyz = lessThan(vec4(0.5, 0.5, 0.5, 0.5), u_xlat7.xyzz).xyz;
					    u_xlat6.xyz = _MainColorTintFadeA.xyz * u_xlat6.xxx + vec3(-0.5, -0.5, -0.5);
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat9.xyz = (-u_xlat18.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat6.xyz = (-u_xlat6.xyz) * u_xlat9.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat40 = u_xlat18.x * u_xlat7.x;
					    u_xlat9.x = u_xlat40 * 2.0;
					    u_xlat9.y = float(0.0);
					    u_xlat9.z = float(0.0);
					    u_xlat18.x = (u_xlatb20.x) ? u_xlat6.x : u_xlat9.x;
					    u_xlat18.y = (u_xlatb20.y) ? u_xlat6.y : u_xlat9.y;
					    u_xlat18.z = (u_xlatb20.z) ? u_xlat6.z : u_xlat9.z;
					    u_xlat18.xyz = clamp(u_xlat18.xyz, 0.0, 1.0);
					    u_xlatb6.xyz = lessThan(vec4(0.5, 0.5, 0.5, 0.0), u_xlat4.xyzx).xyz;
					    u_xlat7.xyz = u_xlat4.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = (-u_xlat7.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat9.xyz = (-_DriedBloodColorGloss.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = (-u_xlat7.xyz) * u_xlat9.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = u_xlat4.xyz * _DriedBloodColorGloss.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + u_xlat4.xyz;
					    {
					        vec4 hlslcc_movcTemp = u_xlat4;
					        hlslcc_movcTemp.x = (u_xlatb6.x) ? u_xlat7.x : u_xlat4.x;
					        hlslcc_movcTemp.y = (u_xlatb6.y) ? u_xlat7.y : u_xlat4.y;
					        hlslcc_movcTemp.z = (u_xlatb6.z) ? u_xlat7.z : u_xlat4.z;
					        u_xlat4 = hlslcc_movcTemp;
					    }
					    u_xlat4.xyz = (-u_xlat18.xyz) + u_xlat4.xyz;
					    u_xlat4.xyz = u_xlat8.xyz * u_xlat4.xyz + u_xlat18.xyz;
					    u_xlat40 = (-_Metallic) + _DriedBlood_Metallic;
					    u_xlat40 = u_xlat8.x * u_xlat40 + _Metallic;
					    u_xlat41 = _DriedBloodColorGloss.w + (-_Gloss);
					    u_xlat41 = u_xlat8.x * u_xlat41 + _Gloss;
					    u_xlat42 = u_xlat5.x * u_xlat6.w;
					    u_xlat42 = u_xlat42 * u_xlat42;
					    u_xlat43 = u_xlat42 * u_xlat42;
					    u_xlat42 = u_xlat42 * u_xlat43;
					    u_xlat42 = min(u_xlat42, 1.0);
					    SV_Target0.w = u_xlat42 * _MainColorTintFadeA.w;
					    u_xlat5.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat5.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat5.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat5.xyz;
					    u_xlat43 = (-u_xlat41) + 1.0;
					    u_xlat5.x = dot((-u_xlat2.xyz), u_xlat3.xyz);
					    u_xlat5.x = u_xlat5.x + u_xlat5.x;
					    u_xlat5.xyz = u_xlat3.xyz * (-u_xlat5.xxx) + (-u_xlat2.xyz);
					    u_xlatb44 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb44){
					        u_xlatb44 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat6.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat6.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat6.xyz;
					        u_xlat6.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat6.xyz;
					        u_xlat6.xyz = u_xlat6.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat6.xyz = (bool(u_xlatb44)) ? u_xlat6.xyz : u_xlat0.xyz;
					        u_xlat6.xyz = u_xlat6.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat6.yzw = u_xlat6.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat44 = u_xlat6.y * 0.25;
					        u_xlat19 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat7.x = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat44 = max(u_xlat44, u_xlat19);
					        u_xlat6.x = min(u_xlat7.x, u_xlat44);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat6.xzw);
					        u_xlat8.xyz = u_xlat6.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat8 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat6.xyz = u_xlat6.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat6.xyz);
					        u_xlat3.w = 1.0;
					        u_xlat7.x = dot(u_xlat7, u_xlat3);
					        u_xlat7.y = dot(u_xlat8, u_xlat3);
					        u_xlat7.z = dot(u_xlat6, u_xlat3);
					    } else {
					        u_xlat3.w = 1.0;
					        u_xlat7.x = dot(unity_SHAr, u_xlat3);
					        u_xlat7.y = dot(unity_SHAg, u_xlat3);
					        u_xlat7.z = dot(unity_SHAb, u_xlat3);
					    }
					    u_xlat6 = u_xlat3.yzzx * u_xlat3.xyzz;
					    u_xlat8.x = dot(unity_SHBr, u_xlat6);
					    u_xlat8.y = dot(unity_SHBg, u_xlat6);
					    u_xlat8.z = dot(unity_SHBb, u_xlat6);
					    u_xlat42 = u_xlat3.y * u_xlat3.y;
					    u_xlat42 = u_xlat3.x * u_xlat3.x + (-u_xlat42);
					    u_xlat6.xyz = unity_SHC.xyz * vec3(u_xlat42) + u_xlat8.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat6.xyz = max(u_xlat6.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7 = texture(unity_Lightmap, vs_TEXCOORD4.xy);
					    u_xlat42 = log2(u_xlat7.w);
					    u_xlat42 = u_xlat42 * unity_Lightmap_HDR.y;
					    u_xlat42 = exp2(u_xlat42);
					    u_xlat42 = u_xlat42 * unity_Lightmap_HDR.x;
					    u_xlat7.xyz = u_xlat7.xyz * vec3(u_xlat42);
					    u_xlat8 = texture(unity_LightmapInd, vs_TEXCOORD4.xy);
					    u_xlat8.xyz = u_xlat8.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat42 = dot(u_xlat3.xyz, u_xlat8.xyz);
					    u_xlat42 = u_xlat42 + 0.5;
					    u_xlat7.xyz = vec3(u_xlat42) * u_xlat7.xyz;
					    u_xlat42 = max(u_xlat8.w, 9.99999975e-05);
					    u_xlat7.xyz = u_xlat7.xyz / vec3(u_xlat42);
					    u_xlat6.xyz = u_xlat6.xyz + u_xlat7.xyz;
					    u_xlatb42 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb42){
					        u_xlat42 = dot(u_xlat5.xyz, u_xlat5.xyz);
					        u_xlat42 = inversesqrt(u_xlat42);
					        u_xlat7.xyz = vec3(u_xlat42) * u_xlat5.xyz;
					        u_xlat8.xyz = (-u_xlat0.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat8.xyz = u_xlat8.xyz / u_xlat7.xyz;
					        u_xlat9.xyz = (-u_xlat0.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat9.xyz = u_xlat9.xyz / u_xlat7.xyz;
					        u_xlatb10.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat7.xyzx).xyz;
					        {
					            vec4 hlslcc_movcTemp = u_xlat8;
					            hlslcc_movcTemp.x = (u_xlatb10.x) ? u_xlat8.x : u_xlat9.x;
					            hlslcc_movcTemp.y = (u_xlatb10.y) ? u_xlat8.y : u_xlat9.y;
					            hlslcc_movcTemp.z = (u_xlatb10.z) ? u_xlat8.z : u_xlat9.z;
					            u_xlat8 = hlslcc_movcTemp;
					        }
					        u_xlat42 = min(u_xlat8.y, u_xlat8.x);
					        u_xlat42 = min(u_xlat8.z, u_xlat42);
					        u_xlat8.xyz = u_xlat0.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat7.xyz = u_xlat7.xyz * vec3(u_xlat42) + u_xlat8.xyz;
					    } else {
					        u_xlat7.xyz = u_xlat5.xyz;
					    }
					    u_xlat42 = (-u_xlat43) * 0.699999988 + 1.70000005;
					    u_xlat42 = u_xlat42 * u_xlat43;
					    u_xlat42 = u_xlat42 * 6.0;
					    u_xlat7 = textureLod(unity_SpecCube0, u_xlat7.xyz, u_xlat42);
					    u_xlat44 = u_xlat7.w + -1.0;
					    u_xlat44 = unity_SpecCube0_HDR.w * u_xlat44 + 1.0;
					    u_xlat44 = log2(u_xlat44);
					    u_xlat44 = u_xlat44 * unity_SpecCube0_HDR.y;
					    u_xlat44 = exp2(u_xlat44);
					    u_xlat44 = u_xlat44 * unity_SpecCube0_HDR.x;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(u_xlat44);
					    u_xlatb45 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb45){
					        u_xlatb45 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb45){
					            u_xlat45 = dot(u_xlat5.xyz, u_xlat5.xyz);
					            u_xlat45 = inversesqrt(u_xlat45);
					            u_xlat9.xyz = u_xlat5.xyz * vec3(u_xlat45);
					            u_xlat10.xyz = (-u_xlat0.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat10.xyz = u_xlat10.xyz / u_xlat9.xyz;
					            u_xlat11.xyz = (-u_xlat0.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat11.xyz = u_xlat11.xyz / u_xlat9.xyz;
					            u_xlatb12.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat9.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat10;
					                hlslcc_movcTemp.x = (u_xlatb12.x) ? u_xlat10.x : u_xlat11.x;
					                hlslcc_movcTemp.y = (u_xlatb12.y) ? u_xlat10.y : u_xlat11.y;
					                hlslcc_movcTemp.z = (u_xlatb12.z) ? u_xlat10.z : u_xlat11.z;
					                u_xlat10 = hlslcc_movcTemp;
					            }
					            u_xlat45 = min(u_xlat10.y, u_xlat10.x);
					            u_xlat45 = min(u_xlat10.z, u_xlat45);
					            u_xlat0.xyz = u_xlat0.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat5.xyz = u_xlat9.xyz * vec3(u_xlat45) + u_xlat0.xyz;
					        }
					        u_xlat9 = textureLod(unity_SpecCube1, u_xlat5.xyz, u_xlat42);
					        u_xlat0.x = u_xlat9.w + -1.0;
					        u_xlat0.x = unity_SpecCube1_HDR.w * u_xlat0.x + 1.0;
					        u_xlat0.x = log2(u_xlat0.x);
					        u_xlat0.x = u_xlat0.x * unity_SpecCube1_HDR.y;
					        u_xlat0.x = exp2(u_xlat0.x);
					        u_xlat0.x = u_xlat0.x * unity_SpecCube1_HDR.x;
					        u_xlat0.xyz = u_xlat9.xyz * u_xlat0.xxx;
					        u_xlat5.xyz = vec3(u_xlat44) * u_xlat7.xyz + (-u_xlat0.xyz);
					        u_xlat8.xyz = unity_SpecCube0_BoxMin.www * u_xlat5.xyz + u_xlat0.xyz;
					    }
					    u_xlat0.xyz = u_xlat4.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat0.xyz = vec3(u_xlat40) * u_xlat0.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat40 = (-u_xlat40) * 0.959999979 + 0.959999979;
					    u_xlat4.xyz = vec3(u_xlat40) * u_xlat4.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat39) + _WorldSpaceLightPos0.xyz;
					    u_xlat39 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat39 = max(u_xlat39, 0.00100000005);
					    u_xlat39 = inversesqrt(u_xlat39);
					    u_xlat1.xyz = vec3(u_xlat39) * u_xlat1.xyz;
					    u_xlat39 = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat3.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlat15 = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat15 = clamp(u_xlat15, 0.0, 1.0);
					    u_xlat1.x = dot(_WorldSpaceLightPos0.xyz, u_xlat1.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat14 = u_xlat1.x + u_xlat1.x;
					    u_xlat14 = u_xlat1.x * u_xlat14;
					    u_xlat14 = u_xlat14 * u_xlat43 + -0.5;
					    u_xlat27 = (-u_xlat2.x) + 1.0;
					    u_xlat28 = u_xlat27 * u_xlat27;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat27 = u_xlat27 * u_xlat28;
					    u_xlat27 = u_xlat14 * u_xlat27 + 1.0;
					    u_xlat28 = -abs(u_xlat39) + 1.0;
					    u_xlat3.x = u_xlat28 * u_xlat28;
					    u_xlat3.x = u_xlat3.x * u_xlat3.x;
					    u_xlat28 = u_xlat28 * u_xlat3.x;
					    u_xlat14 = u_xlat14 * u_xlat28 + 1.0;
					    u_xlat14 = u_xlat14 * u_xlat27;
					    u_xlat14 = u_xlat2.x * u_xlat14;
					    u_xlat27 = u_xlat43 * u_xlat43;
					    u_xlat27 = max(u_xlat27, 0.00200000009);
					    u_xlat3.x = (-u_xlat27) + 1.0;
					    u_xlat16 = abs(u_xlat39) * u_xlat3.x + u_xlat27;
					    u_xlat3.x = u_xlat2.x * u_xlat3.x + u_xlat27;
					    u_xlat39 = abs(u_xlat39) * u_xlat3.x;
					    u_xlat39 = u_xlat2.x * u_xlat16 + u_xlat39;
					    u_xlat39 = u_xlat39 + 9.99999975e-06;
					    u_xlat39 = 0.5 / u_xlat39;
					    u_xlat3.x = u_xlat27 * u_xlat27;
					    u_xlat16 = u_xlat15 * u_xlat3.x + (-u_xlat15);
					    u_xlat15 = u_xlat16 * u_xlat15 + 1.0;
					    u_xlat3.x = u_xlat3.x * 0.318309873;
					    u_xlat15 = u_xlat15 * u_xlat15 + 1.00000001e-07;
					    u_xlat15 = u_xlat3.x / u_xlat15;
					    u_xlat39 = u_xlat39 * u_xlat15;
					    u_xlat39 = u_xlat39 * 3.14159274;
					    u_xlat39 = u_xlat2.x * u_xlat39;
					    u_xlat39 = max(u_xlat39, 0.0);
					    u_xlat27 = u_xlat27 * u_xlat27 + 1.0;
					    u_xlat27 = float(1.0) / u_xlat27;
					    u_xlat2.x = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlatb2 = u_xlat2.x!=0.0;
					    u_xlat2.x = u_xlatb2 ? 1.0 : float(0.0);
					    u_xlat39 = u_xlat39 * u_xlat2.x;
					    u_xlat40 = (-u_xlat40) + u_xlat41;
					    u_xlat40 = u_xlat40 + 1.0;
					    u_xlat40 = clamp(u_xlat40, 0.0, 1.0);
					    u_xlat2.xyw = _LightColor0.xyz * vec3(u_xlat14) + u_xlat6.xyz;
					    u_xlat3.xyz = vec3(u_xlat39) * _LightColor0.xyz;
					    u_xlat39 = (-u_xlat1.x) + 1.0;
					    u_xlat1.x = u_xlat39 * u_xlat39;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat39 = u_xlat39 * u_xlat1.x;
					    u_xlat5.xyz = (-u_xlat0.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat5.xyz = u_xlat5.xyz * vec3(u_xlat39) + u_xlat0.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * u_xlat5.xyz;
					    u_xlat2.xyw = u_xlat4.xyz * u_xlat2.xyw + u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat8.xyz * vec3(u_xlat27);
					    u_xlat3.xyz = (-u_xlat0.xyz) + vec3(u_xlat40);
					    u_xlat0.xyz = vec3(u_xlat28) * u_xlat3.xyz + u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat1.xyz * u_xlat0.xyz + u_xlat2.xyw;
					    u_xlat39 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat39 = (-u_xlat39) + 1.0;
					    u_xlat39 = u_xlat39 * _ProjectionParams.z;
					    u_xlat39 = max(u_xlat39, 0.0);
					    u_xlat39 = u_xlat39 * unity_FogParams.x;
					    u_xlat39 = u_xlat39 * (-u_xlat39);
					    u_xlat39 = exp2(u_xlat39);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat39) * u_xlat0.xyz + unity_FogColor.xyz;
					    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 unity_Lightmap_HDR;
						vec4 unused_0_1;
						vec4 _LightColor0;
						vec4 unused_0_3;
						vec4 _MainNormalMap_ST;
						float _DriedBloodEffect_Tiling;
						float _DriedBloodEffectLevel;
						float _OverallNormalPower;
						float _Noise1;
						float _Noise2;
						vec4 _Noise_Texture_ST;
						float _Bias;
						float _Scale;
						vec4 _MainColorTintFadeA;
						vec4 _MainTexture_ST;
						vec4 _DriedBloodColorGloss;
						float _Metallic;
						float _DriedBlood_Metallic;
						float _Gloss;
						vec4 unused_0_19;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[38];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_9[2];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainNormalMap;
					uniform  sampler2D _DriedBlood_Normal;
					uniform  sampler2D _Noise_Texture;
					uniform  sampler2D _MainTexture;
					uniform  sampler2D _DriedBlood_Curvature;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD5;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					bool u_xlatb2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					bvec3 u_xlatb6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					vec3 u_xlat10;
					bvec3 u_xlatb10;
					vec3 u_xlat11;
					bvec3 u_xlatb12;
					float u_xlat14;
					float u_xlat15;
					float u_xlat16;
					vec3 u_xlat18;
					float u_xlat19;
					bvec3 u_xlatb20;
					float u_xlat27;
					float u_xlat28;
					vec2 u_xlat30;
					vec2 u_xlat31;
					float u_xlat39;
					int u_xlati39;
					float u_xlat40;
					bool u_xlatb40;
					float u_xlat41;
					bool u_xlatb41;
					float u_xlat42;
					bool u_xlatb42;
					float u_xlat43;
					float u_xlat44;
					bool u_xlatb44;
					float u_xlat45;
					bool u_xlatb45;
					void main()
					{
					    u_xlat0.x = vs_TEXCOORD1.w;
					    u_xlat0.y = vs_TEXCOORD2.w;
					    u_xlat0.z = vs_TEXCOORD3.w;
					    u_xlati39 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat0.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati39].xyz;
					    u_xlat39 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat39 = inversesqrt(u_xlat39);
					    u_xlat2.xyz = vec3(u_xlat39) * u_xlat1.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainNormalMap_ST.xy + _MainNormalMap_ST.zw;
					    u_xlat4 = vs_TEXCOORD0.xyxy * vec4(_DriedBloodEffect_Tiling, _DriedBloodEffect_Tiling, _Noise1, _Noise1);
					    u_xlat3 = texture(_MainNormalMap, u_xlat3.xy);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat40 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat40 = min(u_xlat40, 1.0);
					    u_xlat40 = (-u_xlat40) + 1.0;
					    u_xlat3.z = sqrt(u_xlat40);
					    u_xlat5 = texture(_DriedBlood_Normal, u_xlat4.xy);
					    u_xlat5.x = u_xlat5.w * u_xlat5.x;
					    u_xlat5.xy = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat40 = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat40 = min(u_xlat40, 1.0);
					    u_xlat40 = (-u_xlat40) + 1.0;
					    u_xlat5.z = sqrt(u_xlat40);
					    u_xlat5.xyz = (-u_xlat3.xyz) + u_xlat5.xyz;
					    u_xlat3.xyz = vec3(vec3(_DriedBloodEffectLevel, _DriedBloodEffectLevel, _DriedBloodEffectLevel)) * u_xlat5.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz + vec3(-0.0, -0.0, -1.0);
					    u_xlat3.xyz = vec3(vec3(_OverallNormalPower, _OverallNormalPower, _OverallNormalPower)) * u_xlat3.xyz + vec3(0.0, 0.0, 1.0);
					    u_xlat40 = dot(u_xlat4.zw, vec2(0.366025418, 0.366025418));
					    u_xlat30.xy = vs_TEXCOORD0.xy * vec2(vec2(_Noise1, _Noise1)) + vec2(u_xlat40);
					    u_xlat30.xy = floor(u_xlat30.xy);
					    u_xlat5.xy = vs_TEXCOORD0.xy * vec2(vec2(_Noise1, _Noise1)) + (-u_xlat30.xy);
					    u_xlat40 = dot(u_xlat30.xy, vec2(0.211324871, 0.211324871));
					    u_xlat5.xy = vec2(u_xlat40) + u_xlat5.xy;
					    u_xlatb40 = u_xlat5.y<u_xlat5.x;
					    u_xlat6 = u_xlat5.xyxy + vec4(0.211324871, 0.211324871, -0.577350259, -0.577350259);
					    u_xlat7 = (bool(u_xlatb40)) ? vec4(0.0, 1.0, -1.0, -0.0) : vec4(1.0, 0.0, -0.0, -1.0);
					    u_xlat6.xy = u_xlat6.xy + u_xlat7.zw;
					    u_xlat31.xy = u_xlat30.xy * vec2(0.00346020772, 0.00346020772);
					    u_xlat31.xy = floor(u_xlat31.xy);
					    u_xlat30.xy = (-u_xlat31.xy) * vec2(289.0, 289.0) + u_xlat30.xy;
					    u_xlat8.x = float(0.0);
					    u_xlat8.z = float(1.0);
					    u_xlat8.y = u_xlat7.x;
					    u_xlat8.xyz = u_xlat30.yyy + u_xlat8.xyz;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xyz;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat9.xyz = floor(u_xlat9.xyz);
					    u_xlat8.xyz = (-u_xlat9.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat30.xxx + u_xlat8.xyz;
					    u_xlat7.x = float(0.0);
					    u_xlat7.z = float(1.0);
					    u_xlat7.xyz = u_xlat7.xyz + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat8.xyz = floor(u_xlat8.xyz);
					    u_xlat7.xyz = (-u_xlat8.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat7.xyz;
					    u_xlat8.x = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat8.y = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat8.z = dot(u_xlat6.zw, u_xlat6.zw);
					    u_xlat8.xyz = (-u_xlat8.xyz) + vec3(0.5, 0.5, 0.5);
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat8.xyz;
					    u_xlat7.xyz = u_xlat7.xyz * vec3(0.024390243, 0.024390243, 0.024390243);
					    u_xlat7.xyz = fract(u_xlat7.xyz);
					    u_xlat9.xyz = u_xlat7.xyz * vec3(2.0, 2.0, 2.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat10.xyz = abs(u_xlat9.xyz) + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = u_xlat7.xyz * vec3(2.0, 2.0, 2.0) + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = floor(u_xlat7.xyz);
					    u_xlat7.xyz = (-u_xlat7.xyz) + u_xlat9.xyz;
					    u_xlat9.xyz = u_xlat10.xyz * u_xlat10.xyz;
					    u_xlat9.xyz = u_xlat7.xyz * u_xlat7.xyz + u_xlat9.xyz;
					    u_xlat9.xyz = (-u_xlat9.xyz) * vec3(0.853734732, 0.853734732, 0.853734732) + vec3(1.79284286, 1.79284286, 1.79284286);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xyz;
					    u_xlat40 = u_xlat5.y * u_xlat10.x;
					    u_xlat5.x = u_xlat7.x * u_xlat5.x + u_xlat40;
					    u_xlat30.xy = u_xlat6.yw * u_xlat10.yz;
					    u_xlat5.yz = u_xlat7.yz * u_xlat6.xz + u_xlat30.xy;
					    u_xlat40 = dot(u_xlat8.xyz, u_xlat5.xyz);
					    u_xlat40 = u_xlat40 * 130.0;
					    u_xlat41 = _Noise1 * _Noise2;
					    u_xlat30.xy = vec2(u_xlat41) * vs_TEXCOORD0.xy;
					    u_xlat42 = dot(u_xlat30.xy, vec2(0.366025418, 0.366025418));
					    u_xlat30.xy = vs_TEXCOORD0.xy * vec2(u_xlat41) + vec2(u_xlat42);
					    u_xlat30.xy = floor(u_xlat30.xy);
					    u_xlat5.xy = vs_TEXCOORD0.xy * vec2(u_xlat41) + (-u_xlat30.xy);
					    u_xlat41 = dot(u_xlat30.xy, vec2(0.211324871, 0.211324871));
					    u_xlat5.xy = vec2(u_xlat41) + u_xlat5.xy;
					    u_xlatb41 = u_xlat5.y<u_xlat5.x;
					    u_xlat6 = u_xlat5.xyxy + vec4(0.211324871, 0.211324871, -0.577350259, -0.577350259);
					    u_xlat7 = (bool(u_xlatb41)) ? vec4(0.0, 1.0, -1.0, -0.0) : vec4(1.0, 0.0, -0.0, -1.0);
					    u_xlat6.xy = u_xlat6.xy + u_xlat7.zw;
					    u_xlat31.xy = u_xlat30.xy * vec2(0.00346020772, 0.00346020772);
					    u_xlat31.xy = floor(u_xlat31.xy);
					    u_xlat30.xy = (-u_xlat31.xy) * vec2(289.0, 289.0) + u_xlat30.xy;
					    u_xlat8.x = float(0.0);
					    u_xlat8.z = float(1.0);
					    u_xlat8.y = u_xlat7.x;
					    u_xlat8.xyz = u_xlat30.yyy + u_xlat8.xyz;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xyz;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat9.xyz = floor(u_xlat9.xyz);
					    u_xlat8.xyz = (-u_xlat9.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat30.xxx + u_xlat8.xyz;
					    u_xlat7.x = float(0.0);
					    u_xlat7.z = float(1.0);
					    u_xlat7.xyz = u_xlat7.xyz + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat8.xyz = floor(u_xlat8.xyz);
					    u_xlat7.xyz = (-u_xlat8.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat7.xyz;
					    u_xlat8.x = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat8.y = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat8.z = dot(u_xlat6.zw, u_xlat6.zw);
					    u_xlat8.xyz = (-u_xlat8.xyz) + vec3(0.5, 0.5, 0.5);
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat8.xyz;
					    u_xlat7.xyz = u_xlat7.xyz * vec3(0.024390243, 0.024390243, 0.024390243);
					    u_xlat7.xyz = fract(u_xlat7.xyz);
					    u_xlat9.xyz = u_xlat7.xyz * vec3(2.0, 2.0, 2.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat10.xyz = abs(u_xlat9.xyz) + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = u_xlat7.xyz * vec3(2.0, 2.0, 2.0) + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = floor(u_xlat7.xyz);
					    u_xlat7.xyz = (-u_xlat7.xyz) + u_xlat9.xyz;
					    u_xlat9.xyz = u_xlat10.xyz * u_xlat10.xyz;
					    u_xlat9.xyz = u_xlat7.xyz * u_xlat7.xyz + u_xlat9.xyz;
					    u_xlat9.xyz = (-u_xlat9.xyz) * vec3(0.853734732, 0.853734732, 0.853734732) + vec3(1.79284286, 1.79284286, 1.79284286);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xyz;
					    u_xlat41 = u_xlat5.y * u_xlat10.x;
					    u_xlat5.x = u_xlat7.x * u_xlat5.x + u_xlat41;
					    u_xlat30.xy = u_xlat6.yw * u_xlat10.yz;
					    u_xlat5.yz = u_xlat7.yz * u_xlat6.xz + u_xlat30.xy;
					    u_xlat41 = dot(u_xlat8.xyz, u_xlat5.xyz);
					    u_xlat40 = u_xlat40 * u_xlat41;
					    u_xlat30.xy = vs_TEXCOORD0.xy * _Noise_Texture_ST.xy + _Noise_Texture_ST.zw;
					    u_xlat41 = _Bias * 3.0;
					    u_xlat40 = u_xlat40 * 130.0;
					    u_xlat5 = texture(_Noise_Texture, u_xlat30.xy);
					    u_xlat5.xyz = (-vec3(u_xlat40)) * u_xlat5.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat5.xyz = u_xlat5.xyz + vec3(_Bias);
					    u_xlat5.xyz = u_xlat5.xyz * vec3(vec3(_Scale, _Scale, _Scale));
					    u_xlat5.xyz = log2(u_xlat5.xyz);
					    u_xlat5.xyz = vec3(u_xlat41) * u_xlat5.xyz;
					    u_xlat5.xyz = exp2(u_xlat5.xyz);
					    u_xlat18.xyz = min(u_xlat5.xyz, vec3(1.0, 0.0, 0.0));
					    u_xlat30.xy = vs_TEXCOORD0.xy * _MainTexture_ST.xy + _MainTexture_ST.zw;
					    u_xlat6 = texture(_MainTexture, u_xlat30.xy);
					    u_xlat7.xyz = u_xlat6.xxx * _MainColorTintFadeA.xyz;
					    u_xlat4 = texture(_DriedBlood_Curvature, u_xlat4.xy);
					    u_xlat8.xyz = u_xlat18.xyz * vec3(vec3(_DriedBloodEffectLevel, _DriedBloodEffectLevel, _DriedBloodEffectLevel));
					    u_xlatb20.xyz = lessThan(vec4(0.5, 0.5, 0.5, 0.5), u_xlat7.xyzz).xyz;
					    u_xlat6.xyz = _MainColorTintFadeA.xyz * u_xlat6.xxx + vec3(-0.5, -0.5, -0.5);
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat9.xyz = (-u_xlat18.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat6.xyz = (-u_xlat6.xyz) * u_xlat9.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat40 = u_xlat18.x * u_xlat7.x;
					    u_xlat9.x = u_xlat40 * 2.0;
					    u_xlat9.y = float(0.0);
					    u_xlat9.z = float(0.0);
					    u_xlat18.x = (u_xlatb20.x) ? u_xlat6.x : u_xlat9.x;
					    u_xlat18.y = (u_xlatb20.y) ? u_xlat6.y : u_xlat9.y;
					    u_xlat18.z = (u_xlatb20.z) ? u_xlat6.z : u_xlat9.z;
					    u_xlat18.xyz = clamp(u_xlat18.xyz, 0.0, 1.0);
					    u_xlatb6.xyz = lessThan(vec4(0.5, 0.5, 0.5, 0.0), u_xlat4.xyzx).xyz;
					    u_xlat7.xyz = u_xlat4.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = (-u_xlat7.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat9.xyz = (-_DriedBloodColorGloss.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = (-u_xlat7.xyz) * u_xlat9.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = u_xlat4.xyz * _DriedBloodColorGloss.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + u_xlat4.xyz;
					    {
					        vec4 hlslcc_movcTemp = u_xlat4;
					        hlslcc_movcTemp.x = (u_xlatb6.x) ? u_xlat7.x : u_xlat4.x;
					        hlslcc_movcTemp.y = (u_xlatb6.y) ? u_xlat7.y : u_xlat4.y;
					        hlslcc_movcTemp.z = (u_xlatb6.z) ? u_xlat7.z : u_xlat4.z;
					        u_xlat4 = hlslcc_movcTemp;
					    }
					    u_xlat4.xyz = (-u_xlat18.xyz) + u_xlat4.xyz;
					    u_xlat4.xyz = u_xlat8.xyz * u_xlat4.xyz + u_xlat18.xyz;
					    u_xlat40 = (-_Metallic) + _DriedBlood_Metallic;
					    u_xlat40 = u_xlat8.x * u_xlat40 + _Metallic;
					    u_xlat41 = _DriedBloodColorGloss.w + (-_Gloss);
					    u_xlat41 = u_xlat8.x * u_xlat41 + _Gloss;
					    u_xlat42 = u_xlat5.x * u_xlat6.w;
					    u_xlat42 = u_xlat42 * u_xlat42;
					    u_xlat43 = u_xlat42 * u_xlat42;
					    u_xlat42 = u_xlat42 * u_xlat43;
					    u_xlat42 = min(u_xlat42, 1.0);
					    SV_Target0.w = u_xlat42 * _MainColorTintFadeA.w;
					    u_xlat5.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat5.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat5.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat5.xyz;
					    u_xlat43 = (-u_xlat41) + 1.0;
					    u_xlat5.x = dot((-u_xlat2.xyz), u_xlat3.xyz);
					    u_xlat5.x = u_xlat5.x + u_xlat5.x;
					    u_xlat5.xyz = u_xlat3.xyz * (-u_xlat5.xxx) + (-u_xlat2.xyz);
					    u_xlatb44 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb44){
					        u_xlatb44 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat6.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat6.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat6.xyz;
					        u_xlat6.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat6.xyz;
					        u_xlat6.xyz = u_xlat6.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat6.xyz = (bool(u_xlatb44)) ? u_xlat6.xyz : u_xlat0.xyz;
					        u_xlat6.xyz = u_xlat6.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat6.yzw = u_xlat6.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat44 = u_xlat6.y * 0.25;
					        u_xlat19 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat7.x = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat44 = max(u_xlat44, u_xlat19);
					        u_xlat6.x = min(u_xlat7.x, u_xlat44);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat6.xzw);
					        u_xlat8.xyz = u_xlat6.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat8 = texture(unity_ProbeVolumeSH, u_xlat8.xyz);
					        u_xlat6.xyz = u_xlat6.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat6.xyz);
					        u_xlat3.w = 1.0;
					        u_xlat7.x = dot(u_xlat7, u_xlat3);
					        u_xlat7.y = dot(u_xlat8, u_xlat3);
					        u_xlat7.z = dot(u_xlat6, u_xlat3);
					    } else {
					        u_xlat3.w = 1.0;
					        u_xlat7.x = dot(unity_SHAr, u_xlat3);
					        u_xlat7.y = dot(unity_SHAg, u_xlat3);
					        u_xlat7.z = dot(unity_SHAb, u_xlat3);
					    }
					    u_xlat6 = u_xlat3.yzzx * u_xlat3.xyzz;
					    u_xlat8.x = dot(unity_SHBr, u_xlat6);
					    u_xlat8.y = dot(unity_SHBg, u_xlat6);
					    u_xlat8.z = dot(unity_SHBb, u_xlat6);
					    u_xlat42 = u_xlat3.y * u_xlat3.y;
					    u_xlat42 = u_xlat3.x * u_xlat3.x + (-u_xlat42);
					    u_xlat6.xyz = unity_SHC.xyz * vec3(u_xlat42) + u_xlat8.xyz;
					    u_xlat6.xyz = u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat6.xyz = max(u_xlat6.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7 = texture(unity_Lightmap, vs_TEXCOORD4.xy);
					    u_xlat42 = log2(u_xlat7.w);
					    u_xlat42 = u_xlat42 * unity_Lightmap_HDR.y;
					    u_xlat42 = exp2(u_xlat42);
					    u_xlat42 = u_xlat42 * unity_Lightmap_HDR.x;
					    u_xlat7.xyz = u_xlat7.xyz * vec3(u_xlat42);
					    u_xlat8 = texture(unity_LightmapInd, vs_TEXCOORD4.xy);
					    u_xlat8.xyz = u_xlat8.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat42 = dot(u_xlat3.xyz, u_xlat8.xyz);
					    u_xlat42 = u_xlat42 + 0.5;
					    u_xlat7.xyz = vec3(u_xlat42) * u_xlat7.xyz;
					    u_xlat42 = max(u_xlat8.w, 9.99999975e-05);
					    u_xlat7.xyz = u_xlat7.xyz / vec3(u_xlat42);
					    u_xlat6.xyz = u_xlat6.xyz + u_xlat7.xyz;
					    u_xlatb42 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb42){
					        u_xlat42 = dot(u_xlat5.xyz, u_xlat5.xyz);
					        u_xlat42 = inversesqrt(u_xlat42);
					        u_xlat7.xyz = vec3(u_xlat42) * u_xlat5.xyz;
					        u_xlat8.xyz = (-u_xlat0.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat8.xyz = u_xlat8.xyz / u_xlat7.xyz;
					        u_xlat9.xyz = (-u_xlat0.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat9.xyz = u_xlat9.xyz / u_xlat7.xyz;
					        u_xlatb10.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat7.xyzx).xyz;
					        {
					            vec4 hlslcc_movcTemp = u_xlat8;
					            hlslcc_movcTemp.x = (u_xlatb10.x) ? u_xlat8.x : u_xlat9.x;
					            hlslcc_movcTemp.y = (u_xlatb10.y) ? u_xlat8.y : u_xlat9.y;
					            hlslcc_movcTemp.z = (u_xlatb10.z) ? u_xlat8.z : u_xlat9.z;
					            u_xlat8 = hlslcc_movcTemp;
					        }
					        u_xlat42 = min(u_xlat8.y, u_xlat8.x);
					        u_xlat42 = min(u_xlat8.z, u_xlat42);
					        u_xlat8.xyz = u_xlat0.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat7.xyz = u_xlat7.xyz * vec3(u_xlat42) + u_xlat8.xyz;
					    } else {
					        u_xlat7.xyz = u_xlat5.xyz;
					    }
					    u_xlat42 = (-u_xlat43) * 0.699999988 + 1.70000005;
					    u_xlat42 = u_xlat42 * u_xlat43;
					    u_xlat42 = u_xlat42 * 6.0;
					    u_xlat7 = textureLod(unity_SpecCube0, u_xlat7.xyz, u_xlat42);
					    u_xlat44 = u_xlat7.w + -1.0;
					    u_xlat44 = unity_SpecCube0_HDR.w * u_xlat44 + 1.0;
					    u_xlat44 = log2(u_xlat44);
					    u_xlat44 = u_xlat44 * unity_SpecCube0_HDR.y;
					    u_xlat44 = exp2(u_xlat44);
					    u_xlat44 = u_xlat44 * unity_SpecCube0_HDR.x;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(u_xlat44);
					    u_xlatb45 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb45){
					        u_xlatb45 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb45){
					            u_xlat45 = dot(u_xlat5.xyz, u_xlat5.xyz);
					            u_xlat45 = inversesqrt(u_xlat45);
					            u_xlat9.xyz = u_xlat5.xyz * vec3(u_xlat45);
					            u_xlat10.xyz = (-u_xlat0.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat10.xyz = u_xlat10.xyz / u_xlat9.xyz;
					            u_xlat11.xyz = (-u_xlat0.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat11.xyz = u_xlat11.xyz / u_xlat9.xyz;
					            u_xlatb12.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat9.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat10;
					                hlslcc_movcTemp.x = (u_xlatb12.x) ? u_xlat10.x : u_xlat11.x;
					                hlslcc_movcTemp.y = (u_xlatb12.y) ? u_xlat10.y : u_xlat11.y;
					                hlslcc_movcTemp.z = (u_xlatb12.z) ? u_xlat10.z : u_xlat11.z;
					                u_xlat10 = hlslcc_movcTemp;
					            }
					            u_xlat45 = min(u_xlat10.y, u_xlat10.x);
					            u_xlat45 = min(u_xlat10.z, u_xlat45);
					            u_xlat0.xyz = u_xlat0.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat5.xyz = u_xlat9.xyz * vec3(u_xlat45) + u_xlat0.xyz;
					        }
					        u_xlat9 = textureLod(unity_SpecCube1, u_xlat5.xyz, u_xlat42);
					        u_xlat0.x = u_xlat9.w + -1.0;
					        u_xlat0.x = unity_SpecCube1_HDR.w * u_xlat0.x + 1.0;
					        u_xlat0.x = log2(u_xlat0.x);
					        u_xlat0.x = u_xlat0.x * unity_SpecCube1_HDR.y;
					        u_xlat0.x = exp2(u_xlat0.x);
					        u_xlat0.x = u_xlat0.x * unity_SpecCube1_HDR.x;
					        u_xlat0.xyz = u_xlat9.xyz * u_xlat0.xxx;
					        u_xlat5.xyz = vec3(u_xlat44) * u_xlat7.xyz + (-u_xlat0.xyz);
					        u_xlat8.xyz = unity_SpecCube0_BoxMin.www * u_xlat5.xyz + u_xlat0.xyz;
					    }
					    u_xlat0.xyz = u_xlat4.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat0.xyz = vec3(u_xlat40) * u_xlat0.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat40 = (-u_xlat40) * 0.959999979 + 0.959999979;
					    u_xlat4.xyz = vec3(u_xlat40) * u_xlat4.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat39) + _WorldSpaceLightPos0.xyz;
					    u_xlat39 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat39 = max(u_xlat39, 0.00100000005);
					    u_xlat39 = inversesqrt(u_xlat39);
					    u_xlat1.xyz = vec3(u_xlat39) * u_xlat1.xyz;
					    u_xlat39 = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat3.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlat15 = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat15 = clamp(u_xlat15, 0.0, 1.0);
					    u_xlat1.x = dot(_WorldSpaceLightPos0.xyz, u_xlat1.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat14 = u_xlat1.x + u_xlat1.x;
					    u_xlat14 = u_xlat1.x * u_xlat14;
					    u_xlat14 = u_xlat14 * u_xlat43 + -0.5;
					    u_xlat27 = (-u_xlat2.x) + 1.0;
					    u_xlat28 = u_xlat27 * u_xlat27;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat27 = u_xlat27 * u_xlat28;
					    u_xlat27 = u_xlat14 * u_xlat27 + 1.0;
					    u_xlat28 = -abs(u_xlat39) + 1.0;
					    u_xlat3.x = u_xlat28 * u_xlat28;
					    u_xlat3.x = u_xlat3.x * u_xlat3.x;
					    u_xlat28 = u_xlat28 * u_xlat3.x;
					    u_xlat14 = u_xlat14 * u_xlat28 + 1.0;
					    u_xlat14 = u_xlat14 * u_xlat27;
					    u_xlat14 = u_xlat2.x * u_xlat14;
					    u_xlat27 = u_xlat43 * u_xlat43;
					    u_xlat27 = max(u_xlat27, 0.00200000009);
					    u_xlat3.x = (-u_xlat27) + 1.0;
					    u_xlat16 = abs(u_xlat39) * u_xlat3.x + u_xlat27;
					    u_xlat3.x = u_xlat2.x * u_xlat3.x + u_xlat27;
					    u_xlat39 = abs(u_xlat39) * u_xlat3.x;
					    u_xlat39 = u_xlat2.x * u_xlat16 + u_xlat39;
					    u_xlat39 = u_xlat39 + 9.99999975e-06;
					    u_xlat39 = 0.5 / u_xlat39;
					    u_xlat3.x = u_xlat27 * u_xlat27;
					    u_xlat16 = u_xlat15 * u_xlat3.x + (-u_xlat15);
					    u_xlat15 = u_xlat16 * u_xlat15 + 1.0;
					    u_xlat3.x = u_xlat3.x * 0.318309873;
					    u_xlat15 = u_xlat15 * u_xlat15 + 1.00000001e-07;
					    u_xlat15 = u_xlat3.x / u_xlat15;
					    u_xlat39 = u_xlat39 * u_xlat15;
					    u_xlat39 = u_xlat39 * 3.14159274;
					    u_xlat39 = u_xlat2.x * u_xlat39;
					    u_xlat39 = max(u_xlat39, 0.0);
					    u_xlat27 = u_xlat27 * u_xlat27 + 1.0;
					    u_xlat27 = float(1.0) / u_xlat27;
					    u_xlat2.x = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlatb2 = u_xlat2.x!=0.0;
					    u_xlat2.x = u_xlatb2 ? 1.0 : float(0.0);
					    u_xlat39 = u_xlat39 * u_xlat2.x;
					    u_xlat40 = (-u_xlat40) + u_xlat41;
					    u_xlat40 = u_xlat40 + 1.0;
					    u_xlat40 = clamp(u_xlat40, 0.0, 1.0);
					    u_xlat2.xyw = _LightColor0.xyz * vec3(u_xlat14) + u_xlat6.xyz;
					    u_xlat3.xyz = vec3(u_xlat39) * _LightColor0.xyz;
					    u_xlat39 = (-u_xlat1.x) + 1.0;
					    u_xlat1.x = u_xlat39 * u_xlat39;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat39 = u_xlat39 * u_xlat1.x;
					    u_xlat5.xyz = (-u_xlat0.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat5.xyz = u_xlat5.xyz * vec3(u_xlat39) + u_xlat0.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * u_xlat5.xyz;
					    u_xlat2.xyw = u_xlat4.xyz * u_xlat2.xyw + u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat8.xyz * vec3(u_xlat27);
					    u_xlat3.xyz = (-u_xlat0.xyz) + vec3(u_xlat40);
					    u_xlat0.xyz = vec3(u_xlat28) * u_xlat3.xyz + u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat1.xyz * u_xlat0.xyz + u_xlat2.xyw;
					    u_xlat39 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat39 = (-u_xlat39) + 1.0;
					    u_xlat39 = u_xlat39 * _ProjectionParams.z;
					    u_xlat39 = max(u_xlat39, 0.0);
					    u_xlat39 = u_xlat39 * unity_FogParams.x;
					    u_xlat39 = u_xlat39 * (-u_xlat39);
					    u_xlat39 = exp2(u_xlat39);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat39) * u_xlat0.xyz + unity_FogColor.xyz;
					    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 unity_Lightmap_HDR;
						vec4 unity_DynamicLightmap_HDR;
						vec4 _LightColor0;
						vec4 unused_0_3;
						vec4 _MainNormalMap_ST;
						float _DriedBloodEffect_Tiling;
						float _DriedBloodEffectLevel;
						float _OverallNormalPower;
						float _Noise1;
						float _Noise2;
						vec4 _Noise_Texture_ST;
						float _Bias;
						float _Scale;
						vec4 _MainColorTintFadeA;
						vec4 _MainTexture_ST;
						vec4 _DriedBloodColorGloss;
						float _Metallic;
						float _DriedBlood_Metallic;
						float _Gloss;
						vec4 unused_0_19;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					uniform  sampler2D _MainNormalMap;
					uniform  sampler2D _DriedBlood_Normal;
					uniform  sampler2D _Noise_Texture;
					uniform  sampler2D _MainTexture;
					uniform  sampler2D _DriedBlood_Curvature;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler2D unity_DynamicLightmap;
					uniform  sampler2D unity_DynamicDirectionality;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD5;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					bool u_xlatb2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					bvec3 u_xlatb6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					vec3 u_xlat10;
					bvec3 u_xlatb10;
					vec3 u_xlat11;
					bvec3 u_xlatb12;
					float u_xlat14;
					float u_xlat15;
					float u_xlat16;
					vec3 u_xlat18;
					bvec3 u_xlatb20;
					float u_xlat27;
					float u_xlat28;
					vec2 u_xlat30;
					vec2 u_xlat31;
					float u_xlat39;
					float u_xlat40;
					bool u_xlatb40;
					float u_xlat41;
					bool u_xlatb41;
					float u_xlat42;
					float u_xlat43;
					bool u_xlatb43;
					float u_xlat44;
					float u_xlat45;
					bool u_xlatb45;
					void main()
					{
					    u_xlat0.x = vs_TEXCOORD1.w;
					    u_xlat0.y = vs_TEXCOORD2.w;
					    u_xlat0.z = vs_TEXCOORD3.w;
					    u_xlat1.xyz = (-u_xlat0.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat39 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat39 = inversesqrt(u_xlat39);
					    u_xlat2.xyz = vec3(u_xlat39) * u_xlat1.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainNormalMap_ST.xy + _MainNormalMap_ST.zw;
					    u_xlat4 = vs_TEXCOORD0.xyxy * vec4(_DriedBloodEffect_Tiling, _DriedBloodEffect_Tiling, _Noise1, _Noise1);
					    u_xlat3 = texture(_MainNormalMap, u_xlat3.xy);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat40 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat40 = min(u_xlat40, 1.0);
					    u_xlat40 = (-u_xlat40) + 1.0;
					    u_xlat3.z = sqrt(u_xlat40);
					    u_xlat5 = texture(_DriedBlood_Normal, u_xlat4.xy);
					    u_xlat5.x = u_xlat5.w * u_xlat5.x;
					    u_xlat5.xy = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat40 = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat40 = min(u_xlat40, 1.0);
					    u_xlat40 = (-u_xlat40) + 1.0;
					    u_xlat5.z = sqrt(u_xlat40);
					    u_xlat5.xyz = (-u_xlat3.xyz) + u_xlat5.xyz;
					    u_xlat3.xyz = vec3(vec3(_DriedBloodEffectLevel, _DriedBloodEffectLevel, _DriedBloodEffectLevel)) * u_xlat5.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz + vec3(-0.0, -0.0, -1.0);
					    u_xlat3.xyz = vec3(vec3(_OverallNormalPower, _OverallNormalPower, _OverallNormalPower)) * u_xlat3.xyz + vec3(0.0, 0.0, 1.0);
					    u_xlat40 = dot(u_xlat4.zw, vec2(0.366025418, 0.366025418));
					    u_xlat30.xy = vs_TEXCOORD0.xy * vec2(vec2(_Noise1, _Noise1)) + vec2(u_xlat40);
					    u_xlat30.xy = floor(u_xlat30.xy);
					    u_xlat5.xy = vs_TEXCOORD0.xy * vec2(vec2(_Noise1, _Noise1)) + (-u_xlat30.xy);
					    u_xlat40 = dot(u_xlat30.xy, vec2(0.211324871, 0.211324871));
					    u_xlat5.xy = vec2(u_xlat40) + u_xlat5.xy;
					    u_xlatb40 = u_xlat5.y<u_xlat5.x;
					    u_xlat6 = u_xlat5.xyxy + vec4(0.211324871, 0.211324871, -0.577350259, -0.577350259);
					    u_xlat7 = (bool(u_xlatb40)) ? vec4(0.0, 1.0, -1.0, -0.0) : vec4(1.0, 0.0, -0.0, -1.0);
					    u_xlat6.xy = u_xlat6.xy + u_xlat7.zw;
					    u_xlat31.xy = u_xlat30.xy * vec2(0.00346020772, 0.00346020772);
					    u_xlat31.xy = floor(u_xlat31.xy);
					    u_xlat30.xy = (-u_xlat31.xy) * vec2(289.0, 289.0) + u_xlat30.xy;
					    u_xlat8.x = float(0.0);
					    u_xlat8.z = float(1.0);
					    u_xlat8.y = u_xlat7.x;
					    u_xlat8.xyz = u_xlat30.yyy + u_xlat8.xyz;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xyz;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat9.xyz = floor(u_xlat9.xyz);
					    u_xlat8.xyz = (-u_xlat9.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat30.xxx + u_xlat8.xyz;
					    u_xlat7.x = float(0.0);
					    u_xlat7.z = float(1.0);
					    u_xlat7.xyz = u_xlat7.xyz + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat8.xyz = floor(u_xlat8.xyz);
					    u_xlat7.xyz = (-u_xlat8.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat7.xyz;
					    u_xlat8.x = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat8.y = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat8.z = dot(u_xlat6.zw, u_xlat6.zw);
					    u_xlat8.xyz = (-u_xlat8.xyz) + vec3(0.5, 0.5, 0.5);
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat8.xyz;
					    u_xlat7.xyz = u_xlat7.xyz * vec3(0.024390243, 0.024390243, 0.024390243);
					    u_xlat7.xyz = fract(u_xlat7.xyz);
					    u_xlat9.xyz = u_xlat7.xyz * vec3(2.0, 2.0, 2.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat10.xyz = abs(u_xlat9.xyz) + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = u_xlat7.xyz * vec3(2.0, 2.0, 2.0) + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = floor(u_xlat7.xyz);
					    u_xlat7.xyz = (-u_xlat7.xyz) + u_xlat9.xyz;
					    u_xlat9.xyz = u_xlat10.xyz * u_xlat10.xyz;
					    u_xlat9.xyz = u_xlat7.xyz * u_xlat7.xyz + u_xlat9.xyz;
					    u_xlat9.xyz = (-u_xlat9.xyz) * vec3(0.853734732, 0.853734732, 0.853734732) + vec3(1.79284286, 1.79284286, 1.79284286);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xyz;
					    u_xlat40 = u_xlat5.y * u_xlat10.x;
					    u_xlat5.x = u_xlat7.x * u_xlat5.x + u_xlat40;
					    u_xlat30.xy = u_xlat6.yw * u_xlat10.yz;
					    u_xlat5.yz = u_xlat7.yz * u_xlat6.xz + u_xlat30.xy;
					    u_xlat40 = dot(u_xlat8.xyz, u_xlat5.xyz);
					    u_xlat40 = u_xlat40 * 130.0;
					    u_xlat41 = _Noise1 * _Noise2;
					    u_xlat30.xy = vec2(u_xlat41) * vs_TEXCOORD0.xy;
					    u_xlat42 = dot(u_xlat30.xy, vec2(0.366025418, 0.366025418));
					    u_xlat30.xy = vs_TEXCOORD0.xy * vec2(u_xlat41) + vec2(u_xlat42);
					    u_xlat30.xy = floor(u_xlat30.xy);
					    u_xlat5.xy = vs_TEXCOORD0.xy * vec2(u_xlat41) + (-u_xlat30.xy);
					    u_xlat41 = dot(u_xlat30.xy, vec2(0.211324871, 0.211324871));
					    u_xlat5.xy = vec2(u_xlat41) + u_xlat5.xy;
					    u_xlatb41 = u_xlat5.y<u_xlat5.x;
					    u_xlat6 = u_xlat5.xyxy + vec4(0.211324871, 0.211324871, -0.577350259, -0.577350259);
					    u_xlat7 = (bool(u_xlatb41)) ? vec4(0.0, 1.0, -1.0, -0.0) : vec4(1.0, 0.0, -0.0, -1.0);
					    u_xlat6.xy = u_xlat6.xy + u_xlat7.zw;
					    u_xlat31.xy = u_xlat30.xy * vec2(0.00346020772, 0.00346020772);
					    u_xlat31.xy = floor(u_xlat31.xy);
					    u_xlat30.xy = (-u_xlat31.xy) * vec2(289.0, 289.0) + u_xlat30.xy;
					    u_xlat8.x = float(0.0);
					    u_xlat8.z = float(1.0);
					    u_xlat8.y = u_xlat7.x;
					    u_xlat8.xyz = u_xlat30.yyy + u_xlat8.xyz;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xyz;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat9.xyz = floor(u_xlat9.xyz);
					    u_xlat8.xyz = (-u_xlat9.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat30.xxx + u_xlat8.xyz;
					    u_xlat7.x = float(0.0);
					    u_xlat7.z = float(1.0);
					    u_xlat7.xyz = u_xlat7.xyz + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat8.xyz = floor(u_xlat8.xyz);
					    u_xlat7.xyz = (-u_xlat8.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat7.xyz;
					    u_xlat8.x = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat8.y = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat8.z = dot(u_xlat6.zw, u_xlat6.zw);
					    u_xlat8.xyz = (-u_xlat8.xyz) + vec3(0.5, 0.5, 0.5);
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat8.xyz;
					    u_xlat7.xyz = u_xlat7.xyz * vec3(0.024390243, 0.024390243, 0.024390243);
					    u_xlat7.xyz = fract(u_xlat7.xyz);
					    u_xlat9.xyz = u_xlat7.xyz * vec3(2.0, 2.0, 2.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat10.xyz = abs(u_xlat9.xyz) + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = u_xlat7.xyz * vec3(2.0, 2.0, 2.0) + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = floor(u_xlat7.xyz);
					    u_xlat7.xyz = (-u_xlat7.xyz) + u_xlat9.xyz;
					    u_xlat9.xyz = u_xlat10.xyz * u_xlat10.xyz;
					    u_xlat9.xyz = u_xlat7.xyz * u_xlat7.xyz + u_xlat9.xyz;
					    u_xlat9.xyz = (-u_xlat9.xyz) * vec3(0.853734732, 0.853734732, 0.853734732) + vec3(1.79284286, 1.79284286, 1.79284286);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xyz;
					    u_xlat41 = u_xlat5.y * u_xlat10.x;
					    u_xlat5.x = u_xlat7.x * u_xlat5.x + u_xlat41;
					    u_xlat30.xy = u_xlat6.yw * u_xlat10.yz;
					    u_xlat5.yz = u_xlat7.yz * u_xlat6.xz + u_xlat30.xy;
					    u_xlat41 = dot(u_xlat8.xyz, u_xlat5.xyz);
					    u_xlat40 = u_xlat40 * u_xlat41;
					    u_xlat30.xy = vs_TEXCOORD0.xy * _Noise_Texture_ST.xy + _Noise_Texture_ST.zw;
					    u_xlat41 = _Bias * 3.0;
					    u_xlat40 = u_xlat40 * 130.0;
					    u_xlat5 = texture(_Noise_Texture, u_xlat30.xy);
					    u_xlat5.xyz = (-vec3(u_xlat40)) * u_xlat5.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat5.xyz = u_xlat5.xyz + vec3(_Bias);
					    u_xlat5.xyz = u_xlat5.xyz * vec3(vec3(_Scale, _Scale, _Scale));
					    u_xlat5.xyz = log2(u_xlat5.xyz);
					    u_xlat5.xyz = vec3(u_xlat41) * u_xlat5.xyz;
					    u_xlat5.xyz = exp2(u_xlat5.xyz);
					    u_xlat18.xyz = min(u_xlat5.xyz, vec3(1.0, 0.0, 0.0));
					    u_xlat30.xy = vs_TEXCOORD0.xy * _MainTexture_ST.xy + _MainTexture_ST.zw;
					    u_xlat6 = texture(_MainTexture, u_xlat30.xy);
					    u_xlat7.xyz = u_xlat6.xxx * _MainColorTintFadeA.xyz;
					    u_xlat4 = texture(_DriedBlood_Curvature, u_xlat4.xy);
					    u_xlat8.xyz = u_xlat18.xyz * vec3(vec3(_DriedBloodEffectLevel, _DriedBloodEffectLevel, _DriedBloodEffectLevel));
					    u_xlatb20.xyz = lessThan(vec4(0.5, 0.5, 0.5, 0.5), u_xlat7.xyzz).xyz;
					    u_xlat6.xyz = _MainColorTintFadeA.xyz * u_xlat6.xxx + vec3(-0.5, -0.5, -0.5);
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat9.xyz = (-u_xlat18.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat6.xyz = (-u_xlat6.xyz) * u_xlat9.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat40 = u_xlat18.x * u_xlat7.x;
					    u_xlat9.x = u_xlat40 * 2.0;
					    u_xlat9.y = float(0.0);
					    u_xlat9.z = float(0.0);
					    u_xlat18.x = (u_xlatb20.x) ? u_xlat6.x : u_xlat9.x;
					    u_xlat18.y = (u_xlatb20.y) ? u_xlat6.y : u_xlat9.y;
					    u_xlat18.z = (u_xlatb20.z) ? u_xlat6.z : u_xlat9.z;
					    u_xlat18.xyz = clamp(u_xlat18.xyz, 0.0, 1.0);
					    u_xlatb6.xyz = lessThan(vec4(0.5, 0.5, 0.5, 0.0), u_xlat4.xyzx).xyz;
					    u_xlat7.xyz = u_xlat4.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = (-u_xlat7.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat9.xyz = (-_DriedBloodColorGloss.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = (-u_xlat7.xyz) * u_xlat9.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = u_xlat4.xyz * _DriedBloodColorGloss.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + u_xlat4.xyz;
					    {
					        vec4 hlslcc_movcTemp = u_xlat4;
					        hlslcc_movcTemp.x = (u_xlatb6.x) ? u_xlat7.x : u_xlat4.x;
					        hlslcc_movcTemp.y = (u_xlatb6.y) ? u_xlat7.y : u_xlat4.y;
					        hlslcc_movcTemp.z = (u_xlatb6.z) ? u_xlat7.z : u_xlat4.z;
					        u_xlat4 = hlslcc_movcTemp;
					    }
					    u_xlat4.xyz = (-u_xlat18.xyz) + u_xlat4.xyz;
					    u_xlat4.xyz = u_xlat8.xyz * u_xlat4.xyz + u_xlat18.xyz;
					    u_xlat40 = (-_Metallic) + _DriedBlood_Metallic;
					    u_xlat40 = u_xlat8.x * u_xlat40 + _Metallic;
					    u_xlat41 = _DriedBloodColorGloss.w + (-_Gloss);
					    u_xlat41 = u_xlat8.x * u_xlat41 + _Gloss;
					    u_xlat42 = u_xlat5.x * u_xlat6.w;
					    u_xlat42 = u_xlat42 * u_xlat42;
					    u_xlat43 = u_xlat42 * u_xlat42;
					    u_xlat42 = u_xlat42 * u_xlat43;
					    u_xlat42 = min(u_xlat42, 1.0);
					    SV_Target0.w = u_xlat42 * _MainColorTintFadeA.w;
					    u_xlat5.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat5.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat5.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat5.xyz;
					    u_xlat42 = (-u_xlat41) + 1.0;
					    u_xlat43 = dot((-u_xlat2.xyz), u_xlat3.xyz);
					    u_xlat43 = u_xlat43 + u_xlat43;
					    u_xlat5.xyz = u_xlat3.xyz * (-vec3(u_xlat43)) + (-u_xlat2.xyz);
					    u_xlat6 = texture(unity_Lightmap, vs_TEXCOORD4.xy);
					    u_xlat43 = log2(u_xlat6.w);
					    u_xlat43 = u_xlat43 * unity_Lightmap_HDR.y;
					    u_xlat43 = exp2(u_xlat43);
					    u_xlat43 = u_xlat43 * unity_Lightmap_HDR.x;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat43);
					    u_xlat7 = texture(unity_LightmapInd, vs_TEXCOORD4.xy);
					    u_xlat7.xyz = u_xlat7.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat43 = dot(u_xlat3.xyz, u_xlat7.xyz);
					    u_xlat43 = u_xlat43 + 0.5;
					    u_xlat6.xyz = vec3(u_xlat43) * u_xlat6.xyz;
					    u_xlat43 = max(u_xlat7.w, 9.99999975e-05);
					    u_xlat6.xyz = u_xlat6.xyz / vec3(u_xlat43);
					    u_xlat7 = texture(unity_DynamicLightmap, vs_TEXCOORD4.zw);
					    u_xlat43 = u_xlat7.w * unity_DynamicLightmap_HDR.x;
					    u_xlat7.xyz = u_xlat7.xyz * vec3(u_xlat43);
					    u_xlat7.xyz = log2(u_xlat7.xyz);
					    u_xlat7.xyz = u_xlat7.xyz * unity_DynamicLightmap_HDR.yyy;
					    u_xlat7.xyz = exp2(u_xlat7.xyz);
					    u_xlat8 = texture(unity_DynamicDirectionality, vs_TEXCOORD4.zw);
					    u_xlat8.xyz = u_xlat8.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat43 = dot(u_xlat3.xyz, u_xlat8.xyz);
					    u_xlat43 = u_xlat43 + 0.5;
					    u_xlat7.xyz = vec3(u_xlat43) * u_xlat7.xyz;
					    u_xlat43 = max(u_xlat8.w, 9.99999975e-05);
					    u_xlat7.xyz = u_xlat7.xyz / vec3(u_xlat43);
					    u_xlat6.xyz = u_xlat6.xyz + u_xlat7.xyz;
					    u_xlatb43 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb43){
					        u_xlat43 = dot(u_xlat5.xyz, u_xlat5.xyz);
					        u_xlat43 = inversesqrt(u_xlat43);
					        u_xlat7.xyz = vec3(u_xlat43) * u_xlat5.xyz;
					        u_xlat8.xyz = (-u_xlat0.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat8.xyz = u_xlat8.xyz / u_xlat7.xyz;
					        u_xlat9.xyz = (-u_xlat0.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat9.xyz = u_xlat9.xyz / u_xlat7.xyz;
					        u_xlatb10.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat7.xyzx).xyz;
					        {
					            vec4 hlslcc_movcTemp = u_xlat8;
					            hlslcc_movcTemp.x = (u_xlatb10.x) ? u_xlat8.x : u_xlat9.x;
					            hlslcc_movcTemp.y = (u_xlatb10.y) ? u_xlat8.y : u_xlat9.y;
					            hlslcc_movcTemp.z = (u_xlatb10.z) ? u_xlat8.z : u_xlat9.z;
					            u_xlat8 = hlslcc_movcTemp;
					        }
					        u_xlat43 = min(u_xlat8.y, u_xlat8.x);
					        u_xlat43 = min(u_xlat8.z, u_xlat43);
					        u_xlat8.xyz = u_xlat0.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat7.xyz = u_xlat7.xyz * vec3(u_xlat43) + u_xlat8.xyz;
					    } else {
					        u_xlat7.xyz = u_xlat5.xyz;
					    }
					    u_xlat43 = (-u_xlat42) * 0.699999988 + 1.70000005;
					    u_xlat43 = u_xlat42 * u_xlat43;
					    u_xlat43 = u_xlat43 * 6.0;
					    u_xlat7 = textureLod(unity_SpecCube0, u_xlat7.xyz, u_xlat43);
					    u_xlat44 = u_xlat7.w + -1.0;
					    u_xlat44 = unity_SpecCube0_HDR.w * u_xlat44 + 1.0;
					    u_xlat44 = log2(u_xlat44);
					    u_xlat44 = u_xlat44 * unity_SpecCube0_HDR.y;
					    u_xlat44 = exp2(u_xlat44);
					    u_xlat44 = u_xlat44 * unity_SpecCube0_HDR.x;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(u_xlat44);
					    u_xlatb45 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb45){
					        u_xlatb45 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb45){
					            u_xlat45 = dot(u_xlat5.xyz, u_xlat5.xyz);
					            u_xlat45 = inversesqrt(u_xlat45);
					            u_xlat9.xyz = u_xlat5.xyz * vec3(u_xlat45);
					            u_xlat10.xyz = (-u_xlat0.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat10.xyz = u_xlat10.xyz / u_xlat9.xyz;
					            u_xlat11.xyz = (-u_xlat0.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat11.xyz = u_xlat11.xyz / u_xlat9.xyz;
					            u_xlatb12.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat9.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat10;
					                hlslcc_movcTemp.x = (u_xlatb12.x) ? u_xlat10.x : u_xlat11.x;
					                hlslcc_movcTemp.y = (u_xlatb12.y) ? u_xlat10.y : u_xlat11.y;
					                hlslcc_movcTemp.z = (u_xlatb12.z) ? u_xlat10.z : u_xlat11.z;
					                u_xlat10 = hlslcc_movcTemp;
					            }
					            u_xlat45 = min(u_xlat10.y, u_xlat10.x);
					            u_xlat45 = min(u_xlat10.z, u_xlat45);
					            u_xlat0.xyz = u_xlat0.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat5.xyz = u_xlat9.xyz * vec3(u_xlat45) + u_xlat0.xyz;
					        }
					        u_xlat9 = textureLod(unity_SpecCube1, u_xlat5.xyz, u_xlat43);
					        u_xlat0.x = u_xlat9.w + -1.0;
					        u_xlat0.x = unity_SpecCube1_HDR.w * u_xlat0.x + 1.0;
					        u_xlat0.x = log2(u_xlat0.x);
					        u_xlat0.x = u_xlat0.x * unity_SpecCube1_HDR.y;
					        u_xlat0.x = exp2(u_xlat0.x);
					        u_xlat0.x = u_xlat0.x * unity_SpecCube1_HDR.x;
					        u_xlat0.xyz = u_xlat9.xyz * u_xlat0.xxx;
					        u_xlat5.xyz = vec3(u_xlat44) * u_xlat7.xyz + (-u_xlat0.xyz);
					        u_xlat8.xyz = unity_SpecCube0_BoxMin.www * u_xlat5.xyz + u_xlat0.xyz;
					    }
					    u_xlat0.xyz = u_xlat4.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat0.xyz = vec3(u_xlat40) * u_xlat0.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat40 = (-u_xlat40) * 0.959999979 + 0.959999979;
					    u_xlat4.xyz = vec3(u_xlat40) * u_xlat4.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat39) + _WorldSpaceLightPos0.xyz;
					    u_xlat39 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat39 = max(u_xlat39, 0.00100000005);
					    u_xlat39 = inversesqrt(u_xlat39);
					    u_xlat1.xyz = vec3(u_xlat39) * u_xlat1.xyz;
					    u_xlat39 = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat3.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlat15 = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat15 = clamp(u_xlat15, 0.0, 1.0);
					    u_xlat1.x = dot(_WorldSpaceLightPos0.xyz, u_xlat1.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat14 = u_xlat1.x + u_xlat1.x;
					    u_xlat14 = u_xlat1.x * u_xlat14;
					    u_xlat14 = u_xlat14 * u_xlat42 + -0.5;
					    u_xlat27 = (-u_xlat2.x) + 1.0;
					    u_xlat28 = u_xlat27 * u_xlat27;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat27 = u_xlat27 * u_xlat28;
					    u_xlat27 = u_xlat14 * u_xlat27 + 1.0;
					    u_xlat28 = -abs(u_xlat39) + 1.0;
					    u_xlat3.x = u_xlat28 * u_xlat28;
					    u_xlat3.x = u_xlat3.x * u_xlat3.x;
					    u_xlat28 = u_xlat28 * u_xlat3.x;
					    u_xlat14 = u_xlat14 * u_xlat28 + 1.0;
					    u_xlat14 = u_xlat14 * u_xlat27;
					    u_xlat14 = u_xlat2.x * u_xlat14;
					    u_xlat27 = u_xlat42 * u_xlat42;
					    u_xlat27 = max(u_xlat27, 0.00200000009);
					    u_xlat3.x = (-u_xlat27) + 1.0;
					    u_xlat16 = abs(u_xlat39) * u_xlat3.x + u_xlat27;
					    u_xlat3.x = u_xlat2.x * u_xlat3.x + u_xlat27;
					    u_xlat39 = abs(u_xlat39) * u_xlat3.x;
					    u_xlat39 = u_xlat2.x * u_xlat16 + u_xlat39;
					    u_xlat39 = u_xlat39 + 9.99999975e-06;
					    u_xlat39 = 0.5 / u_xlat39;
					    u_xlat3.x = u_xlat27 * u_xlat27;
					    u_xlat16 = u_xlat15 * u_xlat3.x + (-u_xlat15);
					    u_xlat15 = u_xlat16 * u_xlat15 + 1.0;
					    u_xlat3.x = u_xlat3.x * 0.318309873;
					    u_xlat15 = u_xlat15 * u_xlat15 + 1.00000001e-07;
					    u_xlat15 = u_xlat3.x / u_xlat15;
					    u_xlat39 = u_xlat39 * u_xlat15;
					    u_xlat39 = u_xlat39 * 3.14159274;
					    u_xlat39 = u_xlat2.x * u_xlat39;
					    u_xlat39 = max(u_xlat39, 0.0);
					    u_xlat27 = u_xlat27 * u_xlat27 + 1.0;
					    u_xlat27 = float(1.0) / u_xlat27;
					    u_xlat2.x = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlatb2 = u_xlat2.x!=0.0;
					    u_xlat2.x = u_xlatb2 ? 1.0 : float(0.0);
					    u_xlat39 = u_xlat39 * u_xlat2.x;
					    u_xlat40 = (-u_xlat40) + u_xlat41;
					    u_xlat40 = u_xlat40 + 1.0;
					    u_xlat40 = clamp(u_xlat40, 0.0, 1.0);
					    u_xlat2.xyw = _LightColor0.xyz * vec3(u_xlat14) + u_xlat6.xyz;
					    u_xlat3.xyz = vec3(u_xlat39) * _LightColor0.xyz;
					    u_xlat39 = (-u_xlat1.x) + 1.0;
					    u_xlat1.x = u_xlat39 * u_xlat39;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat39 = u_xlat39 * u_xlat1.x;
					    u_xlat5.xyz = (-u_xlat0.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat5.xyz = u_xlat5.xyz * vec3(u_xlat39) + u_xlat0.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * u_xlat5.xyz;
					    u_xlat2.xyw = u_xlat4.xyz * u_xlat2.xyw + u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat8.xyz * vec3(u_xlat27);
					    u_xlat3.xyz = (-u_xlat0.xyz) + vec3(u_xlat40);
					    u_xlat0.xyz = vec3(u_xlat28) * u_xlat3.xyz + u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat1.xyz * u_xlat0.xyz + u_xlat2.xyw;
					    u_xlat39 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat39 = (-u_xlat39) + 1.0;
					    u_xlat39 = u_xlat39 * _ProjectionParams.z;
					    u_xlat39 = max(u_xlat39, 0.0);
					    u_xlat39 = u_xlat39 * unity_FogParams.x;
					    u_xlat39 = u_xlat39 * (-u_xlat39);
					    u_xlat39 = exp2(u_xlat39);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat39) * u_xlat0.xyz + unity_FogColor.xyz;
					    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 unity_Lightmap_HDR;
						vec4 unity_DynamicLightmap_HDR;
						vec4 _LightColor0;
						vec4 unused_0_3;
						vec4 _MainNormalMap_ST;
						float _DriedBloodEffect_Tiling;
						float _DriedBloodEffectLevel;
						float _OverallNormalPower;
						float _Noise1;
						float _Noise2;
						vec4 _Noise_Texture_ST;
						float _Bias;
						float _Scale;
						vec4 _MainColorTintFadeA;
						vec4 _MainTexture_ST;
						vec4 _DriedBloodColorGloss;
						float _Metallic;
						float _DriedBlood_Metallic;
						float _Gloss;
						vec4 unused_0_19;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[47];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					uniform  sampler2D _MainNormalMap;
					uniform  sampler2D _DriedBlood_Normal;
					uniform  sampler2D _Noise_Texture;
					uniform  sampler2D _MainTexture;
					uniform  sampler2D _DriedBlood_Curvature;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler2D unity_DynamicLightmap;
					uniform  sampler2D unity_DynamicDirectionality;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD5;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					bool u_xlatb2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					bvec3 u_xlatb6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec4 u_xlat9;
					vec3 u_xlat10;
					bvec3 u_xlatb10;
					vec3 u_xlat11;
					bvec3 u_xlatb12;
					float u_xlat14;
					float u_xlat15;
					float u_xlat16;
					vec3 u_xlat18;
					bvec3 u_xlatb20;
					float u_xlat27;
					float u_xlat28;
					vec2 u_xlat30;
					vec2 u_xlat31;
					float u_xlat39;
					int u_xlati39;
					float u_xlat40;
					bool u_xlatb40;
					float u_xlat41;
					bool u_xlatb41;
					float u_xlat42;
					float u_xlat43;
					bool u_xlatb43;
					float u_xlat44;
					float u_xlat45;
					bool u_xlatb45;
					void main()
					{
					    u_xlat0.x = vs_TEXCOORD1.w;
					    u_xlat0.y = vs_TEXCOORD2.w;
					    u_xlat0.z = vs_TEXCOORD3.w;
					    u_xlati39 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat0.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati39].xyz;
					    u_xlat39 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat39 = inversesqrt(u_xlat39);
					    u_xlat2.xyz = vec3(u_xlat39) * u_xlat1.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainNormalMap_ST.xy + _MainNormalMap_ST.zw;
					    u_xlat4 = vs_TEXCOORD0.xyxy * vec4(_DriedBloodEffect_Tiling, _DriedBloodEffect_Tiling, _Noise1, _Noise1);
					    u_xlat3 = texture(_MainNormalMap, u_xlat3.xy);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat40 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat40 = min(u_xlat40, 1.0);
					    u_xlat40 = (-u_xlat40) + 1.0;
					    u_xlat3.z = sqrt(u_xlat40);
					    u_xlat5 = texture(_DriedBlood_Normal, u_xlat4.xy);
					    u_xlat5.x = u_xlat5.w * u_xlat5.x;
					    u_xlat5.xy = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat40 = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat40 = min(u_xlat40, 1.0);
					    u_xlat40 = (-u_xlat40) + 1.0;
					    u_xlat5.z = sqrt(u_xlat40);
					    u_xlat5.xyz = (-u_xlat3.xyz) + u_xlat5.xyz;
					    u_xlat3.xyz = vec3(vec3(_DriedBloodEffectLevel, _DriedBloodEffectLevel, _DriedBloodEffectLevel)) * u_xlat5.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz + vec3(-0.0, -0.0, -1.0);
					    u_xlat3.xyz = vec3(vec3(_OverallNormalPower, _OverallNormalPower, _OverallNormalPower)) * u_xlat3.xyz + vec3(0.0, 0.0, 1.0);
					    u_xlat40 = dot(u_xlat4.zw, vec2(0.366025418, 0.366025418));
					    u_xlat30.xy = vs_TEXCOORD0.xy * vec2(vec2(_Noise1, _Noise1)) + vec2(u_xlat40);
					    u_xlat30.xy = floor(u_xlat30.xy);
					    u_xlat5.xy = vs_TEXCOORD0.xy * vec2(vec2(_Noise1, _Noise1)) + (-u_xlat30.xy);
					    u_xlat40 = dot(u_xlat30.xy, vec2(0.211324871, 0.211324871));
					    u_xlat5.xy = vec2(u_xlat40) + u_xlat5.xy;
					    u_xlatb40 = u_xlat5.y<u_xlat5.x;
					    u_xlat6 = u_xlat5.xyxy + vec4(0.211324871, 0.211324871, -0.577350259, -0.577350259);
					    u_xlat7 = (bool(u_xlatb40)) ? vec4(0.0, 1.0, -1.0, -0.0) : vec4(1.0, 0.0, -0.0, -1.0);
					    u_xlat6.xy = u_xlat6.xy + u_xlat7.zw;
					    u_xlat31.xy = u_xlat30.xy * vec2(0.00346020772, 0.00346020772);
					    u_xlat31.xy = floor(u_xlat31.xy);
					    u_xlat30.xy = (-u_xlat31.xy) * vec2(289.0, 289.0) + u_xlat30.xy;
					    u_xlat8.x = float(0.0);
					    u_xlat8.z = float(1.0);
					    u_xlat8.y = u_xlat7.x;
					    u_xlat8.xyz = u_xlat30.yyy + u_xlat8.xyz;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xyz;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat9.xyz = floor(u_xlat9.xyz);
					    u_xlat8.xyz = (-u_xlat9.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat30.xxx + u_xlat8.xyz;
					    u_xlat7.x = float(0.0);
					    u_xlat7.z = float(1.0);
					    u_xlat7.xyz = u_xlat7.xyz + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat8.xyz = floor(u_xlat8.xyz);
					    u_xlat7.xyz = (-u_xlat8.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat7.xyz;
					    u_xlat8.x = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat8.y = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat8.z = dot(u_xlat6.zw, u_xlat6.zw);
					    u_xlat8.xyz = (-u_xlat8.xyz) + vec3(0.5, 0.5, 0.5);
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat8.xyz;
					    u_xlat7.xyz = u_xlat7.xyz * vec3(0.024390243, 0.024390243, 0.024390243);
					    u_xlat7.xyz = fract(u_xlat7.xyz);
					    u_xlat9.xyz = u_xlat7.xyz * vec3(2.0, 2.0, 2.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat10.xyz = abs(u_xlat9.xyz) + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = u_xlat7.xyz * vec3(2.0, 2.0, 2.0) + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = floor(u_xlat7.xyz);
					    u_xlat7.xyz = (-u_xlat7.xyz) + u_xlat9.xyz;
					    u_xlat9.xyz = u_xlat10.xyz * u_xlat10.xyz;
					    u_xlat9.xyz = u_xlat7.xyz * u_xlat7.xyz + u_xlat9.xyz;
					    u_xlat9.xyz = (-u_xlat9.xyz) * vec3(0.853734732, 0.853734732, 0.853734732) + vec3(1.79284286, 1.79284286, 1.79284286);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xyz;
					    u_xlat40 = u_xlat5.y * u_xlat10.x;
					    u_xlat5.x = u_xlat7.x * u_xlat5.x + u_xlat40;
					    u_xlat30.xy = u_xlat6.yw * u_xlat10.yz;
					    u_xlat5.yz = u_xlat7.yz * u_xlat6.xz + u_xlat30.xy;
					    u_xlat40 = dot(u_xlat8.xyz, u_xlat5.xyz);
					    u_xlat40 = u_xlat40 * 130.0;
					    u_xlat41 = _Noise1 * _Noise2;
					    u_xlat30.xy = vec2(u_xlat41) * vs_TEXCOORD0.xy;
					    u_xlat42 = dot(u_xlat30.xy, vec2(0.366025418, 0.366025418));
					    u_xlat30.xy = vs_TEXCOORD0.xy * vec2(u_xlat41) + vec2(u_xlat42);
					    u_xlat30.xy = floor(u_xlat30.xy);
					    u_xlat5.xy = vs_TEXCOORD0.xy * vec2(u_xlat41) + (-u_xlat30.xy);
					    u_xlat41 = dot(u_xlat30.xy, vec2(0.211324871, 0.211324871));
					    u_xlat5.xy = vec2(u_xlat41) + u_xlat5.xy;
					    u_xlatb41 = u_xlat5.y<u_xlat5.x;
					    u_xlat6 = u_xlat5.xyxy + vec4(0.211324871, 0.211324871, -0.577350259, -0.577350259);
					    u_xlat7 = (bool(u_xlatb41)) ? vec4(0.0, 1.0, -1.0, -0.0) : vec4(1.0, 0.0, -0.0, -1.0);
					    u_xlat6.xy = u_xlat6.xy + u_xlat7.zw;
					    u_xlat31.xy = u_xlat30.xy * vec2(0.00346020772, 0.00346020772);
					    u_xlat31.xy = floor(u_xlat31.xy);
					    u_xlat30.xy = (-u_xlat31.xy) * vec2(289.0, 289.0) + u_xlat30.xy;
					    u_xlat8.x = float(0.0);
					    u_xlat8.z = float(1.0);
					    u_xlat8.y = u_xlat7.x;
					    u_xlat8.xyz = u_xlat30.yyy + u_xlat8.xyz;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xyz;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat9.xyz = floor(u_xlat9.xyz);
					    u_xlat8.xyz = (-u_xlat9.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat30.xxx + u_xlat8.xyz;
					    u_xlat7.x = float(0.0);
					    u_xlat7.z = float(1.0);
					    u_xlat7.xyz = u_xlat7.xyz + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat8.xyz = floor(u_xlat8.xyz);
					    u_xlat7.xyz = (-u_xlat8.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat7.xyz;
					    u_xlat8.x = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat8.y = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat8.z = dot(u_xlat6.zw, u_xlat6.zw);
					    u_xlat8.xyz = (-u_xlat8.xyz) + vec3(0.5, 0.5, 0.5);
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat8.xyz;
					    u_xlat7.xyz = u_xlat7.xyz * vec3(0.024390243, 0.024390243, 0.024390243);
					    u_xlat7.xyz = fract(u_xlat7.xyz);
					    u_xlat9.xyz = u_xlat7.xyz * vec3(2.0, 2.0, 2.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat10.xyz = abs(u_xlat9.xyz) + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = u_xlat7.xyz * vec3(2.0, 2.0, 2.0) + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = floor(u_xlat7.xyz);
					    u_xlat7.xyz = (-u_xlat7.xyz) + u_xlat9.xyz;
					    u_xlat9.xyz = u_xlat10.xyz * u_xlat10.xyz;
					    u_xlat9.xyz = u_xlat7.xyz * u_xlat7.xyz + u_xlat9.xyz;
					    u_xlat9.xyz = (-u_xlat9.xyz) * vec3(0.853734732, 0.853734732, 0.853734732) + vec3(1.79284286, 1.79284286, 1.79284286);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xyz;
					    u_xlat41 = u_xlat5.y * u_xlat10.x;
					    u_xlat5.x = u_xlat7.x * u_xlat5.x + u_xlat41;
					    u_xlat30.xy = u_xlat6.yw * u_xlat10.yz;
					    u_xlat5.yz = u_xlat7.yz * u_xlat6.xz + u_xlat30.xy;
					    u_xlat41 = dot(u_xlat8.xyz, u_xlat5.xyz);
					    u_xlat40 = u_xlat40 * u_xlat41;
					    u_xlat30.xy = vs_TEXCOORD0.xy * _Noise_Texture_ST.xy + _Noise_Texture_ST.zw;
					    u_xlat41 = _Bias * 3.0;
					    u_xlat40 = u_xlat40 * 130.0;
					    u_xlat5 = texture(_Noise_Texture, u_xlat30.xy);
					    u_xlat5.xyz = (-vec3(u_xlat40)) * u_xlat5.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat5.xyz = u_xlat5.xyz + vec3(_Bias);
					    u_xlat5.xyz = u_xlat5.xyz * vec3(vec3(_Scale, _Scale, _Scale));
					    u_xlat5.xyz = log2(u_xlat5.xyz);
					    u_xlat5.xyz = vec3(u_xlat41) * u_xlat5.xyz;
					    u_xlat5.xyz = exp2(u_xlat5.xyz);
					    u_xlat18.xyz = min(u_xlat5.xyz, vec3(1.0, 0.0, 0.0));
					    u_xlat30.xy = vs_TEXCOORD0.xy * _MainTexture_ST.xy + _MainTexture_ST.zw;
					    u_xlat6 = texture(_MainTexture, u_xlat30.xy);
					    u_xlat7.xyz = u_xlat6.xxx * _MainColorTintFadeA.xyz;
					    u_xlat4 = texture(_DriedBlood_Curvature, u_xlat4.xy);
					    u_xlat8.xyz = u_xlat18.xyz * vec3(vec3(_DriedBloodEffectLevel, _DriedBloodEffectLevel, _DriedBloodEffectLevel));
					    u_xlatb20.xyz = lessThan(vec4(0.5, 0.5, 0.5, 0.5), u_xlat7.xyzz).xyz;
					    u_xlat6.xyz = _MainColorTintFadeA.xyz * u_xlat6.xxx + vec3(-0.5, -0.5, -0.5);
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat9.xyz = (-u_xlat18.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat6.xyz = (-u_xlat6.xyz) * u_xlat9.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat40 = u_xlat18.x * u_xlat7.x;
					    u_xlat9.x = u_xlat40 * 2.0;
					    u_xlat9.y = float(0.0);
					    u_xlat9.z = float(0.0);
					    u_xlat18.x = (u_xlatb20.x) ? u_xlat6.x : u_xlat9.x;
					    u_xlat18.y = (u_xlatb20.y) ? u_xlat6.y : u_xlat9.y;
					    u_xlat18.z = (u_xlatb20.z) ? u_xlat6.z : u_xlat9.z;
					    u_xlat18.xyz = clamp(u_xlat18.xyz, 0.0, 1.0);
					    u_xlatb6.xyz = lessThan(vec4(0.5, 0.5, 0.5, 0.0), u_xlat4.xyzx).xyz;
					    u_xlat7.xyz = u_xlat4.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = (-u_xlat7.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat9.xyz = (-_DriedBloodColorGloss.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = (-u_xlat7.xyz) * u_xlat9.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = u_xlat4.xyz * _DriedBloodColorGloss.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + u_xlat4.xyz;
					    {
					        vec4 hlslcc_movcTemp = u_xlat4;
					        hlslcc_movcTemp.x = (u_xlatb6.x) ? u_xlat7.x : u_xlat4.x;
					        hlslcc_movcTemp.y = (u_xlatb6.y) ? u_xlat7.y : u_xlat4.y;
					        hlslcc_movcTemp.z = (u_xlatb6.z) ? u_xlat7.z : u_xlat4.z;
					        u_xlat4 = hlslcc_movcTemp;
					    }
					    u_xlat4.xyz = (-u_xlat18.xyz) + u_xlat4.xyz;
					    u_xlat4.xyz = u_xlat8.xyz * u_xlat4.xyz + u_xlat18.xyz;
					    u_xlat40 = (-_Metallic) + _DriedBlood_Metallic;
					    u_xlat40 = u_xlat8.x * u_xlat40 + _Metallic;
					    u_xlat41 = _DriedBloodColorGloss.w + (-_Gloss);
					    u_xlat41 = u_xlat8.x * u_xlat41 + _Gloss;
					    u_xlat42 = u_xlat5.x * u_xlat6.w;
					    u_xlat42 = u_xlat42 * u_xlat42;
					    u_xlat43 = u_xlat42 * u_xlat42;
					    u_xlat42 = u_xlat42 * u_xlat43;
					    u_xlat42 = min(u_xlat42, 1.0);
					    SV_Target0.w = u_xlat42 * _MainColorTintFadeA.w;
					    u_xlat5.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat5.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat5.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat5.xyz;
					    u_xlat42 = (-u_xlat41) + 1.0;
					    u_xlat43 = dot((-u_xlat2.xyz), u_xlat3.xyz);
					    u_xlat43 = u_xlat43 + u_xlat43;
					    u_xlat5.xyz = u_xlat3.xyz * (-vec3(u_xlat43)) + (-u_xlat2.xyz);
					    u_xlat6 = texture(unity_Lightmap, vs_TEXCOORD4.xy);
					    u_xlat43 = log2(u_xlat6.w);
					    u_xlat43 = u_xlat43 * unity_Lightmap_HDR.y;
					    u_xlat43 = exp2(u_xlat43);
					    u_xlat43 = u_xlat43 * unity_Lightmap_HDR.x;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat43);
					    u_xlat7 = texture(unity_LightmapInd, vs_TEXCOORD4.xy);
					    u_xlat7.xyz = u_xlat7.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat43 = dot(u_xlat3.xyz, u_xlat7.xyz);
					    u_xlat43 = u_xlat43 + 0.5;
					    u_xlat6.xyz = vec3(u_xlat43) * u_xlat6.xyz;
					    u_xlat43 = max(u_xlat7.w, 9.99999975e-05);
					    u_xlat6.xyz = u_xlat6.xyz / vec3(u_xlat43);
					    u_xlat7 = texture(unity_DynamicLightmap, vs_TEXCOORD4.zw);
					    u_xlat43 = u_xlat7.w * unity_DynamicLightmap_HDR.x;
					    u_xlat7.xyz = u_xlat7.xyz * vec3(u_xlat43);
					    u_xlat7.xyz = log2(u_xlat7.xyz);
					    u_xlat7.xyz = u_xlat7.xyz * unity_DynamicLightmap_HDR.yyy;
					    u_xlat7.xyz = exp2(u_xlat7.xyz);
					    u_xlat8 = texture(unity_DynamicDirectionality, vs_TEXCOORD4.zw);
					    u_xlat8.xyz = u_xlat8.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat43 = dot(u_xlat3.xyz, u_xlat8.xyz);
					    u_xlat43 = u_xlat43 + 0.5;
					    u_xlat7.xyz = vec3(u_xlat43) * u_xlat7.xyz;
					    u_xlat43 = max(u_xlat8.w, 9.99999975e-05);
					    u_xlat7.xyz = u_xlat7.xyz / vec3(u_xlat43);
					    u_xlat6.xyz = u_xlat6.xyz + u_xlat7.xyz;
					    u_xlatb43 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb43){
					        u_xlat43 = dot(u_xlat5.xyz, u_xlat5.xyz);
					        u_xlat43 = inversesqrt(u_xlat43);
					        u_xlat7.xyz = vec3(u_xlat43) * u_xlat5.xyz;
					        u_xlat8.xyz = (-u_xlat0.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat8.xyz = u_xlat8.xyz / u_xlat7.xyz;
					        u_xlat9.xyz = (-u_xlat0.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat9.xyz = u_xlat9.xyz / u_xlat7.xyz;
					        u_xlatb10.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat7.xyzx).xyz;
					        {
					            vec4 hlslcc_movcTemp = u_xlat8;
					            hlslcc_movcTemp.x = (u_xlatb10.x) ? u_xlat8.x : u_xlat9.x;
					            hlslcc_movcTemp.y = (u_xlatb10.y) ? u_xlat8.y : u_xlat9.y;
					            hlslcc_movcTemp.z = (u_xlatb10.z) ? u_xlat8.z : u_xlat9.z;
					            u_xlat8 = hlslcc_movcTemp;
					        }
					        u_xlat43 = min(u_xlat8.y, u_xlat8.x);
					        u_xlat43 = min(u_xlat8.z, u_xlat43);
					        u_xlat8.xyz = u_xlat0.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat7.xyz = u_xlat7.xyz * vec3(u_xlat43) + u_xlat8.xyz;
					    } else {
					        u_xlat7.xyz = u_xlat5.xyz;
					    }
					    u_xlat43 = (-u_xlat42) * 0.699999988 + 1.70000005;
					    u_xlat43 = u_xlat42 * u_xlat43;
					    u_xlat43 = u_xlat43 * 6.0;
					    u_xlat7 = textureLod(unity_SpecCube0, u_xlat7.xyz, u_xlat43);
					    u_xlat44 = u_xlat7.w + -1.0;
					    u_xlat44 = unity_SpecCube0_HDR.w * u_xlat44 + 1.0;
					    u_xlat44 = log2(u_xlat44);
					    u_xlat44 = u_xlat44 * unity_SpecCube0_HDR.y;
					    u_xlat44 = exp2(u_xlat44);
					    u_xlat44 = u_xlat44 * unity_SpecCube0_HDR.x;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(u_xlat44);
					    u_xlatb45 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb45){
					        u_xlatb45 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb45){
					            u_xlat45 = dot(u_xlat5.xyz, u_xlat5.xyz);
					            u_xlat45 = inversesqrt(u_xlat45);
					            u_xlat9.xyz = u_xlat5.xyz * vec3(u_xlat45);
					            u_xlat10.xyz = (-u_xlat0.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat10.xyz = u_xlat10.xyz / u_xlat9.xyz;
					            u_xlat11.xyz = (-u_xlat0.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat11.xyz = u_xlat11.xyz / u_xlat9.xyz;
					            u_xlatb12.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat9.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat10;
					                hlslcc_movcTemp.x = (u_xlatb12.x) ? u_xlat10.x : u_xlat11.x;
					                hlslcc_movcTemp.y = (u_xlatb12.y) ? u_xlat10.y : u_xlat11.y;
					                hlslcc_movcTemp.z = (u_xlatb12.z) ? u_xlat10.z : u_xlat11.z;
					                u_xlat10 = hlslcc_movcTemp;
					            }
					            u_xlat45 = min(u_xlat10.y, u_xlat10.x);
					            u_xlat45 = min(u_xlat10.z, u_xlat45);
					            u_xlat0.xyz = u_xlat0.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat5.xyz = u_xlat9.xyz * vec3(u_xlat45) + u_xlat0.xyz;
					        }
					        u_xlat9 = textureLod(unity_SpecCube1, u_xlat5.xyz, u_xlat43);
					        u_xlat0.x = u_xlat9.w + -1.0;
					        u_xlat0.x = unity_SpecCube1_HDR.w * u_xlat0.x + 1.0;
					        u_xlat0.x = log2(u_xlat0.x);
					        u_xlat0.x = u_xlat0.x * unity_SpecCube1_HDR.y;
					        u_xlat0.x = exp2(u_xlat0.x);
					        u_xlat0.x = u_xlat0.x * unity_SpecCube1_HDR.x;
					        u_xlat0.xyz = u_xlat9.xyz * u_xlat0.xxx;
					        u_xlat5.xyz = vec3(u_xlat44) * u_xlat7.xyz + (-u_xlat0.xyz);
					        u_xlat8.xyz = unity_SpecCube0_BoxMin.www * u_xlat5.xyz + u_xlat0.xyz;
					    }
					    u_xlat0.xyz = u_xlat4.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat0.xyz = vec3(u_xlat40) * u_xlat0.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat40 = (-u_xlat40) * 0.959999979 + 0.959999979;
					    u_xlat4.xyz = vec3(u_xlat40) * u_xlat4.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(u_xlat39) + _WorldSpaceLightPos0.xyz;
					    u_xlat39 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat39 = max(u_xlat39, 0.00100000005);
					    u_xlat39 = inversesqrt(u_xlat39);
					    u_xlat1.xyz = vec3(u_xlat39) * u_xlat1.xyz;
					    u_xlat39 = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat3.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlat15 = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat15 = clamp(u_xlat15, 0.0, 1.0);
					    u_xlat1.x = dot(_WorldSpaceLightPos0.xyz, u_xlat1.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat14 = u_xlat1.x + u_xlat1.x;
					    u_xlat14 = u_xlat1.x * u_xlat14;
					    u_xlat14 = u_xlat14 * u_xlat42 + -0.5;
					    u_xlat27 = (-u_xlat2.x) + 1.0;
					    u_xlat28 = u_xlat27 * u_xlat27;
					    u_xlat28 = u_xlat28 * u_xlat28;
					    u_xlat27 = u_xlat27 * u_xlat28;
					    u_xlat27 = u_xlat14 * u_xlat27 + 1.0;
					    u_xlat28 = -abs(u_xlat39) + 1.0;
					    u_xlat3.x = u_xlat28 * u_xlat28;
					    u_xlat3.x = u_xlat3.x * u_xlat3.x;
					    u_xlat28 = u_xlat28 * u_xlat3.x;
					    u_xlat14 = u_xlat14 * u_xlat28 + 1.0;
					    u_xlat14 = u_xlat14 * u_xlat27;
					    u_xlat14 = u_xlat2.x * u_xlat14;
					    u_xlat27 = u_xlat42 * u_xlat42;
					    u_xlat27 = max(u_xlat27, 0.00200000009);
					    u_xlat3.x = (-u_xlat27) + 1.0;
					    u_xlat16 = abs(u_xlat39) * u_xlat3.x + u_xlat27;
					    u_xlat3.x = u_xlat2.x * u_xlat3.x + u_xlat27;
					    u_xlat39 = abs(u_xlat39) * u_xlat3.x;
					    u_xlat39 = u_xlat2.x * u_xlat16 + u_xlat39;
					    u_xlat39 = u_xlat39 + 9.99999975e-06;
					    u_xlat39 = 0.5 / u_xlat39;
					    u_xlat3.x = u_xlat27 * u_xlat27;
					    u_xlat16 = u_xlat15 * u_xlat3.x + (-u_xlat15);
					    u_xlat15 = u_xlat16 * u_xlat15 + 1.0;
					    u_xlat3.x = u_xlat3.x * 0.318309873;
					    u_xlat15 = u_xlat15 * u_xlat15 + 1.00000001e-07;
					    u_xlat15 = u_xlat3.x / u_xlat15;
					    u_xlat39 = u_xlat39 * u_xlat15;
					    u_xlat39 = u_xlat39 * 3.14159274;
					    u_xlat39 = u_xlat2.x * u_xlat39;
					    u_xlat39 = max(u_xlat39, 0.0);
					    u_xlat27 = u_xlat27 * u_xlat27 + 1.0;
					    u_xlat27 = float(1.0) / u_xlat27;
					    u_xlat2.x = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlatb2 = u_xlat2.x!=0.0;
					    u_xlat2.x = u_xlatb2 ? 1.0 : float(0.0);
					    u_xlat39 = u_xlat39 * u_xlat2.x;
					    u_xlat40 = (-u_xlat40) + u_xlat41;
					    u_xlat40 = u_xlat40 + 1.0;
					    u_xlat40 = clamp(u_xlat40, 0.0, 1.0);
					    u_xlat2.xyw = _LightColor0.xyz * vec3(u_xlat14) + u_xlat6.xyz;
					    u_xlat3.xyz = vec3(u_xlat39) * _LightColor0.xyz;
					    u_xlat39 = (-u_xlat1.x) + 1.0;
					    u_xlat1.x = u_xlat39 * u_xlat39;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat39 = u_xlat39 * u_xlat1.x;
					    u_xlat5.xyz = (-u_xlat0.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat5.xyz = u_xlat5.xyz * vec3(u_xlat39) + u_xlat0.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * u_xlat5.xyz;
					    u_xlat2.xyw = u_xlat4.xyz * u_xlat2.xyw + u_xlat3.xyz;
					    u_xlat1.xyz = u_xlat8.xyz * vec3(u_xlat27);
					    u_xlat3.xyz = (-u_xlat0.xyz) + vec3(u_xlat40);
					    u_xlat0.xyz = vec3(u_xlat28) * u_xlat3.xyz + u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat1.xyz * u_xlat0.xyz + u_xlat2.xyw;
					    u_xlat39 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat39 = (-u_xlat39) + 1.0;
					    u_xlat39 = u_xlat39 * _ProjectionParams.z;
					    u_xlat39 = max(u_xlat39, 0.0);
					    u_xlat39 = u_xlat39 * unity_FogParams.x;
					    u_xlat39 = u_xlat39 * (-u_xlat39);
					    u_xlat39 = exp2(u_xlat39);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat39) * u_xlat0.xyz + unity_FogColor.xyz;
					    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 unity_Lightmap_HDR;
						vec4 unused_0_1[3];
						vec4 _MainNormalMap_ST;
						float _DriedBloodEffect_Tiling;
						float _DriedBloodEffectLevel;
						float _OverallNormalPower;
						float _Noise1;
						float _Noise2;
						vec4 _Noise_Texture_ST;
						float _Bias;
						float _Scale;
						vec4 _MainColorTintFadeA;
						vec4 _MainTexture_ST;
						vec4 _DriedBloodColorGloss;
						float _Metallic;
						float _DriedBlood_Metallic;
						float _Gloss;
						vec4 unused_0_17;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					uniform  sampler2D _MainNormalMap;
					uniform  sampler2D _DriedBlood_Normal;
					uniform  sampler2D _Noise_Texture;
					uniform  sampler2D _MainTexture;
					uniform  sampler2D _DriedBlood_Curvature;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD5;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					bvec3 u_xlatb5;
					vec4 u_xlat6;
					vec3 u_xlat7;
					vec4 u_xlat8;
					vec3 u_xlat9;
					bvec3 u_xlatb9;
					vec3 u_xlat10;
					bvec3 u_xlatb11;
					vec3 u_xlat13;
					vec3 u_xlat16;
					bvec3 u_xlatb18;
					vec2 u_xlat27;
					vec2 u_xlat28;
					float u_xlat36;
					bool u_xlatb36;
					float u_xlat37;
					bool u_xlatb37;
					float u_xlat38;
					float u_xlat39;
					bool u_xlatb39;
					float u_xlat40;
					float u_xlat41;
					bool u_xlatb41;
					void main()
					{
					    u_xlat0.x = vs_TEXCOORD1.w;
					    u_xlat0.y = vs_TEXCOORD2.w;
					    u_xlat0.z = vs_TEXCOORD3.w;
					    u_xlat1.xyz = (-u_xlat0.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat36 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat36 = inversesqrt(u_xlat36);
					    u_xlat1.xyz = vec3(u_xlat36) * u_xlat1.xyz;
					    u_xlat2.xy = vs_TEXCOORD0.xy * _MainNormalMap_ST.xy + _MainNormalMap_ST.zw;
					    u_xlat3 = vs_TEXCOORD0.xyxy * vec4(_DriedBloodEffect_Tiling, _DriedBloodEffect_Tiling, _Noise1, _Noise1);
					    u_xlat2 = texture(_MainNormalMap, u_xlat2.xy);
					    u_xlat2.x = u_xlat2.w * u_xlat2.x;
					    u_xlat2.xy = u_xlat2.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat36 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat36 = min(u_xlat36, 1.0);
					    u_xlat36 = (-u_xlat36) + 1.0;
					    u_xlat2.z = sqrt(u_xlat36);
					    u_xlat4 = texture(_DriedBlood_Normal, u_xlat3.xy);
					    u_xlat4.x = u_xlat4.w * u_xlat4.x;
					    u_xlat4.xy = u_xlat4.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat36 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat36 = min(u_xlat36, 1.0);
					    u_xlat36 = (-u_xlat36) + 1.0;
					    u_xlat4.z = sqrt(u_xlat36);
					    u_xlat4.xyz = (-u_xlat2.xyz) + u_xlat4.xyz;
					    u_xlat2.xyz = vec3(vec3(_DriedBloodEffectLevel, _DriedBloodEffectLevel, _DriedBloodEffectLevel)) * u_xlat4.xyz + u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz + vec3(-0.0, -0.0, -1.0);
					    u_xlat2.xyz = vec3(vec3(_OverallNormalPower, _OverallNormalPower, _OverallNormalPower)) * u_xlat2.xyz + vec3(0.0, 0.0, 1.0);
					    u_xlat36 = dot(u_xlat3.zw, vec2(0.366025418, 0.366025418));
					    u_xlat27.xy = vs_TEXCOORD0.xy * vec2(vec2(_Noise1, _Noise1)) + vec2(u_xlat36);
					    u_xlat27.xy = floor(u_xlat27.xy);
					    u_xlat4.xy = vs_TEXCOORD0.xy * vec2(vec2(_Noise1, _Noise1)) + (-u_xlat27.xy);
					    u_xlat36 = dot(u_xlat27.xy, vec2(0.211324871, 0.211324871));
					    u_xlat4.xy = vec2(u_xlat36) + u_xlat4.xy;
					    u_xlatb36 = u_xlat4.y<u_xlat4.x;
					    u_xlat5 = u_xlat4.xyxy + vec4(0.211324871, 0.211324871, -0.577350259, -0.577350259);
					    u_xlat6 = (bool(u_xlatb36)) ? vec4(0.0, 1.0, -1.0, -0.0) : vec4(1.0, 0.0, -0.0, -1.0);
					    u_xlat5.xy = u_xlat5.xy + u_xlat6.zw;
					    u_xlat28.xy = u_xlat27.xy * vec2(0.00346020772, 0.00346020772);
					    u_xlat28.xy = floor(u_xlat28.xy);
					    u_xlat27.xy = (-u_xlat28.xy) * vec2(289.0, 289.0) + u_xlat27.xy;
					    u_xlat7.x = float(0.0);
					    u_xlat7.z = float(1.0);
					    u_xlat7.y = u_xlat6.x;
					    u_xlat7.xyz = u_xlat27.yyy + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat8.xyz = floor(u_xlat8.xyz);
					    u_xlat7.xyz = (-u_xlat8.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat27.xxx + u_xlat7.xyz;
					    u_xlat6.x = float(0.0);
					    u_xlat6.z = float(1.0);
					    u_xlat6.xyz = u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat6.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat6.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat7.xyz = floor(u_xlat7.xyz);
					    u_xlat6.xyz = (-u_xlat7.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat6.xyz;
					    u_xlat7.x = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat7.y = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat7.z = dot(u_xlat5.zw, u_xlat5.zw);
					    u_xlat7.xyz = (-u_xlat7.xyz) + vec3(0.5, 0.5, 0.5);
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat7.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(0.024390243, 0.024390243, 0.024390243);
					    u_xlat6.xyz = fract(u_xlat6.xyz);
					    u_xlat8.xyz = u_xlat6.xyz * vec3(2.0, 2.0, 2.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat9.xyz = abs(u_xlat8.xyz) + vec3(-0.5, -0.5, -0.5);
					    u_xlat6.xyz = u_xlat6.xyz * vec3(2.0, 2.0, 2.0) + vec3(-0.5, -0.5, -0.5);
					    u_xlat6.xyz = floor(u_xlat6.xyz);
					    u_xlat6.xyz = (-u_xlat6.xyz) + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat9.xyz * u_xlat9.xyz;
					    u_xlat8.xyz = u_xlat6.xyz * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(0.853734732, 0.853734732, 0.853734732) + vec3(1.79284286, 1.79284286, 1.79284286);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat8.xyz;
					    u_xlat36 = u_xlat4.y * u_xlat9.x;
					    u_xlat4.x = u_xlat6.x * u_xlat4.x + u_xlat36;
					    u_xlat27.xy = u_xlat5.yw * u_xlat9.yz;
					    u_xlat4.yz = u_xlat6.yz * u_xlat5.xz + u_xlat27.xy;
					    u_xlat36 = dot(u_xlat7.xyz, u_xlat4.xyz);
					    u_xlat36 = u_xlat36 * 130.0;
					    u_xlat37 = _Noise1 * _Noise2;
					    u_xlat27.xy = vec2(u_xlat37) * vs_TEXCOORD0.xy;
					    u_xlat38 = dot(u_xlat27.xy, vec2(0.366025418, 0.366025418));
					    u_xlat27.xy = vs_TEXCOORD0.xy * vec2(u_xlat37) + vec2(u_xlat38);
					    u_xlat27.xy = floor(u_xlat27.xy);
					    u_xlat4.xy = vs_TEXCOORD0.xy * vec2(u_xlat37) + (-u_xlat27.xy);
					    u_xlat37 = dot(u_xlat27.xy, vec2(0.211324871, 0.211324871));
					    u_xlat4.xy = vec2(u_xlat37) + u_xlat4.xy;
					    u_xlatb37 = u_xlat4.y<u_xlat4.x;
					    u_xlat5 = u_xlat4.xyxy + vec4(0.211324871, 0.211324871, -0.577350259, -0.577350259);
					    u_xlat6 = (bool(u_xlatb37)) ? vec4(0.0, 1.0, -1.0, -0.0) : vec4(1.0, 0.0, -0.0, -1.0);
					    u_xlat5.xy = u_xlat5.xy + u_xlat6.zw;
					    u_xlat28.xy = u_xlat27.xy * vec2(0.00346020772, 0.00346020772);
					    u_xlat28.xy = floor(u_xlat28.xy);
					    u_xlat27.xy = (-u_xlat28.xy) * vec2(289.0, 289.0) + u_xlat27.xy;
					    u_xlat7.x = float(0.0);
					    u_xlat7.z = float(1.0);
					    u_xlat7.y = u_xlat6.x;
					    u_xlat7.xyz = u_xlat27.yyy + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat8.xyz = floor(u_xlat8.xyz);
					    u_xlat7.xyz = (-u_xlat8.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat27.xxx + u_xlat7.xyz;
					    u_xlat6.x = float(0.0);
					    u_xlat6.z = float(1.0);
					    u_xlat6.xyz = u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat6.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat6.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat7.xyz = floor(u_xlat7.xyz);
					    u_xlat6.xyz = (-u_xlat7.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat6.xyz;
					    u_xlat7.x = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat7.y = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat7.z = dot(u_xlat5.zw, u_xlat5.zw);
					    u_xlat7.xyz = (-u_xlat7.xyz) + vec3(0.5, 0.5, 0.5);
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat7.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(0.024390243, 0.024390243, 0.024390243);
					    u_xlat6.xyz = fract(u_xlat6.xyz);
					    u_xlat8.xyz = u_xlat6.xyz * vec3(2.0, 2.0, 2.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat9.xyz = abs(u_xlat8.xyz) + vec3(-0.5, -0.5, -0.5);
					    u_xlat6.xyz = u_xlat6.xyz * vec3(2.0, 2.0, 2.0) + vec3(-0.5, -0.5, -0.5);
					    u_xlat6.xyz = floor(u_xlat6.xyz);
					    u_xlat6.xyz = (-u_xlat6.xyz) + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat9.xyz * u_xlat9.xyz;
					    u_xlat8.xyz = u_xlat6.xyz * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(0.853734732, 0.853734732, 0.853734732) + vec3(1.79284286, 1.79284286, 1.79284286);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat8.xyz;
					    u_xlat37 = u_xlat4.y * u_xlat9.x;
					    u_xlat4.x = u_xlat6.x * u_xlat4.x + u_xlat37;
					    u_xlat27.xy = u_xlat5.yw * u_xlat9.yz;
					    u_xlat4.yz = u_xlat6.yz * u_xlat5.xz + u_xlat27.xy;
					    u_xlat37 = dot(u_xlat7.xyz, u_xlat4.xyz);
					    u_xlat36 = u_xlat36 * u_xlat37;
					    u_xlat27.xy = vs_TEXCOORD0.xy * _Noise_Texture_ST.xy + _Noise_Texture_ST.zw;
					    u_xlat37 = _Bias * 3.0;
					    u_xlat36 = u_xlat36 * 130.0;
					    u_xlat4 = texture(_Noise_Texture, u_xlat27.xy);
					    u_xlat4.xyz = (-vec3(u_xlat36)) * u_xlat4.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = u_xlat4.xyz + vec3(_Bias);
					    u_xlat4.xyz = u_xlat4.xyz * vec3(vec3(_Scale, _Scale, _Scale));
					    u_xlat4.xyz = log2(u_xlat4.xyz);
					    u_xlat4.xyz = vec3(u_xlat37) * u_xlat4.xyz;
					    u_xlat4.xyz = exp2(u_xlat4.xyz);
					    u_xlat16.xyz = min(u_xlat4.xyz, vec3(1.0, 0.0, 0.0));
					    u_xlat27.xy = vs_TEXCOORD0.xy * _MainTexture_ST.xy + _MainTexture_ST.zw;
					    u_xlat5 = texture(_MainTexture, u_xlat27.xy);
					    u_xlat6.xyz = u_xlat5.xxx * _MainColorTintFadeA.xyz;
					    u_xlat3 = texture(_DriedBlood_Curvature, u_xlat3.xy);
					    u_xlat7.xyz = u_xlat16.xyz * vec3(vec3(_DriedBloodEffectLevel, _DriedBloodEffectLevel, _DriedBloodEffectLevel));
					    u_xlatb18.xyz = lessThan(vec4(0.5, 0.5, 0.5, 0.5), u_xlat6.xyzz).xyz;
					    u_xlat5.xyz = _MainColorTintFadeA.xyz * u_xlat5.xxx + vec3(-0.5, -0.5, -0.5);
					    u_xlat5.xyz = (-u_xlat5.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = (-u_xlat16.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat5.xyz = (-u_xlat5.xyz) * u_xlat8.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat36 = u_xlat16.x * u_xlat6.x;
					    u_xlat8.x = u_xlat36 * 2.0;
					    u_xlat8.y = float(0.0);
					    u_xlat8.z = float(0.0);
					    u_xlat16.x = (u_xlatb18.x) ? u_xlat5.x : u_xlat8.x;
					    u_xlat16.y = (u_xlatb18.y) ? u_xlat5.y : u_xlat8.y;
					    u_xlat16.z = (u_xlatb18.z) ? u_xlat5.z : u_xlat8.z;
					    u_xlat16.xyz = clamp(u_xlat16.xyz, 0.0, 1.0);
					    u_xlatb5.xyz = lessThan(vec4(0.5, 0.5, 0.5, 0.0), u_xlat3.xyzx).xyz;
					    u_xlat6.xyz = u_xlat3.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = (-_DriedBloodColorGloss.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat6.xyz = (-u_xlat6.xyz) * u_xlat8.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat3.xyz = u_xlat3.xyz * _DriedBloodColorGloss.xyz;
					    u_xlat3.xyz = u_xlat3.xyz + u_xlat3.xyz;
					    {
					        vec4 hlslcc_movcTemp = u_xlat3;
					        hlslcc_movcTemp.x = (u_xlatb5.x) ? u_xlat6.x : u_xlat3.x;
					        hlslcc_movcTemp.y = (u_xlatb5.y) ? u_xlat6.y : u_xlat3.y;
					        hlslcc_movcTemp.z = (u_xlatb5.z) ? u_xlat6.z : u_xlat3.z;
					        u_xlat3 = hlslcc_movcTemp;
					    }
					    u_xlat3.xyz = (-u_xlat16.xyz) + u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat7.xyz * u_xlat3.xyz + u_xlat16.xyz;
					    u_xlat36 = (-_Metallic) + _DriedBlood_Metallic;
					    u_xlat36 = u_xlat7.x * u_xlat36 + _Metallic;
					    u_xlat37 = _DriedBloodColorGloss.w + (-_Gloss);
					    u_xlat37 = u_xlat7.x * u_xlat37 + _Gloss;
					    u_xlat38 = u_xlat4.x * u_xlat5.w;
					    u_xlat38 = u_xlat38 * u_xlat38;
					    u_xlat39 = u_xlat38 * u_xlat38;
					    u_xlat38 = u_xlat38 * u_xlat39;
					    u_xlat38 = min(u_xlat38, 1.0);
					    SV_Target0.w = u_xlat38 * _MainColorTintFadeA.w;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat2.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat2.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat2.x = inversesqrt(u_xlat2.x);
					    u_xlat2.xyz = u_xlat2.xxx * u_xlat4.xyz;
					    u_xlat38 = (-u_xlat37) + 1.0;
					    u_xlat39 = dot((-u_xlat1.xyz), u_xlat2.xyz);
					    u_xlat39 = u_xlat39 + u_xlat39;
					    u_xlat4.xyz = u_xlat2.xyz * (-vec3(u_xlat39)) + (-u_xlat1.xyz);
					    u_xlat5 = texture(unity_Lightmap, vs_TEXCOORD4.xy);
					    u_xlat39 = log2(u_xlat5.w);
					    u_xlat39 = u_xlat39 * unity_Lightmap_HDR.y;
					    u_xlat39 = exp2(u_xlat39);
					    u_xlat39 = u_xlat39 * unity_Lightmap_HDR.x;
					    u_xlat5.xyz = u_xlat5.xyz * vec3(u_xlat39);
					    u_xlat6 = texture(unity_LightmapInd, vs_TEXCOORD4.xy);
					    u_xlat6.xyz = u_xlat6.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat39 = dot(u_xlat2.xyz, u_xlat6.xyz);
					    u_xlat39 = u_xlat39 + 0.5;
					    u_xlat5.xyz = vec3(u_xlat39) * u_xlat5.xyz;
					    u_xlat39 = max(u_xlat6.w, 9.99999975e-05);
					    u_xlat5.xyz = u_xlat5.xyz / vec3(u_xlat39);
					    u_xlatb39 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb39){
					        u_xlat39 = dot(u_xlat4.xyz, u_xlat4.xyz);
					        u_xlat39 = inversesqrt(u_xlat39);
					        u_xlat6.xyz = vec3(u_xlat39) * u_xlat4.xyz;
					        u_xlat7.xyz = (-u_xlat0.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat7.xyz = u_xlat7.xyz / u_xlat6.xyz;
					        u_xlat8.xyz = (-u_xlat0.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat8.xyz = u_xlat8.xyz / u_xlat6.xyz;
					        u_xlatb9.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat6.xyzx).xyz;
					        {
					            vec3 hlslcc_movcTemp = u_xlat7;
					            hlslcc_movcTemp.x = (u_xlatb9.x) ? u_xlat7.x : u_xlat8.x;
					            hlslcc_movcTemp.y = (u_xlatb9.y) ? u_xlat7.y : u_xlat8.y;
					            hlslcc_movcTemp.z = (u_xlatb9.z) ? u_xlat7.z : u_xlat8.z;
					            u_xlat7 = hlslcc_movcTemp;
					        }
					        u_xlat39 = min(u_xlat7.y, u_xlat7.x);
					        u_xlat39 = min(u_xlat7.z, u_xlat39);
					        u_xlat7.xyz = u_xlat0.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat39) + u_xlat7.xyz;
					    } else {
					        u_xlat6.xyz = u_xlat4.xyz;
					    }
					    u_xlat39 = (-u_xlat38) * 0.699999988 + 1.70000005;
					    u_xlat39 = u_xlat38 * u_xlat39;
					    u_xlat39 = u_xlat39 * 6.0;
					    u_xlat6 = textureLod(unity_SpecCube0, u_xlat6.xyz, u_xlat39);
					    u_xlat40 = u_xlat6.w + -1.0;
					    u_xlat40 = unity_SpecCube0_HDR.w * u_xlat40 + 1.0;
					    u_xlat40 = log2(u_xlat40);
					    u_xlat40 = u_xlat40 * unity_SpecCube0_HDR.y;
					    u_xlat40 = exp2(u_xlat40);
					    u_xlat40 = u_xlat40 * unity_SpecCube0_HDR.x;
					    u_xlat7.xyz = u_xlat6.xyz * vec3(u_xlat40);
					    u_xlatb41 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb41){
					        u_xlatb41 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb41){
					            u_xlat41 = dot(u_xlat4.xyz, u_xlat4.xyz);
					            u_xlat41 = inversesqrt(u_xlat41);
					            u_xlat8.xyz = u_xlat4.xyz * vec3(u_xlat41);
					            u_xlat9.xyz = (-u_xlat0.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat9.xyz = u_xlat9.xyz / u_xlat8.xyz;
					            u_xlat10.xyz = (-u_xlat0.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat10.xyz = u_xlat10.xyz / u_xlat8.xyz;
					            u_xlatb11.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat8.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat9;
					                hlslcc_movcTemp.x = (u_xlatb11.x) ? u_xlat9.x : u_xlat10.x;
					                hlslcc_movcTemp.y = (u_xlatb11.y) ? u_xlat9.y : u_xlat10.y;
					                hlslcc_movcTemp.z = (u_xlatb11.z) ? u_xlat9.z : u_xlat10.z;
					                u_xlat9 = hlslcc_movcTemp;
					            }
					            u_xlat41 = min(u_xlat9.y, u_xlat9.x);
					            u_xlat41 = min(u_xlat9.z, u_xlat41);
					            u_xlat0.xyz = u_xlat0.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat4.xyz = u_xlat8.xyz * vec3(u_xlat41) + u_xlat0.xyz;
					        }
					        u_xlat8 = textureLod(unity_SpecCube1, u_xlat4.xyz, u_xlat39);
					        u_xlat0.x = u_xlat8.w + -1.0;
					        u_xlat0.x = unity_SpecCube1_HDR.w * u_xlat0.x + 1.0;
					        u_xlat0.x = log2(u_xlat0.x);
					        u_xlat0.x = u_xlat0.x * unity_SpecCube1_HDR.y;
					        u_xlat0.x = exp2(u_xlat0.x);
					        u_xlat0.x = u_xlat0.x * unity_SpecCube1_HDR.x;
					        u_xlat0.xyz = u_xlat8.xyz * u_xlat0.xxx;
					        u_xlat4.xyz = vec3(u_xlat40) * u_xlat6.xyz + (-u_xlat0.xyz);
					        u_xlat7.xyz = unity_SpecCube0_BoxMin.www * u_xlat4.xyz + u_xlat0.xyz;
					    }
					    u_xlat0.xyz = u_xlat3.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat0.xyz = vec3(u_xlat36) * u_xlat0.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat36 = (-u_xlat36) * 0.959999979 + 0.959999979;
					    u_xlat3.xyz = vec3(u_xlat36) * u_xlat3.xyz;
					    u_xlat1.x = dot(u_xlat2.xyz, u_xlat1.xyz);
					    u_xlat13.x = u_xlat38 * u_xlat38;
					    u_xlat13.x = max(u_xlat13.x, 0.00200000009);
					    u_xlat13.x = u_xlat13.x * u_xlat13.x + 1.0;
					    u_xlat13.x = float(1.0) / u_xlat13.x;
					    u_xlat36 = (-u_xlat36) + u_xlat37;
					    u_xlat36 = u_xlat36 + 1.0;
					    u_xlat36 = clamp(u_xlat36, 0.0, 1.0);
					    u_xlat13.xyz = u_xlat7.xyz * u_xlat13.xxx;
					    u_xlat1.x = -abs(u_xlat1.x) + 1.0;
					    u_xlat2.x = u_xlat1.x * u_xlat1.x;
					    u_xlat2.x = u_xlat2.x * u_xlat2.x;
					    u_xlat1.x = u_xlat1.x * u_xlat2.x;
					    u_xlat2.xyz = (-u_xlat0.xyz) + vec3(u_xlat36);
					    u_xlat0.xyz = u_xlat1.xxx * u_xlat2.xyz + u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat13.xyz;
					    u_xlat0.xyz = u_xlat3.xyz * u_xlat5.xyz + u_xlat0.xyz;
					    u_xlat36 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat36 = (-u_xlat36) + 1.0;
					    u_xlat36 = u_xlat36 * _ProjectionParams.z;
					    u_xlat36 = max(u_xlat36, 0.0);
					    u_xlat36 = u_xlat36 * unity_FogParams.x;
					    u_xlat36 = u_xlat36 * (-u_xlat36);
					    u_xlat36 = exp2(u_xlat36);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat36) * u_xlat0.xyz + unity_FogColor.xyz;
					    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 unity_Lightmap_HDR;
						vec4 unused_0_1[3];
						vec4 _MainNormalMap_ST;
						float _DriedBloodEffect_Tiling;
						float _DriedBloodEffectLevel;
						float _OverallNormalPower;
						float _Noise1;
						float _Noise2;
						vec4 _Noise_Texture_ST;
						float _Bias;
						float _Scale;
						vec4 _MainColorTintFadeA;
						vec4 _MainTexture_ST;
						vec4 _DriedBloodColorGloss;
						float _Metallic;
						float _DriedBlood_Metallic;
						float _Gloss;
						vec4 unused_0_17;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					uniform  sampler2D _MainNormalMap;
					uniform  sampler2D _DriedBlood_Normal;
					uniform  sampler2D _Noise_Texture;
					uniform  sampler2D _MainTexture;
					uniform  sampler2D _DriedBlood_Curvature;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD5;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					bvec3 u_xlatb5;
					vec4 u_xlat6;
					vec3 u_xlat7;
					vec4 u_xlat8;
					vec3 u_xlat9;
					bvec3 u_xlatb9;
					vec3 u_xlat10;
					bvec3 u_xlatb11;
					vec3 u_xlat13;
					vec3 u_xlat16;
					bvec3 u_xlatb18;
					vec2 u_xlat27;
					vec2 u_xlat28;
					float u_xlat36;
					int u_xlati36;
					bool u_xlatb36;
					float u_xlat37;
					bool u_xlatb37;
					float u_xlat38;
					float u_xlat39;
					bool u_xlatb39;
					float u_xlat40;
					float u_xlat41;
					bool u_xlatb41;
					void main()
					{
					    u_xlat0.x = vs_TEXCOORD1.w;
					    u_xlat0.y = vs_TEXCOORD2.w;
					    u_xlat0.z = vs_TEXCOORD3.w;
					    u_xlati36 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat0.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati36].xyz;
					    u_xlat36 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat36 = inversesqrt(u_xlat36);
					    u_xlat1.xyz = vec3(u_xlat36) * u_xlat1.xyz;
					    u_xlat2.xy = vs_TEXCOORD0.xy * _MainNormalMap_ST.xy + _MainNormalMap_ST.zw;
					    u_xlat3 = vs_TEXCOORD0.xyxy * vec4(_DriedBloodEffect_Tiling, _DriedBloodEffect_Tiling, _Noise1, _Noise1);
					    u_xlat2 = texture(_MainNormalMap, u_xlat2.xy);
					    u_xlat2.x = u_xlat2.w * u_xlat2.x;
					    u_xlat2.xy = u_xlat2.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat36 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat36 = min(u_xlat36, 1.0);
					    u_xlat36 = (-u_xlat36) + 1.0;
					    u_xlat2.z = sqrt(u_xlat36);
					    u_xlat4 = texture(_DriedBlood_Normal, u_xlat3.xy);
					    u_xlat4.x = u_xlat4.w * u_xlat4.x;
					    u_xlat4.xy = u_xlat4.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat36 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat36 = min(u_xlat36, 1.0);
					    u_xlat36 = (-u_xlat36) + 1.0;
					    u_xlat4.z = sqrt(u_xlat36);
					    u_xlat4.xyz = (-u_xlat2.xyz) + u_xlat4.xyz;
					    u_xlat2.xyz = vec3(vec3(_DriedBloodEffectLevel, _DriedBloodEffectLevel, _DriedBloodEffectLevel)) * u_xlat4.xyz + u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz + vec3(-0.0, -0.0, -1.0);
					    u_xlat2.xyz = vec3(vec3(_OverallNormalPower, _OverallNormalPower, _OverallNormalPower)) * u_xlat2.xyz + vec3(0.0, 0.0, 1.0);
					    u_xlat36 = dot(u_xlat3.zw, vec2(0.366025418, 0.366025418));
					    u_xlat27.xy = vs_TEXCOORD0.xy * vec2(vec2(_Noise1, _Noise1)) + vec2(u_xlat36);
					    u_xlat27.xy = floor(u_xlat27.xy);
					    u_xlat4.xy = vs_TEXCOORD0.xy * vec2(vec2(_Noise1, _Noise1)) + (-u_xlat27.xy);
					    u_xlat36 = dot(u_xlat27.xy, vec2(0.211324871, 0.211324871));
					    u_xlat4.xy = vec2(u_xlat36) + u_xlat4.xy;
					    u_xlatb36 = u_xlat4.y<u_xlat4.x;
					    u_xlat5 = u_xlat4.xyxy + vec4(0.211324871, 0.211324871, -0.577350259, -0.577350259);
					    u_xlat6 = (bool(u_xlatb36)) ? vec4(0.0, 1.0, -1.0, -0.0) : vec4(1.0, 0.0, -0.0, -1.0);
					    u_xlat5.xy = u_xlat5.xy + u_xlat6.zw;
					    u_xlat28.xy = u_xlat27.xy * vec2(0.00346020772, 0.00346020772);
					    u_xlat28.xy = floor(u_xlat28.xy);
					    u_xlat27.xy = (-u_xlat28.xy) * vec2(289.0, 289.0) + u_xlat27.xy;
					    u_xlat7.x = float(0.0);
					    u_xlat7.z = float(1.0);
					    u_xlat7.y = u_xlat6.x;
					    u_xlat7.xyz = u_xlat27.yyy + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat8.xyz = floor(u_xlat8.xyz);
					    u_xlat7.xyz = (-u_xlat8.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat27.xxx + u_xlat7.xyz;
					    u_xlat6.x = float(0.0);
					    u_xlat6.z = float(1.0);
					    u_xlat6.xyz = u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat6.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat6.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat7.xyz = floor(u_xlat7.xyz);
					    u_xlat6.xyz = (-u_xlat7.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat6.xyz;
					    u_xlat7.x = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat7.y = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat7.z = dot(u_xlat5.zw, u_xlat5.zw);
					    u_xlat7.xyz = (-u_xlat7.xyz) + vec3(0.5, 0.5, 0.5);
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat7.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(0.024390243, 0.024390243, 0.024390243);
					    u_xlat6.xyz = fract(u_xlat6.xyz);
					    u_xlat8.xyz = u_xlat6.xyz * vec3(2.0, 2.0, 2.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat9.xyz = abs(u_xlat8.xyz) + vec3(-0.5, -0.5, -0.5);
					    u_xlat6.xyz = u_xlat6.xyz * vec3(2.0, 2.0, 2.0) + vec3(-0.5, -0.5, -0.5);
					    u_xlat6.xyz = floor(u_xlat6.xyz);
					    u_xlat6.xyz = (-u_xlat6.xyz) + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat9.xyz * u_xlat9.xyz;
					    u_xlat8.xyz = u_xlat6.xyz * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(0.853734732, 0.853734732, 0.853734732) + vec3(1.79284286, 1.79284286, 1.79284286);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat8.xyz;
					    u_xlat36 = u_xlat4.y * u_xlat9.x;
					    u_xlat4.x = u_xlat6.x * u_xlat4.x + u_xlat36;
					    u_xlat27.xy = u_xlat5.yw * u_xlat9.yz;
					    u_xlat4.yz = u_xlat6.yz * u_xlat5.xz + u_xlat27.xy;
					    u_xlat36 = dot(u_xlat7.xyz, u_xlat4.xyz);
					    u_xlat36 = u_xlat36 * 130.0;
					    u_xlat37 = _Noise1 * _Noise2;
					    u_xlat27.xy = vec2(u_xlat37) * vs_TEXCOORD0.xy;
					    u_xlat38 = dot(u_xlat27.xy, vec2(0.366025418, 0.366025418));
					    u_xlat27.xy = vs_TEXCOORD0.xy * vec2(u_xlat37) + vec2(u_xlat38);
					    u_xlat27.xy = floor(u_xlat27.xy);
					    u_xlat4.xy = vs_TEXCOORD0.xy * vec2(u_xlat37) + (-u_xlat27.xy);
					    u_xlat37 = dot(u_xlat27.xy, vec2(0.211324871, 0.211324871));
					    u_xlat4.xy = vec2(u_xlat37) + u_xlat4.xy;
					    u_xlatb37 = u_xlat4.y<u_xlat4.x;
					    u_xlat5 = u_xlat4.xyxy + vec4(0.211324871, 0.211324871, -0.577350259, -0.577350259);
					    u_xlat6 = (bool(u_xlatb37)) ? vec4(0.0, 1.0, -1.0, -0.0) : vec4(1.0, 0.0, -0.0, -1.0);
					    u_xlat5.xy = u_xlat5.xy + u_xlat6.zw;
					    u_xlat28.xy = u_xlat27.xy * vec2(0.00346020772, 0.00346020772);
					    u_xlat28.xy = floor(u_xlat28.xy);
					    u_xlat27.xy = (-u_xlat28.xy) * vec2(289.0, 289.0) + u_xlat27.xy;
					    u_xlat7.x = float(0.0);
					    u_xlat7.z = float(1.0);
					    u_xlat7.y = u_xlat6.x;
					    u_xlat7.xyz = u_xlat27.yyy + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat8.xyz = floor(u_xlat8.xyz);
					    u_xlat7.xyz = (-u_xlat8.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat27.xxx + u_xlat7.xyz;
					    u_xlat6.x = float(0.0);
					    u_xlat6.z = float(1.0);
					    u_xlat6.xyz = u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat6.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat6.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat7.xyz = floor(u_xlat7.xyz);
					    u_xlat6.xyz = (-u_xlat7.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat6.xyz;
					    u_xlat7.x = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat7.y = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat7.z = dot(u_xlat5.zw, u_xlat5.zw);
					    u_xlat7.xyz = (-u_xlat7.xyz) + vec3(0.5, 0.5, 0.5);
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat7.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(0.024390243, 0.024390243, 0.024390243);
					    u_xlat6.xyz = fract(u_xlat6.xyz);
					    u_xlat8.xyz = u_xlat6.xyz * vec3(2.0, 2.0, 2.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat9.xyz = abs(u_xlat8.xyz) + vec3(-0.5, -0.5, -0.5);
					    u_xlat6.xyz = u_xlat6.xyz * vec3(2.0, 2.0, 2.0) + vec3(-0.5, -0.5, -0.5);
					    u_xlat6.xyz = floor(u_xlat6.xyz);
					    u_xlat6.xyz = (-u_xlat6.xyz) + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat9.xyz * u_xlat9.xyz;
					    u_xlat8.xyz = u_xlat6.xyz * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(0.853734732, 0.853734732, 0.853734732) + vec3(1.79284286, 1.79284286, 1.79284286);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat8.xyz;
					    u_xlat37 = u_xlat4.y * u_xlat9.x;
					    u_xlat4.x = u_xlat6.x * u_xlat4.x + u_xlat37;
					    u_xlat27.xy = u_xlat5.yw * u_xlat9.yz;
					    u_xlat4.yz = u_xlat6.yz * u_xlat5.xz + u_xlat27.xy;
					    u_xlat37 = dot(u_xlat7.xyz, u_xlat4.xyz);
					    u_xlat36 = u_xlat36 * u_xlat37;
					    u_xlat27.xy = vs_TEXCOORD0.xy * _Noise_Texture_ST.xy + _Noise_Texture_ST.zw;
					    u_xlat37 = _Bias * 3.0;
					    u_xlat36 = u_xlat36 * 130.0;
					    u_xlat4 = texture(_Noise_Texture, u_xlat27.xy);
					    u_xlat4.xyz = (-vec3(u_xlat36)) * u_xlat4.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = u_xlat4.xyz + vec3(_Bias);
					    u_xlat4.xyz = u_xlat4.xyz * vec3(vec3(_Scale, _Scale, _Scale));
					    u_xlat4.xyz = log2(u_xlat4.xyz);
					    u_xlat4.xyz = vec3(u_xlat37) * u_xlat4.xyz;
					    u_xlat4.xyz = exp2(u_xlat4.xyz);
					    u_xlat16.xyz = min(u_xlat4.xyz, vec3(1.0, 0.0, 0.0));
					    u_xlat27.xy = vs_TEXCOORD0.xy * _MainTexture_ST.xy + _MainTexture_ST.zw;
					    u_xlat5 = texture(_MainTexture, u_xlat27.xy);
					    u_xlat6.xyz = u_xlat5.xxx * _MainColorTintFadeA.xyz;
					    u_xlat3 = texture(_DriedBlood_Curvature, u_xlat3.xy);
					    u_xlat7.xyz = u_xlat16.xyz * vec3(vec3(_DriedBloodEffectLevel, _DriedBloodEffectLevel, _DriedBloodEffectLevel));
					    u_xlatb18.xyz = lessThan(vec4(0.5, 0.5, 0.5, 0.5), u_xlat6.xyzz).xyz;
					    u_xlat5.xyz = _MainColorTintFadeA.xyz * u_xlat5.xxx + vec3(-0.5, -0.5, -0.5);
					    u_xlat5.xyz = (-u_xlat5.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = (-u_xlat16.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat5.xyz = (-u_xlat5.xyz) * u_xlat8.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat36 = u_xlat16.x * u_xlat6.x;
					    u_xlat8.x = u_xlat36 * 2.0;
					    u_xlat8.y = float(0.0);
					    u_xlat8.z = float(0.0);
					    u_xlat16.x = (u_xlatb18.x) ? u_xlat5.x : u_xlat8.x;
					    u_xlat16.y = (u_xlatb18.y) ? u_xlat5.y : u_xlat8.y;
					    u_xlat16.z = (u_xlatb18.z) ? u_xlat5.z : u_xlat8.z;
					    u_xlat16.xyz = clamp(u_xlat16.xyz, 0.0, 1.0);
					    u_xlatb5.xyz = lessThan(vec4(0.5, 0.5, 0.5, 0.0), u_xlat3.xyzx).xyz;
					    u_xlat6.xyz = u_xlat3.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = (-_DriedBloodColorGloss.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat6.xyz = (-u_xlat6.xyz) * u_xlat8.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat3.xyz = u_xlat3.xyz * _DriedBloodColorGloss.xyz;
					    u_xlat3.xyz = u_xlat3.xyz + u_xlat3.xyz;
					    {
					        vec4 hlslcc_movcTemp = u_xlat3;
					        hlslcc_movcTemp.x = (u_xlatb5.x) ? u_xlat6.x : u_xlat3.x;
					        hlslcc_movcTemp.y = (u_xlatb5.y) ? u_xlat6.y : u_xlat3.y;
					        hlslcc_movcTemp.z = (u_xlatb5.z) ? u_xlat6.z : u_xlat3.z;
					        u_xlat3 = hlslcc_movcTemp;
					    }
					    u_xlat3.xyz = (-u_xlat16.xyz) + u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat7.xyz * u_xlat3.xyz + u_xlat16.xyz;
					    u_xlat36 = (-_Metallic) + _DriedBlood_Metallic;
					    u_xlat36 = u_xlat7.x * u_xlat36 + _Metallic;
					    u_xlat37 = _DriedBloodColorGloss.w + (-_Gloss);
					    u_xlat37 = u_xlat7.x * u_xlat37 + _Gloss;
					    u_xlat38 = u_xlat4.x * u_xlat5.w;
					    u_xlat38 = u_xlat38 * u_xlat38;
					    u_xlat39 = u_xlat38 * u_xlat38;
					    u_xlat38 = u_xlat38 * u_xlat39;
					    u_xlat38 = min(u_xlat38, 1.0);
					    SV_Target0.w = u_xlat38 * _MainColorTintFadeA.w;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat2.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat2.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat2.x = inversesqrt(u_xlat2.x);
					    u_xlat2.xyz = u_xlat2.xxx * u_xlat4.xyz;
					    u_xlat38 = (-u_xlat37) + 1.0;
					    u_xlat39 = dot((-u_xlat1.xyz), u_xlat2.xyz);
					    u_xlat39 = u_xlat39 + u_xlat39;
					    u_xlat4.xyz = u_xlat2.xyz * (-vec3(u_xlat39)) + (-u_xlat1.xyz);
					    u_xlat5 = texture(unity_Lightmap, vs_TEXCOORD4.xy);
					    u_xlat39 = log2(u_xlat5.w);
					    u_xlat39 = u_xlat39 * unity_Lightmap_HDR.y;
					    u_xlat39 = exp2(u_xlat39);
					    u_xlat39 = u_xlat39 * unity_Lightmap_HDR.x;
					    u_xlat5.xyz = u_xlat5.xyz * vec3(u_xlat39);
					    u_xlat6 = texture(unity_LightmapInd, vs_TEXCOORD4.xy);
					    u_xlat6.xyz = u_xlat6.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat39 = dot(u_xlat2.xyz, u_xlat6.xyz);
					    u_xlat39 = u_xlat39 + 0.5;
					    u_xlat5.xyz = vec3(u_xlat39) * u_xlat5.xyz;
					    u_xlat39 = max(u_xlat6.w, 9.99999975e-05);
					    u_xlat5.xyz = u_xlat5.xyz / vec3(u_xlat39);
					    u_xlatb39 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb39){
					        u_xlat39 = dot(u_xlat4.xyz, u_xlat4.xyz);
					        u_xlat39 = inversesqrt(u_xlat39);
					        u_xlat6.xyz = vec3(u_xlat39) * u_xlat4.xyz;
					        u_xlat7.xyz = (-u_xlat0.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat7.xyz = u_xlat7.xyz / u_xlat6.xyz;
					        u_xlat8.xyz = (-u_xlat0.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat8.xyz = u_xlat8.xyz / u_xlat6.xyz;
					        u_xlatb9.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat6.xyzx).xyz;
					        {
					            vec3 hlslcc_movcTemp = u_xlat7;
					            hlslcc_movcTemp.x = (u_xlatb9.x) ? u_xlat7.x : u_xlat8.x;
					            hlslcc_movcTemp.y = (u_xlatb9.y) ? u_xlat7.y : u_xlat8.y;
					            hlslcc_movcTemp.z = (u_xlatb9.z) ? u_xlat7.z : u_xlat8.z;
					            u_xlat7 = hlslcc_movcTemp;
					        }
					        u_xlat39 = min(u_xlat7.y, u_xlat7.x);
					        u_xlat39 = min(u_xlat7.z, u_xlat39);
					        u_xlat7.xyz = u_xlat0.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat39) + u_xlat7.xyz;
					    } else {
					        u_xlat6.xyz = u_xlat4.xyz;
					    }
					    u_xlat39 = (-u_xlat38) * 0.699999988 + 1.70000005;
					    u_xlat39 = u_xlat38 * u_xlat39;
					    u_xlat39 = u_xlat39 * 6.0;
					    u_xlat6 = textureLod(unity_SpecCube0, u_xlat6.xyz, u_xlat39);
					    u_xlat40 = u_xlat6.w + -1.0;
					    u_xlat40 = unity_SpecCube0_HDR.w * u_xlat40 + 1.0;
					    u_xlat40 = log2(u_xlat40);
					    u_xlat40 = u_xlat40 * unity_SpecCube0_HDR.y;
					    u_xlat40 = exp2(u_xlat40);
					    u_xlat40 = u_xlat40 * unity_SpecCube0_HDR.x;
					    u_xlat7.xyz = u_xlat6.xyz * vec3(u_xlat40);
					    u_xlatb41 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb41){
					        u_xlatb41 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb41){
					            u_xlat41 = dot(u_xlat4.xyz, u_xlat4.xyz);
					            u_xlat41 = inversesqrt(u_xlat41);
					            u_xlat8.xyz = u_xlat4.xyz * vec3(u_xlat41);
					            u_xlat9.xyz = (-u_xlat0.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat9.xyz = u_xlat9.xyz / u_xlat8.xyz;
					            u_xlat10.xyz = (-u_xlat0.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat10.xyz = u_xlat10.xyz / u_xlat8.xyz;
					            u_xlatb11.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat8.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat9;
					                hlslcc_movcTemp.x = (u_xlatb11.x) ? u_xlat9.x : u_xlat10.x;
					                hlslcc_movcTemp.y = (u_xlatb11.y) ? u_xlat9.y : u_xlat10.y;
					                hlslcc_movcTemp.z = (u_xlatb11.z) ? u_xlat9.z : u_xlat10.z;
					                u_xlat9 = hlslcc_movcTemp;
					            }
					            u_xlat41 = min(u_xlat9.y, u_xlat9.x);
					            u_xlat41 = min(u_xlat9.z, u_xlat41);
					            u_xlat0.xyz = u_xlat0.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat4.xyz = u_xlat8.xyz * vec3(u_xlat41) + u_xlat0.xyz;
					        }
					        u_xlat8 = textureLod(unity_SpecCube1, u_xlat4.xyz, u_xlat39);
					        u_xlat0.x = u_xlat8.w + -1.0;
					        u_xlat0.x = unity_SpecCube1_HDR.w * u_xlat0.x + 1.0;
					        u_xlat0.x = log2(u_xlat0.x);
					        u_xlat0.x = u_xlat0.x * unity_SpecCube1_HDR.y;
					        u_xlat0.x = exp2(u_xlat0.x);
					        u_xlat0.x = u_xlat0.x * unity_SpecCube1_HDR.x;
					        u_xlat0.xyz = u_xlat8.xyz * u_xlat0.xxx;
					        u_xlat4.xyz = vec3(u_xlat40) * u_xlat6.xyz + (-u_xlat0.xyz);
					        u_xlat7.xyz = unity_SpecCube0_BoxMin.www * u_xlat4.xyz + u_xlat0.xyz;
					    }
					    u_xlat0.xyz = u_xlat3.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat0.xyz = vec3(u_xlat36) * u_xlat0.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat36 = (-u_xlat36) * 0.959999979 + 0.959999979;
					    u_xlat3.xyz = vec3(u_xlat36) * u_xlat3.xyz;
					    u_xlat1.x = dot(u_xlat2.xyz, u_xlat1.xyz);
					    u_xlat13.x = u_xlat38 * u_xlat38;
					    u_xlat13.x = max(u_xlat13.x, 0.00200000009);
					    u_xlat13.x = u_xlat13.x * u_xlat13.x + 1.0;
					    u_xlat13.x = float(1.0) / u_xlat13.x;
					    u_xlat36 = (-u_xlat36) + u_xlat37;
					    u_xlat36 = u_xlat36 + 1.0;
					    u_xlat36 = clamp(u_xlat36, 0.0, 1.0);
					    u_xlat13.xyz = u_xlat7.xyz * u_xlat13.xxx;
					    u_xlat1.x = -abs(u_xlat1.x) + 1.0;
					    u_xlat2.x = u_xlat1.x * u_xlat1.x;
					    u_xlat2.x = u_xlat2.x * u_xlat2.x;
					    u_xlat1.x = u_xlat1.x * u_xlat2.x;
					    u_xlat2.xyz = (-u_xlat0.xyz) + vec3(u_xlat36);
					    u_xlat0.xyz = u_xlat1.xxx * u_xlat2.xyz + u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat13.xyz;
					    u_xlat0.xyz = u_xlat3.xyz * u_xlat5.xyz + u_xlat0.xyz;
					    u_xlat36 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat36 = (-u_xlat36) + 1.0;
					    u_xlat36 = u_xlat36 * _ProjectionParams.z;
					    u_xlat36 = max(u_xlat36, 0.0);
					    u_xlat36 = u_xlat36 * unity_FogParams.x;
					    u_xlat36 = u_xlat36 * (-u_xlat36);
					    u_xlat36 = exp2(u_xlat36);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat36) * u_xlat0.xyz + unity_FogColor.xyz;
					    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 unity_Lightmap_HDR;
						vec4 unused_0_1[3];
						vec4 _MainNormalMap_ST;
						float _DriedBloodEffect_Tiling;
						float _DriedBloodEffectLevel;
						float _OverallNormalPower;
						float _Noise1;
						float _Noise2;
						vec4 _Noise_Texture_ST;
						float _Bias;
						float _Scale;
						vec4 _MainColorTintFadeA;
						vec4 _MainTexture_ST;
						vec4 _DriedBloodColorGloss;
						float _Metallic;
						float _DriedBlood_Metallic;
						float _Gloss;
						vec4 unused_0_17;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 unused_2_0[39];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_8[2];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainNormalMap;
					uniform  sampler2D _DriedBlood_Normal;
					uniform  sampler2D _Noise_Texture;
					uniform  sampler2D _MainTexture;
					uniform  sampler2D _DriedBlood_Curvature;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD5;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					bvec3 u_xlatb5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec3 u_xlat9;
					bvec3 u_xlatb9;
					vec3 u_xlat10;
					bvec3 u_xlatb11;
					vec3 u_xlat13;
					vec3 u_xlat16;
					float u_xlat17;
					bvec3 u_xlatb18;
					vec2 u_xlat27;
					vec2 u_xlat28;
					float u_xlat36;
					bool u_xlatb36;
					float u_xlat37;
					bool u_xlatb37;
					float u_xlat38;
					bool u_xlatb38;
					float u_xlat39;
					float u_xlat40;
					bool u_xlatb40;
					float u_xlat41;
					bool u_xlatb41;
					void main()
					{
					    u_xlat0.x = vs_TEXCOORD1.w;
					    u_xlat0.y = vs_TEXCOORD2.w;
					    u_xlat0.z = vs_TEXCOORD3.w;
					    u_xlat1.xyz = (-u_xlat0.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat36 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat36 = inversesqrt(u_xlat36);
					    u_xlat1.xyz = vec3(u_xlat36) * u_xlat1.xyz;
					    u_xlat2.xy = vs_TEXCOORD0.xy * _MainNormalMap_ST.xy + _MainNormalMap_ST.zw;
					    u_xlat3 = vs_TEXCOORD0.xyxy * vec4(_DriedBloodEffect_Tiling, _DriedBloodEffect_Tiling, _Noise1, _Noise1);
					    u_xlat2 = texture(_MainNormalMap, u_xlat2.xy);
					    u_xlat2.x = u_xlat2.w * u_xlat2.x;
					    u_xlat2.xy = u_xlat2.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat36 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat36 = min(u_xlat36, 1.0);
					    u_xlat36 = (-u_xlat36) + 1.0;
					    u_xlat2.z = sqrt(u_xlat36);
					    u_xlat4 = texture(_DriedBlood_Normal, u_xlat3.xy);
					    u_xlat4.x = u_xlat4.w * u_xlat4.x;
					    u_xlat4.xy = u_xlat4.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat36 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat36 = min(u_xlat36, 1.0);
					    u_xlat36 = (-u_xlat36) + 1.0;
					    u_xlat4.z = sqrt(u_xlat36);
					    u_xlat4.xyz = (-u_xlat2.xyz) + u_xlat4.xyz;
					    u_xlat2.xyz = vec3(vec3(_DriedBloodEffectLevel, _DriedBloodEffectLevel, _DriedBloodEffectLevel)) * u_xlat4.xyz + u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz + vec3(-0.0, -0.0, -1.0);
					    u_xlat2.xyz = vec3(vec3(_OverallNormalPower, _OverallNormalPower, _OverallNormalPower)) * u_xlat2.xyz + vec3(0.0, 0.0, 1.0);
					    u_xlat36 = dot(u_xlat3.zw, vec2(0.366025418, 0.366025418));
					    u_xlat27.xy = vs_TEXCOORD0.xy * vec2(vec2(_Noise1, _Noise1)) + vec2(u_xlat36);
					    u_xlat27.xy = floor(u_xlat27.xy);
					    u_xlat4.xy = vs_TEXCOORD0.xy * vec2(vec2(_Noise1, _Noise1)) + (-u_xlat27.xy);
					    u_xlat36 = dot(u_xlat27.xy, vec2(0.211324871, 0.211324871));
					    u_xlat4.xy = vec2(u_xlat36) + u_xlat4.xy;
					    u_xlatb36 = u_xlat4.y<u_xlat4.x;
					    u_xlat5 = u_xlat4.xyxy + vec4(0.211324871, 0.211324871, -0.577350259, -0.577350259);
					    u_xlat6 = (bool(u_xlatb36)) ? vec4(0.0, 1.0, -1.0, -0.0) : vec4(1.0, 0.0, -0.0, -1.0);
					    u_xlat5.xy = u_xlat5.xy + u_xlat6.zw;
					    u_xlat28.xy = u_xlat27.xy * vec2(0.00346020772, 0.00346020772);
					    u_xlat28.xy = floor(u_xlat28.xy);
					    u_xlat27.xy = (-u_xlat28.xy) * vec2(289.0, 289.0) + u_xlat27.xy;
					    u_xlat7.x = float(0.0);
					    u_xlat7.z = float(1.0);
					    u_xlat7.y = u_xlat6.x;
					    u_xlat7.xyz = u_xlat27.yyy + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat8.xyz = floor(u_xlat8.xyz);
					    u_xlat7.xyz = (-u_xlat8.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat27.xxx + u_xlat7.xyz;
					    u_xlat6.x = float(0.0);
					    u_xlat6.z = float(1.0);
					    u_xlat6.xyz = u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat6.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat6.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat7.xyz = floor(u_xlat7.xyz);
					    u_xlat6.xyz = (-u_xlat7.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat6.xyz;
					    u_xlat7.x = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat7.y = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat7.z = dot(u_xlat5.zw, u_xlat5.zw);
					    u_xlat7.xyz = (-u_xlat7.xyz) + vec3(0.5, 0.5, 0.5);
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat7.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(0.024390243, 0.024390243, 0.024390243);
					    u_xlat6.xyz = fract(u_xlat6.xyz);
					    u_xlat8.xyz = u_xlat6.xyz * vec3(2.0, 2.0, 2.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat9.xyz = abs(u_xlat8.xyz) + vec3(-0.5, -0.5, -0.5);
					    u_xlat6.xyz = u_xlat6.xyz * vec3(2.0, 2.0, 2.0) + vec3(-0.5, -0.5, -0.5);
					    u_xlat6.xyz = floor(u_xlat6.xyz);
					    u_xlat6.xyz = (-u_xlat6.xyz) + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat9.xyz * u_xlat9.xyz;
					    u_xlat8.xyz = u_xlat6.xyz * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(0.853734732, 0.853734732, 0.853734732) + vec3(1.79284286, 1.79284286, 1.79284286);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat8.xyz;
					    u_xlat36 = u_xlat4.y * u_xlat9.x;
					    u_xlat4.x = u_xlat6.x * u_xlat4.x + u_xlat36;
					    u_xlat27.xy = u_xlat5.yw * u_xlat9.yz;
					    u_xlat4.yz = u_xlat6.yz * u_xlat5.xz + u_xlat27.xy;
					    u_xlat36 = dot(u_xlat7.xyz, u_xlat4.xyz);
					    u_xlat36 = u_xlat36 * 130.0;
					    u_xlat37 = _Noise1 * _Noise2;
					    u_xlat27.xy = vec2(u_xlat37) * vs_TEXCOORD0.xy;
					    u_xlat38 = dot(u_xlat27.xy, vec2(0.366025418, 0.366025418));
					    u_xlat27.xy = vs_TEXCOORD0.xy * vec2(u_xlat37) + vec2(u_xlat38);
					    u_xlat27.xy = floor(u_xlat27.xy);
					    u_xlat4.xy = vs_TEXCOORD0.xy * vec2(u_xlat37) + (-u_xlat27.xy);
					    u_xlat37 = dot(u_xlat27.xy, vec2(0.211324871, 0.211324871));
					    u_xlat4.xy = vec2(u_xlat37) + u_xlat4.xy;
					    u_xlatb37 = u_xlat4.y<u_xlat4.x;
					    u_xlat5 = u_xlat4.xyxy + vec4(0.211324871, 0.211324871, -0.577350259, -0.577350259);
					    u_xlat6 = (bool(u_xlatb37)) ? vec4(0.0, 1.0, -1.0, -0.0) : vec4(1.0, 0.0, -0.0, -1.0);
					    u_xlat5.xy = u_xlat5.xy + u_xlat6.zw;
					    u_xlat28.xy = u_xlat27.xy * vec2(0.00346020772, 0.00346020772);
					    u_xlat28.xy = floor(u_xlat28.xy);
					    u_xlat27.xy = (-u_xlat28.xy) * vec2(289.0, 289.0) + u_xlat27.xy;
					    u_xlat7.x = float(0.0);
					    u_xlat7.z = float(1.0);
					    u_xlat7.y = u_xlat6.x;
					    u_xlat7.xyz = u_xlat27.yyy + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat8.xyz = floor(u_xlat8.xyz);
					    u_xlat7.xyz = (-u_xlat8.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat27.xxx + u_xlat7.xyz;
					    u_xlat6.x = float(0.0);
					    u_xlat6.z = float(1.0);
					    u_xlat6.xyz = u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat6.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat6.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat7.xyz = floor(u_xlat7.xyz);
					    u_xlat6.xyz = (-u_xlat7.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat6.xyz;
					    u_xlat7.x = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat7.y = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat7.z = dot(u_xlat5.zw, u_xlat5.zw);
					    u_xlat7.xyz = (-u_xlat7.xyz) + vec3(0.5, 0.5, 0.5);
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat7.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(0.024390243, 0.024390243, 0.024390243);
					    u_xlat6.xyz = fract(u_xlat6.xyz);
					    u_xlat8.xyz = u_xlat6.xyz * vec3(2.0, 2.0, 2.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat9.xyz = abs(u_xlat8.xyz) + vec3(-0.5, -0.5, -0.5);
					    u_xlat6.xyz = u_xlat6.xyz * vec3(2.0, 2.0, 2.0) + vec3(-0.5, -0.5, -0.5);
					    u_xlat6.xyz = floor(u_xlat6.xyz);
					    u_xlat6.xyz = (-u_xlat6.xyz) + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat9.xyz * u_xlat9.xyz;
					    u_xlat8.xyz = u_xlat6.xyz * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(0.853734732, 0.853734732, 0.853734732) + vec3(1.79284286, 1.79284286, 1.79284286);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat8.xyz;
					    u_xlat37 = u_xlat4.y * u_xlat9.x;
					    u_xlat4.x = u_xlat6.x * u_xlat4.x + u_xlat37;
					    u_xlat27.xy = u_xlat5.yw * u_xlat9.yz;
					    u_xlat4.yz = u_xlat6.yz * u_xlat5.xz + u_xlat27.xy;
					    u_xlat37 = dot(u_xlat7.xyz, u_xlat4.xyz);
					    u_xlat36 = u_xlat36 * u_xlat37;
					    u_xlat27.xy = vs_TEXCOORD0.xy * _Noise_Texture_ST.xy + _Noise_Texture_ST.zw;
					    u_xlat37 = _Bias * 3.0;
					    u_xlat36 = u_xlat36 * 130.0;
					    u_xlat4 = texture(_Noise_Texture, u_xlat27.xy);
					    u_xlat4.xyz = (-vec3(u_xlat36)) * u_xlat4.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = u_xlat4.xyz + vec3(_Bias);
					    u_xlat4.xyz = u_xlat4.xyz * vec3(vec3(_Scale, _Scale, _Scale));
					    u_xlat4.xyz = log2(u_xlat4.xyz);
					    u_xlat4.xyz = vec3(u_xlat37) * u_xlat4.xyz;
					    u_xlat4.xyz = exp2(u_xlat4.xyz);
					    u_xlat16.xyz = min(u_xlat4.xyz, vec3(1.0, 0.0, 0.0));
					    u_xlat27.xy = vs_TEXCOORD0.xy * _MainTexture_ST.xy + _MainTexture_ST.zw;
					    u_xlat5 = texture(_MainTexture, u_xlat27.xy);
					    u_xlat6.xyz = u_xlat5.xxx * _MainColorTintFadeA.xyz;
					    u_xlat3 = texture(_DriedBlood_Curvature, u_xlat3.xy);
					    u_xlat7.xyz = u_xlat16.xyz * vec3(vec3(_DriedBloodEffectLevel, _DriedBloodEffectLevel, _DriedBloodEffectLevel));
					    u_xlatb18.xyz = lessThan(vec4(0.5, 0.5, 0.5, 0.5), u_xlat6.xyzz).xyz;
					    u_xlat5.xyz = _MainColorTintFadeA.xyz * u_xlat5.xxx + vec3(-0.5, -0.5, -0.5);
					    u_xlat5.xyz = (-u_xlat5.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = (-u_xlat16.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat5.xyz = (-u_xlat5.xyz) * u_xlat8.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat36 = u_xlat16.x * u_xlat6.x;
					    u_xlat8.x = u_xlat36 * 2.0;
					    u_xlat8.y = float(0.0);
					    u_xlat8.z = float(0.0);
					    u_xlat16.x = (u_xlatb18.x) ? u_xlat5.x : u_xlat8.x;
					    u_xlat16.y = (u_xlatb18.y) ? u_xlat5.y : u_xlat8.y;
					    u_xlat16.z = (u_xlatb18.z) ? u_xlat5.z : u_xlat8.z;
					    u_xlat16.xyz = clamp(u_xlat16.xyz, 0.0, 1.0);
					    u_xlatb5.xyz = lessThan(vec4(0.5, 0.5, 0.5, 0.0), u_xlat3.xyzx).xyz;
					    u_xlat6.xyz = u_xlat3.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = (-_DriedBloodColorGloss.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat6.xyz = (-u_xlat6.xyz) * u_xlat8.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat3.xyz = u_xlat3.xyz * _DriedBloodColorGloss.xyz;
					    u_xlat3.xyz = u_xlat3.xyz + u_xlat3.xyz;
					    {
					        vec4 hlslcc_movcTemp = u_xlat3;
					        hlslcc_movcTemp.x = (u_xlatb5.x) ? u_xlat6.x : u_xlat3.x;
					        hlslcc_movcTemp.y = (u_xlatb5.y) ? u_xlat6.y : u_xlat3.y;
					        hlslcc_movcTemp.z = (u_xlatb5.z) ? u_xlat6.z : u_xlat3.z;
					        u_xlat3 = hlslcc_movcTemp;
					    }
					    u_xlat3.xyz = (-u_xlat16.xyz) + u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat7.xyz * u_xlat3.xyz + u_xlat16.xyz;
					    u_xlat36 = (-_Metallic) + _DriedBlood_Metallic;
					    u_xlat36 = u_xlat7.x * u_xlat36 + _Metallic;
					    u_xlat37 = _DriedBloodColorGloss.w + (-_Gloss);
					    u_xlat37 = u_xlat7.x * u_xlat37 + _Gloss;
					    u_xlat38 = u_xlat4.x * u_xlat5.w;
					    u_xlat38 = u_xlat38 * u_xlat38;
					    u_xlat39 = u_xlat38 * u_xlat38;
					    u_xlat38 = u_xlat38 * u_xlat39;
					    u_xlat38 = min(u_xlat38, 1.0);
					    SV_Target0.w = u_xlat38 * _MainColorTintFadeA.w;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat2.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat2.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat2.x = inversesqrt(u_xlat2.x);
					    u_xlat2.xyz = u_xlat2.xxx * u_xlat4.xyz;
					    u_xlat39 = (-u_xlat37) + 1.0;
					    u_xlat4.x = dot((-u_xlat1.xyz), u_xlat2.xyz);
					    u_xlat4.x = u_xlat4.x + u_xlat4.x;
					    u_xlat4.xyz = u_xlat2.xyz * (-u_xlat4.xxx) + (-u_xlat1.xyz);
					    u_xlatb40 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb40){
					        u_xlatb40 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb40)) ? u_xlat5.xyz : u_xlat0.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat40 = u_xlat5.y * 0.25;
					        u_xlat17 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat6.x = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat40 = max(u_xlat40, u_xlat17);
					        u_xlat5.x = min(u_xlat6.x, u_xlat40);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					        u_xlat7.xyz = u_xlat5.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat7.xyz);
					        u_xlat5.xyz = u_xlat5.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xyz);
					        u_xlat2.w = 1.0;
					        u_xlat6.x = dot(u_xlat6, u_xlat2);
					        u_xlat6.y = dot(u_xlat7, u_xlat2);
					        u_xlat6.z = dot(u_xlat5, u_xlat2);
					    } else {
					        u_xlat2.w = 1.0;
					        u_xlat6.x = dot(unity_SHAr, u_xlat2);
					        u_xlat6.y = dot(unity_SHAg, u_xlat2);
					        u_xlat6.z = dot(unity_SHAb, u_xlat2);
					    }
					    u_xlat5 = u_xlat2.yzzx * u_xlat2.xyzz;
					    u_xlat7.x = dot(unity_SHBr, u_xlat5);
					    u_xlat7.y = dot(unity_SHBg, u_xlat5);
					    u_xlat7.z = dot(unity_SHBb, u_xlat5);
					    u_xlat38 = u_xlat2.y * u_xlat2.y;
					    u_xlat38 = u_xlat2.x * u_xlat2.x + (-u_xlat38);
					    u_xlat5.xyz = unity_SHC.xyz * vec3(u_xlat38) + u_xlat7.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + u_xlat6.xyz;
					    u_xlat5.xyz = max(u_xlat5.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat6 = texture(unity_Lightmap, vs_TEXCOORD4.xy);
					    u_xlat38 = log2(u_xlat6.w);
					    u_xlat38 = u_xlat38 * unity_Lightmap_HDR.y;
					    u_xlat38 = exp2(u_xlat38);
					    u_xlat38 = u_xlat38 * unity_Lightmap_HDR.x;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat38);
					    u_xlat7 = texture(unity_LightmapInd, vs_TEXCOORD4.xy);
					    u_xlat7.xyz = u_xlat7.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat38 = dot(u_xlat2.xyz, u_xlat7.xyz);
					    u_xlat38 = u_xlat38 + 0.5;
					    u_xlat6.xyz = vec3(u_xlat38) * u_xlat6.xyz;
					    u_xlat38 = max(u_xlat7.w, 9.99999975e-05);
					    u_xlat6.xyz = u_xlat6.xyz / vec3(u_xlat38);
					    u_xlat5.xyz = u_xlat5.xyz + u_xlat6.xyz;
					    u_xlatb38 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb38){
					        u_xlat38 = dot(u_xlat4.xyz, u_xlat4.xyz);
					        u_xlat38 = inversesqrt(u_xlat38);
					        u_xlat6.xyz = vec3(u_xlat38) * u_xlat4.xyz;
					        u_xlat7.xyz = (-u_xlat0.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat7.xyz = u_xlat7.xyz / u_xlat6.xyz;
					        u_xlat8.xyz = (-u_xlat0.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat8.xyz = u_xlat8.xyz / u_xlat6.xyz;
					        u_xlatb9.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat6.xyzx).xyz;
					        {
					            vec4 hlslcc_movcTemp = u_xlat7;
					            hlslcc_movcTemp.x = (u_xlatb9.x) ? u_xlat7.x : u_xlat8.x;
					            hlslcc_movcTemp.y = (u_xlatb9.y) ? u_xlat7.y : u_xlat8.y;
					            hlslcc_movcTemp.z = (u_xlatb9.z) ? u_xlat7.z : u_xlat8.z;
					            u_xlat7 = hlslcc_movcTemp;
					        }
					        u_xlat38 = min(u_xlat7.y, u_xlat7.x);
					        u_xlat38 = min(u_xlat7.z, u_xlat38);
					        u_xlat7.xyz = u_xlat0.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat38) + u_xlat7.xyz;
					    } else {
					        u_xlat6.xyz = u_xlat4.xyz;
					    }
					    u_xlat38 = (-u_xlat39) * 0.699999988 + 1.70000005;
					    u_xlat38 = u_xlat38 * u_xlat39;
					    u_xlat38 = u_xlat38 * 6.0;
					    u_xlat6 = textureLod(unity_SpecCube0, u_xlat6.xyz, u_xlat38);
					    u_xlat40 = u_xlat6.w + -1.0;
					    u_xlat40 = unity_SpecCube0_HDR.w * u_xlat40 + 1.0;
					    u_xlat40 = log2(u_xlat40);
					    u_xlat40 = u_xlat40 * unity_SpecCube0_HDR.y;
					    u_xlat40 = exp2(u_xlat40);
					    u_xlat40 = u_xlat40 * unity_SpecCube0_HDR.x;
					    u_xlat7.xyz = u_xlat6.xyz * vec3(u_xlat40);
					    u_xlatb41 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb41){
					        u_xlatb41 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb41){
					            u_xlat41 = dot(u_xlat4.xyz, u_xlat4.xyz);
					            u_xlat41 = inversesqrt(u_xlat41);
					            u_xlat8.xyz = u_xlat4.xyz * vec3(u_xlat41);
					            u_xlat9.xyz = (-u_xlat0.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat9.xyz = u_xlat9.xyz / u_xlat8.xyz;
					            u_xlat10.xyz = (-u_xlat0.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat10.xyz = u_xlat10.xyz / u_xlat8.xyz;
					            u_xlatb11.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat8.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat9;
					                hlslcc_movcTemp.x = (u_xlatb11.x) ? u_xlat9.x : u_xlat10.x;
					                hlslcc_movcTemp.y = (u_xlatb11.y) ? u_xlat9.y : u_xlat10.y;
					                hlslcc_movcTemp.z = (u_xlatb11.z) ? u_xlat9.z : u_xlat10.z;
					                u_xlat9 = hlslcc_movcTemp;
					            }
					            u_xlat41 = min(u_xlat9.y, u_xlat9.x);
					            u_xlat41 = min(u_xlat9.z, u_xlat41);
					            u_xlat0.xyz = u_xlat0.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat4.xyz = u_xlat8.xyz * vec3(u_xlat41) + u_xlat0.xyz;
					        }
					        u_xlat8 = textureLod(unity_SpecCube1, u_xlat4.xyz, u_xlat38);
					        u_xlat0.x = u_xlat8.w + -1.0;
					        u_xlat0.x = unity_SpecCube1_HDR.w * u_xlat0.x + 1.0;
					        u_xlat0.x = log2(u_xlat0.x);
					        u_xlat0.x = u_xlat0.x * unity_SpecCube1_HDR.y;
					        u_xlat0.x = exp2(u_xlat0.x);
					        u_xlat0.x = u_xlat0.x * unity_SpecCube1_HDR.x;
					        u_xlat0.xyz = u_xlat8.xyz * u_xlat0.xxx;
					        u_xlat4.xyz = vec3(u_xlat40) * u_xlat6.xyz + (-u_xlat0.xyz);
					        u_xlat7.xyz = unity_SpecCube0_BoxMin.www * u_xlat4.xyz + u_xlat0.xyz;
					    }
					    u_xlat0.xyz = u_xlat3.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat0.xyz = vec3(u_xlat36) * u_xlat0.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat36 = (-u_xlat36) * 0.959999979 + 0.959999979;
					    u_xlat3.xyz = vec3(u_xlat36) * u_xlat3.xyz;
					    u_xlat1.x = dot(u_xlat2.xyz, u_xlat1.xyz);
					    u_xlat13.x = u_xlat39 * u_xlat39;
					    u_xlat13.x = max(u_xlat13.x, 0.00200000009);
					    u_xlat13.x = u_xlat13.x * u_xlat13.x + 1.0;
					    u_xlat13.x = float(1.0) / u_xlat13.x;
					    u_xlat36 = (-u_xlat36) + u_xlat37;
					    u_xlat36 = u_xlat36 + 1.0;
					    u_xlat36 = clamp(u_xlat36, 0.0, 1.0);
					    u_xlat13.xyz = u_xlat7.xyz * u_xlat13.xxx;
					    u_xlat1.x = -abs(u_xlat1.x) + 1.0;
					    u_xlat2.x = u_xlat1.x * u_xlat1.x;
					    u_xlat2.x = u_xlat2.x * u_xlat2.x;
					    u_xlat1.x = u_xlat1.x * u_xlat2.x;
					    u_xlat2.xyz = (-u_xlat0.xyz) + vec3(u_xlat36);
					    u_xlat0.xyz = u_xlat1.xxx * u_xlat2.xyz + u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat13.xyz;
					    u_xlat0.xyz = u_xlat3.xyz * u_xlat5.xyz + u_xlat0.xyz;
					    u_xlat36 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat36 = (-u_xlat36) + 1.0;
					    u_xlat36 = u_xlat36 * _ProjectionParams.z;
					    u_xlat36 = max(u_xlat36, 0.0);
					    u_xlat36 = u_xlat36 * unity_FogParams.x;
					    u_xlat36 = u_xlat36 * (-u_xlat36);
					    u_xlat36 = exp2(u_xlat36);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat36) * u_xlat0.xyz + unity_FogColor.xyz;
					    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 unity_Lightmap_HDR;
						vec4 unused_0_1[3];
						vec4 _MainNormalMap_ST;
						float _DriedBloodEffect_Tiling;
						float _DriedBloodEffectLevel;
						float _OverallNormalPower;
						float _Noise1;
						float _Noise2;
						vec4 _Noise_Texture_ST;
						float _Bias;
						float _Scale;
						vec4 _MainColorTintFadeA;
						vec4 _MainTexture_ST;
						vec4 _DriedBloodColorGloss;
						float _Metallic;
						float _DriedBlood_Metallic;
						float _Gloss;
						vec4 unused_0_17;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 unused_2_0[39];
						vec4 unity_SHAr;
						vec4 unity_SHAg;
						vec4 unity_SHAb;
						vec4 unity_SHBr;
						vec4 unity_SHBg;
						vec4 unity_SHBb;
						vec4 unity_SHC;
						vec4 unused_2_8[2];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainNormalMap;
					uniform  sampler2D _DriedBlood_Normal;
					uniform  sampler2D _Noise_Texture;
					uniform  sampler2D _MainTexture;
					uniform  sampler2D _DriedBlood_Curvature;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD5;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					bvec3 u_xlatb5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec3 u_xlat9;
					bvec3 u_xlatb9;
					vec3 u_xlat10;
					bvec3 u_xlatb11;
					vec3 u_xlat13;
					vec3 u_xlat16;
					float u_xlat17;
					bvec3 u_xlatb18;
					vec2 u_xlat27;
					vec2 u_xlat28;
					float u_xlat36;
					int u_xlati36;
					bool u_xlatb36;
					float u_xlat37;
					bool u_xlatb37;
					float u_xlat38;
					bool u_xlatb38;
					float u_xlat39;
					float u_xlat40;
					bool u_xlatb40;
					float u_xlat41;
					bool u_xlatb41;
					void main()
					{
					    u_xlat0.x = vs_TEXCOORD1.w;
					    u_xlat0.y = vs_TEXCOORD2.w;
					    u_xlat0.z = vs_TEXCOORD3.w;
					    u_xlati36 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat0.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati36].xyz;
					    u_xlat36 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat36 = inversesqrt(u_xlat36);
					    u_xlat1.xyz = vec3(u_xlat36) * u_xlat1.xyz;
					    u_xlat2.xy = vs_TEXCOORD0.xy * _MainNormalMap_ST.xy + _MainNormalMap_ST.zw;
					    u_xlat3 = vs_TEXCOORD0.xyxy * vec4(_DriedBloodEffect_Tiling, _DriedBloodEffect_Tiling, _Noise1, _Noise1);
					    u_xlat2 = texture(_MainNormalMap, u_xlat2.xy);
					    u_xlat2.x = u_xlat2.w * u_xlat2.x;
					    u_xlat2.xy = u_xlat2.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat36 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat36 = min(u_xlat36, 1.0);
					    u_xlat36 = (-u_xlat36) + 1.0;
					    u_xlat2.z = sqrt(u_xlat36);
					    u_xlat4 = texture(_DriedBlood_Normal, u_xlat3.xy);
					    u_xlat4.x = u_xlat4.w * u_xlat4.x;
					    u_xlat4.xy = u_xlat4.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat36 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat36 = min(u_xlat36, 1.0);
					    u_xlat36 = (-u_xlat36) + 1.0;
					    u_xlat4.z = sqrt(u_xlat36);
					    u_xlat4.xyz = (-u_xlat2.xyz) + u_xlat4.xyz;
					    u_xlat2.xyz = vec3(vec3(_DriedBloodEffectLevel, _DriedBloodEffectLevel, _DriedBloodEffectLevel)) * u_xlat4.xyz + u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz + vec3(-0.0, -0.0, -1.0);
					    u_xlat2.xyz = vec3(vec3(_OverallNormalPower, _OverallNormalPower, _OverallNormalPower)) * u_xlat2.xyz + vec3(0.0, 0.0, 1.0);
					    u_xlat36 = dot(u_xlat3.zw, vec2(0.366025418, 0.366025418));
					    u_xlat27.xy = vs_TEXCOORD0.xy * vec2(vec2(_Noise1, _Noise1)) + vec2(u_xlat36);
					    u_xlat27.xy = floor(u_xlat27.xy);
					    u_xlat4.xy = vs_TEXCOORD0.xy * vec2(vec2(_Noise1, _Noise1)) + (-u_xlat27.xy);
					    u_xlat36 = dot(u_xlat27.xy, vec2(0.211324871, 0.211324871));
					    u_xlat4.xy = vec2(u_xlat36) + u_xlat4.xy;
					    u_xlatb36 = u_xlat4.y<u_xlat4.x;
					    u_xlat5 = u_xlat4.xyxy + vec4(0.211324871, 0.211324871, -0.577350259, -0.577350259);
					    u_xlat6 = (bool(u_xlatb36)) ? vec4(0.0, 1.0, -1.0, -0.0) : vec4(1.0, 0.0, -0.0, -1.0);
					    u_xlat5.xy = u_xlat5.xy + u_xlat6.zw;
					    u_xlat28.xy = u_xlat27.xy * vec2(0.00346020772, 0.00346020772);
					    u_xlat28.xy = floor(u_xlat28.xy);
					    u_xlat27.xy = (-u_xlat28.xy) * vec2(289.0, 289.0) + u_xlat27.xy;
					    u_xlat7.x = float(0.0);
					    u_xlat7.z = float(1.0);
					    u_xlat7.y = u_xlat6.x;
					    u_xlat7.xyz = u_xlat27.yyy + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat8.xyz = floor(u_xlat8.xyz);
					    u_xlat7.xyz = (-u_xlat8.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat27.xxx + u_xlat7.xyz;
					    u_xlat6.x = float(0.0);
					    u_xlat6.z = float(1.0);
					    u_xlat6.xyz = u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat6.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat6.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat7.xyz = floor(u_xlat7.xyz);
					    u_xlat6.xyz = (-u_xlat7.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat6.xyz;
					    u_xlat7.x = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat7.y = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat7.z = dot(u_xlat5.zw, u_xlat5.zw);
					    u_xlat7.xyz = (-u_xlat7.xyz) + vec3(0.5, 0.5, 0.5);
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat7.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(0.024390243, 0.024390243, 0.024390243);
					    u_xlat6.xyz = fract(u_xlat6.xyz);
					    u_xlat8.xyz = u_xlat6.xyz * vec3(2.0, 2.0, 2.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat9.xyz = abs(u_xlat8.xyz) + vec3(-0.5, -0.5, -0.5);
					    u_xlat6.xyz = u_xlat6.xyz * vec3(2.0, 2.0, 2.0) + vec3(-0.5, -0.5, -0.5);
					    u_xlat6.xyz = floor(u_xlat6.xyz);
					    u_xlat6.xyz = (-u_xlat6.xyz) + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat9.xyz * u_xlat9.xyz;
					    u_xlat8.xyz = u_xlat6.xyz * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(0.853734732, 0.853734732, 0.853734732) + vec3(1.79284286, 1.79284286, 1.79284286);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat8.xyz;
					    u_xlat36 = u_xlat4.y * u_xlat9.x;
					    u_xlat4.x = u_xlat6.x * u_xlat4.x + u_xlat36;
					    u_xlat27.xy = u_xlat5.yw * u_xlat9.yz;
					    u_xlat4.yz = u_xlat6.yz * u_xlat5.xz + u_xlat27.xy;
					    u_xlat36 = dot(u_xlat7.xyz, u_xlat4.xyz);
					    u_xlat36 = u_xlat36 * 130.0;
					    u_xlat37 = _Noise1 * _Noise2;
					    u_xlat27.xy = vec2(u_xlat37) * vs_TEXCOORD0.xy;
					    u_xlat38 = dot(u_xlat27.xy, vec2(0.366025418, 0.366025418));
					    u_xlat27.xy = vs_TEXCOORD0.xy * vec2(u_xlat37) + vec2(u_xlat38);
					    u_xlat27.xy = floor(u_xlat27.xy);
					    u_xlat4.xy = vs_TEXCOORD0.xy * vec2(u_xlat37) + (-u_xlat27.xy);
					    u_xlat37 = dot(u_xlat27.xy, vec2(0.211324871, 0.211324871));
					    u_xlat4.xy = vec2(u_xlat37) + u_xlat4.xy;
					    u_xlatb37 = u_xlat4.y<u_xlat4.x;
					    u_xlat5 = u_xlat4.xyxy + vec4(0.211324871, 0.211324871, -0.577350259, -0.577350259);
					    u_xlat6 = (bool(u_xlatb37)) ? vec4(0.0, 1.0, -1.0, -0.0) : vec4(1.0, 0.0, -0.0, -1.0);
					    u_xlat5.xy = u_xlat5.xy + u_xlat6.zw;
					    u_xlat28.xy = u_xlat27.xy * vec2(0.00346020772, 0.00346020772);
					    u_xlat28.xy = floor(u_xlat28.xy);
					    u_xlat27.xy = (-u_xlat28.xy) * vec2(289.0, 289.0) + u_xlat27.xy;
					    u_xlat7.x = float(0.0);
					    u_xlat7.z = float(1.0);
					    u_xlat7.y = u_xlat6.x;
					    u_xlat7.xyz = u_xlat27.yyy + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat8.xyz = floor(u_xlat8.xyz);
					    u_xlat7.xyz = (-u_xlat8.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat27.xxx + u_xlat7.xyz;
					    u_xlat6.x = float(0.0);
					    u_xlat6.z = float(1.0);
					    u_xlat6.xyz = u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat6.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat6.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat7.xyz = floor(u_xlat7.xyz);
					    u_xlat6.xyz = (-u_xlat7.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat6.xyz;
					    u_xlat7.x = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat7.y = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat7.z = dot(u_xlat5.zw, u_xlat5.zw);
					    u_xlat7.xyz = (-u_xlat7.xyz) + vec3(0.5, 0.5, 0.5);
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat7.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(0.024390243, 0.024390243, 0.024390243);
					    u_xlat6.xyz = fract(u_xlat6.xyz);
					    u_xlat8.xyz = u_xlat6.xyz * vec3(2.0, 2.0, 2.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat9.xyz = abs(u_xlat8.xyz) + vec3(-0.5, -0.5, -0.5);
					    u_xlat6.xyz = u_xlat6.xyz * vec3(2.0, 2.0, 2.0) + vec3(-0.5, -0.5, -0.5);
					    u_xlat6.xyz = floor(u_xlat6.xyz);
					    u_xlat6.xyz = (-u_xlat6.xyz) + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat9.xyz * u_xlat9.xyz;
					    u_xlat8.xyz = u_xlat6.xyz * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(0.853734732, 0.853734732, 0.853734732) + vec3(1.79284286, 1.79284286, 1.79284286);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat8.xyz;
					    u_xlat37 = u_xlat4.y * u_xlat9.x;
					    u_xlat4.x = u_xlat6.x * u_xlat4.x + u_xlat37;
					    u_xlat27.xy = u_xlat5.yw * u_xlat9.yz;
					    u_xlat4.yz = u_xlat6.yz * u_xlat5.xz + u_xlat27.xy;
					    u_xlat37 = dot(u_xlat7.xyz, u_xlat4.xyz);
					    u_xlat36 = u_xlat36 * u_xlat37;
					    u_xlat27.xy = vs_TEXCOORD0.xy * _Noise_Texture_ST.xy + _Noise_Texture_ST.zw;
					    u_xlat37 = _Bias * 3.0;
					    u_xlat36 = u_xlat36 * 130.0;
					    u_xlat4 = texture(_Noise_Texture, u_xlat27.xy);
					    u_xlat4.xyz = (-vec3(u_xlat36)) * u_xlat4.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = u_xlat4.xyz + vec3(_Bias);
					    u_xlat4.xyz = u_xlat4.xyz * vec3(vec3(_Scale, _Scale, _Scale));
					    u_xlat4.xyz = log2(u_xlat4.xyz);
					    u_xlat4.xyz = vec3(u_xlat37) * u_xlat4.xyz;
					    u_xlat4.xyz = exp2(u_xlat4.xyz);
					    u_xlat16.xyz = min(u_xlat4.xyz, vec3(1.0, 0.0, 0.0));
					    u_xlat27.xy = vs_TEXCOORD0.xy * _MainTexture_ST.xy + _MainTexture_ST.zw;
					    u_xlat5 = texture(_MainTexture, u_xlat27.xy);
					    u_xlat6.xyz = u_xlat5.xxx * _MainColorTintFadeA.xyz;
					    u_xlat3 = texture(_DriedBlood_Curvature, u_xlat3.xy);
					    u_xlat7.xyz = u_xlat16.xyz * vec3(vec3(_DriedBloodEffectLevel, _DriedBloodEffectLevel, _DriedBloodEffectLevel));
					    u_xlatb18.xyz = lessThan(vec4(0.5, 0.5, 0.5, 0.5), u_xlat6.xyzz).xyz;
					    u_xlat5.xyz = _MainColorTintFadeA.xyz * u_xlat5.xxx + vec3(-0.5, -0.5, -0.5);
					    u_xlat5.xyz = (-u_xlat5.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = (-u_xlat16.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat5.xyz = (-u_xlat5.xyz) * u_xlat8.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat36 = u_xlat16.x * u_xlat6.x;
					    u_xlat8.x = u_xlat36 * 2.0;
					    u_xlat8.y = float(0.0);
					    u_xlat8.z = float(0.0);
					    u_xlat16.x = (u_xlatb18.x) ? u_xlat5.x : u_xlat8.x;
					    u_xlat16.y = (u_xlatb18.y) ? u_xlat5.y : u_xlat8.y;
					    u_xlat16.z = (u_xlatb18.z) ? u_xlat5.z : u_xlat8.z;
					    u_xlat16.xyz = clamp(u_xlat16.xyz, 0.0, 1.0);
					    u_xlatb5.xyz = lessThan(vec4(0.5, 0.5, 0.5, 0.0), u_xlat3.xyzx).xyz;
					    u_xlat6.xyz = u_xlat3.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = (-_DriedBloodColorGloss.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat6.xyz = (-u_xlat6.xyz) * u_xlat8.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat3.xyz = u_xlat3.xyz * _DriedBloodColorGloss.xyz;
					    u_xlat3.xyz = u_xlat3.xyz + u_xlat3.xyz;
					    {
					        vec4 hlslcc_movcTemp = u_xlat3;
					        hlslcc_movcTemp.x = (u_xlatb5.x) ? u_xlat6.x : u_xlat3.x;
					        hlslcc_movcTemp.y = (u_xlatb5.y) ? u_xlat6.y : u_xlat3.y;
					        hlslcc_movcTemp.z = (u_xlatb5.z) ? u_xlat6.z : u_xlat3.z;
					        u_xlat3 = hlslcc_movcTemp;
					    }
					    u_xlat3.xyz = (-u_xlat16.xyz) + u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat7.xyz * u_xlat3.xyz + u_xlat16.xyz;
					    u_xlat36 = (-_Metallic) + _DriedBlood_Metallic;
					    u_xlat36 = u_xlat7.x * u_xlat36 + _Metallic;
					    u_xlat37 = _DriedBloodColorGloss.w + (-_Gloss);
					    u_xlat37 = u_xlat7.x * u_xlat37 + _Gloss;
					    u_xlat38 = u_xlat4.x * u_xlat5.w;
					    u_xlat38 = u_xlat38 * u_xlat38;
					    u_xlat39 = u_xlat38 * u_xlat38;
					    u_xlat38 = u_xlat38 * u_xlat39;
					    u_xlat38 = min(u_xlat38, 1.0);
					    SV_Target0.w = u_xlat38 * _MainColorTintFadeA.w;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat2.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat2.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat2.x = inversesqrt(u_xlat2.x);
					    u_xlat2.xyz = u_xlat2.xxx * u_xlat4.xyz;
					    u_xlat39 = (-u_xlat37) + 1.0;
					    u_xlat4.x = dot((-u_xlat1.xyz), u_xlat2.xyz);
					    u_xlat4.x = u_xlat4.x + u_xlat4.x;
					    u_xlat4.xyz = u_xlat2.xyz * (-u_xlat4.xxx) + (-u_xlat1.xyz);
					    u_xlatb40 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb40){
					        u_xlatb40 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD2.www * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD1.www + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD3.www + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb40)) ? u_xlat5.xyz : u_xlat0.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat40 = u_xlat5.y * 0.25;
					        u_xlat17 = unity_ProbeVolumeParams.z * 0.5;
					        u_xlat6.x = (-unity_ProbeVolumeParams.z) * 0.5 + 0.25;
					        u_xlat40 = max(u_xlat40, u_xlat17);
					        u_xlat5.x = min(u_xlat6.x, u_xlat40);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					        u_xlat7.xyz = u_xlat5.xzw + vec3(0.25, 0.0, 0.0);
					        u_xlat7 = texture(unity_ProbeVolumeSH, u_xlat7.xyz);
					        u_xlat5.xyz = u_xlat5.xzw + vec3(0.5, 0.0, 0.0);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xyz);
					        u_xlat2.w = 1.0;
					        u_xlat6.x = dot(u_xlat6, u_xlat2);
					        u_xlat6.y = dot(u_xlat7, u_xlat2);
					        u_xlat6.z = dot(u_xlat5, u_xlat2);
					    } else {
					        u_xlat2.w = 1.0;
					        u_xlat6.x = dot(unity_SHAr, u_xlat2);
					        u_xlat6.y = dot(unity_SHAg, u_xlat2);
					        u_xlat6.z = dot(unity_SHAb, u_xlat2);
					    }
					    u_xlat5 = u_xlat2.yzzx * u_xlat2.xyzz;
					    u_xlat7.x = dot(unity_SHBr, u_xlat5);
					    u_xlat7.y = dot(unity_SHBg, u_xlat5);
					    u_xlat7.z = dot(unity_SHBb, u_xlat5);
					    u_xlat38 = u_xlat2.y * u_xlat2.y;
					    u_xlat38 = u_xlat2.x * u_xlat2.x + (-u_xlat38);
					    u_xlat5.xyz = unity_SHC.xyz * vec3(u_xlat38) + u_xlat7.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + u_xlat6.xyz;
					    u_xlat5.xyz = max(u_xlat5.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat6 = texture(unity_Lightmap, vs_TEXCOORD4.xy);
					    u_xlat38 = log2(u_xlat6.w);
					    u_xlat38 = u_xlat38 * unity_Lightmap_HDR.y;
					    u_xlat38 = exp2(u_xlat38);
					    u_xlat38 = u_xlat38 * unity_Lightmap_HDR.x;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat38);
					    u_xlat7 = texture(unity_LightmapInd, vs_TEXCOORD4.xy);
					    u_xlat7.xyz = u_xlat7.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat38 = dot(u_xlat2.xyz, u_xlat7.xyz);
					    u_xlat38 = u_xlat38 + 0.5;
					    u_xlat6.xyz = vec3(u_xlat38) * u_xlat6.xyz;
					    u_xlat38 = max(u_xlat7.w, 9.99999975e-05);
					    u_xlat6.xyz = u_xlat6.xyz / vec3(u_xlat38);
					    u_xlat5.xyz = u_xlat5.xyz + u_xlat6.xyz;
					    u_xlatb38 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb38){
					        u_xlat38 = dot(u_xlat4.xyz, u_xlat4.xyz);
					        u_xlat38 = inversesqrt(u_xlat38);
					        u_xlat6.xyz = vec3(u_xlat38) * u_xlat4.xyz;
					        u_xlat7.xyz = (-u_xlat0.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat7.xyz = u_xlat7.xyz / u_xlat6.xyz;
					        u_xlat8.xyz = (-u_xlat0.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat8.xyz = u_xlat8.xyz / u_xlat6.xyz;
					        u_xlatb9.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat6.xyzx).xyz;
					        {
					            vec4 hlslcc_movcTemp = u_xlat7;
					            hlslcc_movcTemp.x = (u_xlatb9.x) ? u_xlat7.x : u_xlat8.x;
					            hlslcc_movcTemp.y = (u_xlatb9.y) ? u_xlat7.y : u_xlat8.y;
					            hlslcc_movcTemp.z = (u_xlatb9.z) ? u_xlat7.z : u_xlat8.z;
					            u_xlat7 = hlslcc_movcTemp;
					        }
					        u_xlat38 = min(u_xlat7.y, u_xlat7.x);
					        u_xlat38 = min(u_xlat7.z, u_xlat38);
					        u_xlat7.xyz = u_xlat0.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat38) + u_xlat7.xyz;
					    } else {
					        u_xlat6.xyz = u_xlat4.xyz;
					    }
					    u_xlat38 = (-u_xlat39) * 0.699999988 + 1.70000005;
					    u_xlat38 = u_xlat38 * u_xlat39;
					    u_xlat38 = u_xlat38 * 6.0;
					    u_xlat6 = textureLod(unity_SpecCube0, u_xlat6.xyz, u_xlat38);
					    u_xlat40 = u_xlat6.w + -1.0;
					    u_xlat40 = unity_SpecCube0_HDR.w * u_xlat40 + 1.0;
					    u_xlat40 = log2(u_xlat40);
					    u_xlat40 = u_xlat40 * unity_SpecCube0_HDR.y;
					    u_xlat40 = exp2(u_xlat40);
					    u_xlat40 = u_xlat40 * unity_SpecCube0_HDR.x;
					    u_xlat7.xyz = u_xlat6.xyz * vec3(u_xlat40);
					    u_xlatb41 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb41){
					        u_xlatb41 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb41){
					            u_xlat41 = dot(u_xlat4.xyz, u_xlat4.xyz);
					            u_xlat41 = inversesqrt(u_xlat41);
					            u_xlat8.xyz = u_xlat4.xyz * vec3(u_xlat41);
					            u_xlat9.xyz = (-u_xlat0.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat9.xyz = u_xlat9.xyz / u_xlat8.xyz;
					            u_xlat10.xyz = (-u_xlat0.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat10.xyz = u_xlat10.xyz / u_xlat8.xyz;
					            u_xlatb11.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat8.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat9;
					                hlslcc_movcTemp.x = (u_xlatb11.x) ? u_xlat9.x : u_xlat10.x;
					                hlslcc_movcTemp.y = (u_xlatb11.y) ? u_xlat9.y : u_xlat10.y;
					                hlslcc_movcTemp.z = (u_xlatb11.z) ? u_xlat9.z : u_xlat10.z;
					                u_xlat9 = hlslcc_movcTemp;
					            }
					            u_xlat41 = min(u_xlat9.y, u_xlat9.x);
					            u_xlat41 = min(u_xlat9.z, u_xlat41);
					            u_xlat0.xyz = u_xlat0.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat4.xyz = u_xlat8.xyz * vec3(u_xlat41) + u_xlat0.xyz;
					        }
					        u_xlat8 = textureLod(unity_SpecCube1, u_xlat4.xyz, u_xlat38);
					        u_xlat0.x = u_xlat8.w + -1.0;
					        u_xlat0.x = unity_SpecCube1_HDR.w * u_xlat0.x + 1.0;
					        u_xlat0.x = log2(u_xlat0.x);
					        u_xlat0.x = u_xlat0.x * unity_SpecCube1_HDR.y;
					        u_xlat0.x = exp2(u_xlat0.x);
					        u_xlat0.x = u_xlat0.x * unity_SpecCube1_HDR.x;
					        u_xlat0.xyz = u_xlat8.xyz * u_xlat0.xxx;
					        u_xlat4.xyz = vec3(u_xlat40) * u_xlat6.xyz + (-u_xlat0.xyz);
					        u_xlat7.xyz = unity_SpecCube0_BoxMin.www * u_xlat4.xyz + u_xlat0.xyz;
					    }
					    u_xlat0.xyz = u_xlat3.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat0.xyz = vec3(u_xlat36) * u_xlat0.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat36 = (-u_xlat36) * 0.959999979 + 0.959999979;
					    u_xlat3.xyz = vec3(u_xlat36) * u_xlat3.xyz;
					    u_xlat1.x = dot(u_xlat2.xyz, u_xlat1.xyz);
					    u_xlat13.x = u_xlat39 * u_xlat39;
					    u_xlat13.x = max(u_xlat13.x, 0.00200000009);
					    u_xlat13.x = u_xlat13.x * u_xlat13.x + 1.0;
					    u_xlat13.x = float(1.0) / u_xlat13.x;
					    u_xlat36 = (-u_xlat36) + u_xlat37;
					    u_xlat36 = u_xlat36 + 1.0;
					    u_xlat36 = clamp(u_xlat36, 0.0, 1.0);
					    u_xlat13.xyz = u_xlat7.xyz * u_xlat13.xxx;
					    u_xlat1.x = -abs(u_xlat1.x) + 1.0;
					    u_xlat2.x = u_xlat1.x * u_xlat1.x;
					    u_xlat2.x = u_xlat2.x * u_xlat2.x;
					    u_xlat1.x = u_xlat1.x * u_xlat2.x;
					    u_xlat2.xyz = (-u_xlat0.xyz) + vec3(u_xlat36);
					    u_xlat0.xyz = u_xlat1.xxx * u_xlat2.xyz + u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat13.xyz;
					    u_xlat0.xyz = u_xlat3.xyz * u_xlat5.xyz + u_xlat0.xyz;
					    u_xlat36 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat36 = (-u_xlat36) + 1.0;
					    u_xlat36 = u_xlat36 * _ProjectionParams.z;
					    u_xlat36 = max(u_xlat36, 0.0);
					    u_xlat36 = u_xlat36 * unity_FogParams.x;
					    u_xlat36 = u_xlat36 * (-u_xlat36);
					    u_xlat36 = exp2(u_xlat36);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat36) * u_xlat0.xyz + unity_FogColor.xyz;
					    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 unity_Lightmap_HDR;
						vec4 unity_DynamicLightmap_HDR;
						vec4 unused_0_2[2];
						vec4 _MainNormalMap_ST;
						float _DriedBloodEffect_Tiling;
						float _DriedBloodEffectLevel;
						float _OverallNormalPower;
						float _Noise1;
						float _Noise2;
						vec4 _Noise_Texture_ST;
						float _Bias;
						float _Scale;
						vec4 _MainColorTintFadeA;
						vec4 _MainTexture_ST;
						vec4 _DriedBloodColorGloss;
						float _Metallic;
						float _DriedBlood_Metallic;
						float _Gloss;
						vec4 unused_0_18;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					uniform  sampler2D _MainNormalMap;
					uniform  sampler2D _DriedBlood_Normal;
					uniform  sampler2D _Noise_Texture;
					uniform  sampler2D _MainTexture;
					uniform  sampler2D _DriedBlood_Curvature;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler2D unity_DynamicLightmap;
					uniform  sampler2D unity_DynamicDirectionality;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD5;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					bvec3 u_xlatb5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec3 u_xlat9;
					bvec3 u_xlatb9;
					vec3 u_xlat10;
					bvec3 u_xlatb11;
					vec3 u_xlat13;
					vec3 u_xlat16;
					bvec3 u_xlatb18;
					vec2 u_xlat27;
					vec2 u_xlat28;
					float u_xlat36;
					bool u_xlatb36;
					float u_xlat37;
					bool u_xlatb37;
					float u_xlat38;
					float u_xlat39;
					bool u_xlatb39;
					float u_xlat40;
					float u_xlat41;
					bool u_xlatb41;
					void main()
					{
					    u_xlat0.x = vs_TEXCOORD1.w;
					    u_xlat0.y = vs_TEXCOORD2.w;
					    u_xlat0.z = vs_TEXCOORD3.w;
					    u_xlat1.xyz = (-u_xlat0.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat36 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat36 = inversesqrt(u_xlat36);
					    u_xlat1.xyz = vec3(u_xlat36) * u_xlat1.xyz;
					    u_xlat2.xy = vs_TEXCOORD0.xy * _MainNormalMap_ST.xy + _MainNormalMap_ST.zw;
					    u_xlat3 = vs_TEXCOORD0.xyxy * vec4(_DriedBloodEffect_Tiling, _DriedBloodEffect_Tiling, _Noise1, _Noise1);
					    u_xlat2 = texture(_MainNormalMap, u_xlat2.xy);
					    u_xlat2.x = u_xlat2.w * u_xlat2.x;
					    u_xlat2.xy = u_xlat2.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat36 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat36 = min(u_xlat36, 1.0);
					    u_xlat36 = (-u_xlat36) + 1.0;
					    u_xlat2.z = sqrt(u_xlat36);
					    u_xlat4 = texture(_DriedBlood_Normal, u_xlat3.xy);
					    u_xlat4.x = u_xlat4.w * u_xlat4.x;
					    u_xlat4.xy = u_xlat4.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat36 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat36 = min(u_xlat36, 1.0);
					    u_xlat36 = (-u_xlat36) + 1.0;
					    u_xlat4.z = sqrt(u_xlat36);
					    u_xlat4.xyz = (-u_xlat2.xyz) + u_xlat4.xyz;
					    u_xlat2.xyz = vec3(vec3(_DriedBloodEffectLevel, _DriedBloodEffectLevel, _DriedBloodEffectLevel)) * u_xlat4.xyz + u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz + vec3(-0.0, -0.0, -1.0);
					    u_xlat2.xyz = vec3(vec3(_OverallNormalPower, _OverallNormalPower, _OverallNormalPower)) * u_xlat2.xyz + vec3(0.0, 0.0, 1.0);
					    u_xlat36 = dot(u_xlat3.zw, vec2(0.366025418, 0.366025418));
					    u_xlat27.xy = vs_TEXCOORD0.xy * vec2(vec2(_Noise1, _Noise1)) + vec2(u_xlat36);
					    u_xlat27.xy = floor(u_xlat27.xy);
					    u_xlat4.xy = vs_TEXCOORD0.xy * vec2(vec2(_Noise1, _Noise1)) + (-u_xlat27.xy);
					    u_xlat36 = dot(u_xlat27.xy, vec2(0.211324871, 0.211324871));
					    u_xlat4.xy = vec2(u_xlat36) + u_xlat4.xy;
					    u_xlatb36 = u_xlat4.y<u_xlat4.x;
					    u_xlat5 = u_xlat4.xyxy + vec4(0.211324871, 0.211324871, -0.577350259, -0.577350259);
					    u_xlat6 = (bool(u_xlatb36)) ? vec4(0.0, 1.0, -1.0, -0.0) : vec4(1.0, 0.0, -0.0, -1.0);
					    u_xlat5.xy = u_xlat5.xy + u_xlat6.zw;
					    u_xlat28.xy = u_xlat27.xy * vec2(0.00346020772, 0.00346020772);
					    u_xlat28.xy = floor(u_xlat28.xy);
					    u_xlat27.xy = (-u_xlat28.xy) * vec2(289.0, 289.0) + u_xlat27.xy;
					    u_xlat7.x = float(0.0);
					    u_xlat7.z = float(1.0);
					    u_xlat7.y = u_xlat6.x;
					    u_xlat7.xyz = u_xlat27.yyy + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat8.xyz = floor(u_xlat8.xyz);
					    u_xlat7.xyz = (-u_xlat8.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat27.xxx + u_xlat7.xyz;
					    u_xlat6.x = float(0.0);
					    u_xlat6.z = float(1.0);
					    u_xlat6.xyz = u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat6.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat6.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat7.xyz = floor(u_xlat7.xyz);
					    u_xlat6.xyz = (-u_xlat7.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat6.xyz;
					    u_xlat7.x = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat7.y = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat7.z = dot(u_xlat5.zw, u_xlat5.zw);
					    u_xlat7.xyz = (-u_xlat7.xyz) + vec3(0.5, 0.5, 0.5);
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat7.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(0.024390243, 0.024390243, 0.024390243);
					    u_xlat6.xyz = fract(u_xlat6.xyz);
					    u_xlat8.xyz = u_xlat6.xyz * vec3(2.0, 2.0, 2.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat9.xyz = abs(u_xlat8.xyz) + vec3(-0.5, -0.5, -0.5);
					    u_xlat6.xyz = u_xlat6.xyz * vec3(2.0, 2.0, 2.0) + vec3(-0.5, -0.5, -0.5);
					    u_xlat6.xyz = floor(u_xlat6.xyz);
					    u_xlat6.xyz = (-u_xlat6.xyz) + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat9.xyz * u_xlat9.xyz;
					    u_xlat8.xyz = u_xlat6.xyz * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(0.853734732, 0.853734732, 0.853734732) + vec3(1.79284286, 1.79284286, 1.79284286);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat8.xyz;
					    u_xlat36 = u_xlat4.y * u_xlat9.x;
					    u_xlat4.x = u_xlat6.x * u_xlat4.x + u_xlat36;
					    u_xlat27.xy = u_xlat5.yw * u_xlat9.yz;
					    u_xlat4.yz = u_xlat6.yz * u_xlat5.xz + u_xlat27.xy;
					    u_xlat36 = dot(u_xlat7.xyz, u_xlat4.xyz);
					    u_xlat36 = u_xlat36 * 130.0;
					    u_xlat37 = _Noise1 * _Noise2;
					    u_xlat27.xy = vec2(u_xlat37) * vs_TEXCOORD0.xy;
					    u_xlat38 = dot(u_xlat27.xy, vec2(0.366025418, 0.366025418));
					    u_xlat27.xy = vs_TEXCOORD0.xy * vec2(u_xlat37) + vec2(u_xlat38);
					    u_xlat27.xy = floor(u_xlat27.xy);
					    u_xlat4.xy = vs_TEXCOORD0.xy * vec2(u_xlat37) + (-u_xlat27.xy);
					    u_xlat37 = dot(u_xlat27.xy, vec2(0.211324871, 0.211324871));
					    u_xlat4.xy = vec2(u_xlat37) + u_xlat4.xy;
					    u_xlatb37 = u_xlat4.y<u_xlat4.x;
					    u_xlat5 = u_xlat4.xyxy + vec4(0.211324871, 0.211324871, -0.577350259, -0.577350259);
					    u_xlat6 = (bool(u_xlatb37)) ? vec4(0.0, 1.0, -1.0, -0.0) : vec4(1.0, 0.0, -0.0, -1.0);
					    u_xlat5.xy = u_xlat5.xy + u_xlat6.zw;
					    u_xlat28.xy = u_xlat27.xy * vec2(0.00346020772, 0.00346020772);
					    u_xlat28.xy = floor(u_xlat28.xy);
					    u_xlat27.xy = (-u_xlat28.xy) * vec2(289.0, 289.0) + u_xlat27.xy;
					    u_xlat7.x = float(0.0);
					    u_xlat7.z = float(1.0);
					    u_xlat7.y = u_xlat6.x;
					    u_xlat7.xyz = u_xlat27.yyy + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat8.xyz = floor(u_xlat8.xyz);
					    u_xlat7.xyz = (-u_xlat8.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat27.xxx + u_xlat7.xyz;
					    u_xlat6.x = float(0.0);
					    u_xlat6.z = float(1.0);
					    u_xlat6.xyz = u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat6.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat6.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat7.xyz = floor(u_xlat7.xyz);
					    u_xlat6.xyz = (-u_xlat7.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat6.xyz;
					    u_xlat7.x = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat7.y = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat7.z = dot(u_xlat5.zw, u_xlat5.zw);
					    u_xlat7.xyz = (-u_xlat7.xyz) + vec3(0.5, 0.5, 0.5);
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat7.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(0.024390243, 0.024390243, 0.024390243);
					    u_xlat6.xyz = fract(u_xlat6.xyz);
					    u_xlat8.xyz = u_xlat6.xyz * vec3(2.0, 2.0, 2.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat9.xyz = abs(u_xlat8.xyz) + vec3(-0.5, -0.5, -0.5);
					    u_xlat6.xyz = u_xlat6.xyz * vec3(2.0, 2.0, 2.0) + vec3(-0.5, -0.5, -0.5);
					    u_xlat6.xyz = floor(u_xlat6.xyz);
					    u_xlat6.xyz = (-u_xlat6.xyz) + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat9.xyz * u_xlat9.xyz;
					    u_xlat8.xyz = u_xlat6.xyz * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(0.853734732, 0.853734732, 0.853734732) + vec3(1.79284286, 1.79284286, 1.79284286);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat8.xyz;
					    u_xlat37 = u_xlat4.y * u_xlat9.x;
					    u_xlat4.x = u_xlat6.x * u_xlat4.x + u_xlat37;
					    u_xlat27.xy = u_xlat5.yw * u_xlat9.yz;
					    u_xlat4.yz = u_xlat6.yz * u_xlat5.xz + u_xlat27.xy;
					    u_xlat37 = dot(u_xlat7.xyz, u_xlat4.xyz);
					    u_xlat36 = u_xlat36 * u_xlat37;
					    u_xlat27.xy = vs_TEXCOORD0.xy * _Noise_Texture_ST.xy + _Noise_Texture_ST.zw;
					    u_xlat37 = _Bias * 3.0;
					    u_xlat36 = u_xlat36 * 130.0;
					    u_xlat4 = texture(_Noise_Texture, u_xlat27.xy);
					    u_xlat4.xyz = (-vec3(u_xlat36)) * u_xlat4.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = u_xlat4.xyz + vec3(_Bias);
					    u_xlat4.xyz = u_xlat4.xyz * vec3(vec3(_Scale, _Scale, _Scale));
					    u_xlat4.xyz = log2(u_xlat4.xyz);
					    u_xlat4.xyz = vec3(u_xlat37) * u_xlat4.xyz;
					    u_xlat4.xyz = exp2(u_xlat4.xyz);
					    u_xlat16.xyz = min(u_xlat4.xyz, vec3(1.0, 0.0, 0.0));
					    u_xlat27.xy = vs_TEXCOORD0.xy * _MainTexture_ST.xy + _MainTexture_ST.zw;
					    u_xlat5 = texture(_MainTexture, u_xlat27.xy);
					    u_xlat6.xyz = u_xlat5.xxx * _MainColorTintFadeA.xyz;
					    u_xlat3 = texture(_DriedBlood_Curvature, u_xlat3.xy);
					    u_xlat7.xyz = u_xlat16.xyz * vec3(vec3(_DriedBloodEffectLevel, _DriedBloodEffectLevel, _DriedBloodEffectLevel));
					    u_xlatb18.xyz = lessThan(vec4(0.5, 0.5, 0.5, 0.5), u_xlat6.xyzz).xyz;
					    u_xlat5.xyz = _MainColorTintFadeA.xyz * u_xlat5.xxx + vec3(-0.5, -0.5, -0.5);
					    u_xlat5.xyz = (-u_xlat5.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = (-u_xlat16.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat5.xyz = (-u_xlat5.xyz) * u_xlat8.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat36 = u_xlat16.x * u_xlat6.x;
					    u_xlat8.x = u_xlat36 * 2.0;
					    u_xlat8.y = float(0.0);
					    u_xlat8.z = float(0.0);
					    u_xlat16.x = (u_xlatb18.x) ? u_xlat5.x : u_xlat8.x;
					    u_xlat16.y = (u_xlatb18.y) ? u_xlat5.y : u_xlat8.y;
					    u_xlat16.z = (u_xlatb18.z) ? u_xlat5.z : u_xlat8.z;
					    u_xlat16.xyz = clamp(u_xlat16.xyz, 0.0, 1.0);
					    u_xlatb5.xyz = lessThan(vec4(0.5, 0.5, 0.5, 0.0), u_xlat3.xyzx).xyz;
					    u_xlat6.xyz = u_xlat3.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = (-_DriedBloodColorGloss.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat6.xyz = (-u_xlat6.xyz) * u_xlat8.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat3.xyz = u_xlat3.xyz * _DriedBloodColorGloss.xyz;
					    u_xlat3.xyz = u_xlat3.xyz + u_xlat3.xyz;
					    {
					        vec4 hlslcc_movcTemp = u_xlat3;
					        hlslcc_movcTemp.x = (u_xlatb5.x) ? u_xlat6.x : u_xlat3.x;
					        hlslcc_movcTemp.y = (u_xlatb5.y) ? u_xlat6.y : u_xlat3.y;
					        hlslcc_movcTemp.z = (u_xlatb5.z) ? u_xlat6.z : u_xlat3.z;
					        u_xlat3 = hlslcc_movcTemp;
					    }
					    u_xlat3.xyz = (-u_xlat16.xyz) + u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat7.xyz * u_xlat3.xyz + u_xlat16.xyz;
					    u_xlat36 = (-_Metallic) + _DriedBlood_Metallic;
					    u_xlat36 = u_xlat7.x * u_xlat36 + _Metallic;
					    u_xlat37 = _DriedBloodColorGloss.w + (-_Gloss);
					    u_xlat37 = u_xlat7.x * u_xlat37 + _Gloss;
					    u_xlat38 = u_xlat4.x * u_xlat5.w;
					    u_xlat38 = u_xlat38 * u_xlat38;
					    u_xlat39 = u_xlat38 * u_xlat38;
					    u_xlat38 = u_xlat38 * u_xlat39;
					    u_xlat38 = min(u_xlat38, 1.0);
					    SV_Target0.w = u_xlat38 * _MainColorTintFadeA.w;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat2.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat2.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat2.x = inversesqrt(u_xlat2.x);
					    u_xlat2.xyz = u_xlat2.xxx * u_xlat4.xyz;
					    u_xlat38 = (-u_xlat37) + 1.0;
					    u_xlat39 = dot((-u_xlat1.xyz), u_xlat2.xyz);
					    u_xlat39 = u_xlat39 + u_xlat39;
					    u_xlat4.xyz = u_xlat2.xyz * (-vec3(u_xlat39)) + (-u_xlat1.xyz);
					    u_xlat5 = texture(unity_Lightmap, vs_TEXCOORD4.xy);
					    u_xlat39 = log2(u_xlat5.w);
					    u_xlat39 = u_xlat39 * unity_Lightmap_HDR.y;
					    u_xlat39 = exp2(u_xlat39);
					    u_xlat39 = u_xlat39 * unity_Lightmap_HDR.x;
					    u_xlat5.xyz = u_xlat5.xyz * vec3(u_xlat39);
					    u_xlat6 = texture(unity_LightmapInd, vs_TEXCOORD4.xy);
					    u_xlat6.xyz = u_xlat6.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat39 = dot(u_xlat2.xyz, u_xlat6.xyz);
					    u_xlat39 = u_xlat39 + 0.5;
					    u_xlat5.xyz = vec3(u_xlat39) * u_xlat5.xyz;
					    u_xlat39 = max(u_xlat6.w, 9.99999975e-05);
					    u_xlat5.xyz = u_xlat5.xyz / vec3(u_xlat39);
					    u_xlat6 = texture(unity_DynamicLightmap, vs_TEXCOORD4.zw);
					    u_xlat39 = u_xlat6.w * unity_DynamicLightmap_HDR.x;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat39);
					    u_xlat6.xyz = log2(u_xlat6.xyz);
					    u_xlat6.xyz = u_xlat6.xyz * unity_DynamicLightmap_HDR.yyy;
					    u_xlat6.xyz = exp2(u_xlat6.xyz);
					    u_xlat7 = texture(unity_DynamicDirectionality, vs_TEXCOORD4.zw);
					    u_xlat7.xyz = u_xlat7.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat39 = dot(u_xlat2.xyz, u_xlat7.xyz);
					    u_xlat39 = u_xlat39 + 0.5;
					    u_xlat6.xyz = vec3(u_xlat39) * u_xlat6.xyz;
					    u_xlat39 = max(u_xlat7.w, 9.99999975e-05);
					    u_xlat6.xyz = u_xlat6.xyz / vec3(u_xlat39);
					    u_xlat5.xyz = u_xlat5.xyz + u_xlat6.xyz;
					    u_xlatb39 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb39){
					        u_xlat39 = dot(u_xlat4.xyz, u_xlat4.xyz);
					        u_xlat39 = inversesqrt(u_xlat39);
					        u_xlat6.xyz = vec3(u_xlat39) * u_xlat4.xyz;
					        u_xlat7.xyz = (-u_xlat0.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat7.xyz = u_xlat7.xyz / u_xlat6.xyz;
					        u_xlat8.xyz = (-u_xlat0.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat8.xyz = u_xlat8.xyz / u_xlat6.xyz;
					        u_xlatb9.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat6.xyzx).xyz;
					        {
					            vec4 hlslcc_movcTemp = u_xlat7;
					            hlslcc_movcTemp.x = (u_xlatb9.x) ? u_xlat7.x : u_xlat8.x;
					            hlslcc_movcTemp.y = (u_xlatb9.y) ? u_xlat7.y : u_xlat8.y;
					            hlslcc_movcTemp.z = (u_xlatb9.z) ? u_xlat7.z : u_xlat8.z;
					            u_xlat7 = hlslcc_movcTemp;
					        }
					        u_xlat39 = min(u_xlat7.y, u_xlat7.x);
					        u_xlat39 = min(u_xlat7.z, u_xlat39);
					        u_xlat7.xyz = u_xlat0.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat39) + u_xlat7.xyz;
					    } else {
					        u_xlat6.xyz = u_xlat4.xyz;
					    }
					    u_xlat39 = (-u_xlat38) * 0.699999988 + 1.70000005;
					    u_xlat39 = u_xlat38 * u_xlat39;
					    u_xlat39 = u_xlat39 * 6.0;
					    u_xlat6 = textureLod(unity_SpecCube0, u_xlat6.xyz, u_xlat39);
					    u_xlat40 = u_xlat6.w + -1.0;
					    u_xlat40 = unity_SpecCube0_HDR.w * u_xlat40 + 1.0;
					    u_xlat40 = log2(u_xlat40);
					    u_xlat40 = u_xlat40 * unity_SpecCube0_HDR.y;
					    u_xlat40 = exp2(u_xlat40);
					    u_xlat40 = u_xlat40 * unity_SpecCube0_HDR.x;
					    u_xlat7.xyz = u_xlat6.xyz * vec3(u_xlat40);
					    u_xlatb41 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb41){
					        u_xlatb41 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb41){
					            u_xlat41 = dot(u_xlat4.xyz, u_xlat4.xyz);
					            u_xlat41 = inversesqrt(u_xlat41);
					            u_xlat8.xyz = u_xlat4.xyz * vec3(u_xlat41);
					            u_xlat9.xyz = (-u_xlat0.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat9.xyz = u_xlat9.xyz / u_xlat8.xyz;
					            u_xlat10.xyz = (-u_xlat0.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat10.xyz = u_xlat10.xyz / u_xlat8.xyz;
					            u_xlatb11.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat8.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat9;
					                hlslcc_movcTemp.x = (u_xlatb11.x) ? u_xlat9.x : u_xlat10.x;
					                hlslcc_movcTemp.y = (u_xlatb11.y) ? u_xlat9.y : u_xlat10.y;
					                hlslcc_movcTemp.z = (u_xlatb11.z) ? u_xlat9.z : u_xlat10.z;
					                u_xlat9 = hlslcc_movcTemp;
					            }
					            u_xlat41 = min(u_xlat9.y, u_xlat9.x);
					            u_xlat41 = min(u_xlat9.z, u_xlat41);
					            u_xlat0.xyz = u_xlat0.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat4.xyz = u_xlat8.xyz * vec3(u_xlat41) + u_xlat0.xyz;
					        }
					        u_xlat8 = textureLod(unity_SpecCube1, u_xlat4.xyz, u_xlat39);
					        u_xlat0.x = u_xlat8.w + -1.0;
					        u_xlat0.x = unity_SpecCube1_HDR.w * u_xlat0.x + 1.0;
					        u_xlat0.x = log2(u_xlat0.x);
					        u_xlat0.x = u_xlat0.x * unity_SpecCube1_HDR.y;
					        u_xlat0.x = exp2(u_xlat0.x);
					        u_xlat0.x = u_xlat0.x * unity_SpecCube1_HDR.x;
					        u_xlat0.xyz = u_xlat8.xyz * u_xlat0.xxx;
					        u_xlat4.xyz = vec3(u_xlat40) * u_xlat6.xyz + (-u_xlat0.xyz);
					        u_xlat7.xyz = unity_SpecCube0_BoxMin.www * u_xlat4.xyz + u_xlat0.xyz;
					    }
					    u_xlat0.xyz = u_xlat3.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat0.xyz = vec3(u_xlat36) * u_xlat0.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat36 = (-u_xlat36) * 0.959999979 + 0.959999979;
					    u_xlat3.xyz = vec3(u_xlat36) * u_xlat3.xyz;
					    u_xlat1.x = dot(u_xlat2.xyz, u_xlat1.xyz);
					    u_xlat13.x = u_xlat38 * u_xlat38;
					    u_xlat13.x = max(u_xlat13.x, 0.00200000009);
					    u_xlat13.x = u_xlat13.x * u_xlat13.x + 1.0;
					    u_xlat13.x = float(1.0) / u_xlat13.x;
					    u_xlat36 = (-u_xlat36) + u_xlat37;
					    u_xlat36 = u_xlat36 + 1.0;
					    u_xlat36 = clamp(u_xlat36, 0.0, 1.0);
					    u_xlat13.xyz = u_xlat7.xyz * u_xlat13.xxx;
					    u_xlat1.x = -abs(u_xlat1.x) + 1.0;
					    u_xlat2.x = u_xlat1.x * u_xlat1.x;
					    u_xlat2.x = u_xlat2.x * u_xlat2.x;
					    u_xlat1.x = u_xlat1.x * u_xlat2.x;
					    u_xlat2.xyz = (-u_xlat0.xyz) + vec3(u_xlat36);
					    u_xlat0.xyz = u_xlat1.xxx * u_xlat2.xyz + u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat13.xyz;
					    u_xlat0.xyz = u_xlat3.xyz * u_xlat5.xyz + u_xlat0.xyz;
					    u_xlat36 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat36 = (-u_xlat36) + 1.0;
					    u_xlat36 = u_xlat36 * _ProjectionParams.z;
					    u_xlat36 = max(u_xlat36, 0.0);
					    u_xlat36 = u_xlat36 * unity_FogParams.x;
					    u_xlat36 = u_xlat36 * (-u_xlat36);
					    u_xlat36 = exp2(u_xlat36);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat36) * u_xlat0.xyz + unity_FogColor.xyz;
					    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 unity_Lightmap_HDR;
						vec4 unity_DynamicLightmap_HDR;
						vec4 unused_0_2[2];
						vec4 _MainNormalMap_ST;
						float _DriedBloodEffect_Tiling;
						float _DriedBloodEffectLevel;
						float _OverallNormalPower;
						float _Noise1;
						float _Noise2;
						vec4 _Noise_Texture_ST;
						float _Bias;
						float _Scale;
						vec4 _MainColorTintFadeA;
						vec4 _MainTexture_ST;
						vec4 _DriedBloodColorGloss;
						float _Metallic;
						float _DriedBlood_Metallic;
						float _Gloss;
						vec4 unused_0_18;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unity_FogColor;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityReflectionProbes {
						vec4 unity_SpecCube0_BoxMax;
						vec4 unity_SpecCube0_BoxMin;
						vec4 unity_SpecCube0_ProbePosition;
						vec4 unity_SpecCube0_HDR;
						vec4 unity_SpecCube1_BoxMax;
						vec4 unity_SpecCube1_BoxMin;
						vec4 unity_SpecCube1_ProbePosition;
						vec4 unity_SpecCube1_HDR;
					};
					uniform  sampler2D _MainNormalMap;
					uniform  sampler2D _DriedBlood_Normal;
					uniform  sampler2D _Noise_Texture;
					uniform  sampler2D _MainTexture;
					uniform  sampler2D _DriedBlood_Curvature;
					uniform  sampler2D unity_Lightmap;
					uniform  sampler2D unity_LightmapInd;
					uniform  sampler2D unity_DynamicLightmap;
					uniform  sampler2D unity_DynamicDirectionality;
					uniform  samplerCube unity_SpecCube0;
					uniform  samplerCube unity_SpecCube1;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD5;
					in  vec4 vs_TEXCOORD1;
					in  vec4 vs_TEXCOORD2;
					in  vec4 vs_TEXCOORD3;
					in  vec4 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					bvec3 u_xlatb5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec4 u_xlat8;
					vec3 u_xlat9;
					bvec3 u_xlatb9;
					vec3 u_xlat10;
					bvec3 u_xlatb11;
					vec3 u_xlat13;
					vec3 u_xlat16;
					bvec3 u_xlatb18;
					vec2 u_xlat27;
					vec2 u_xlat28;
					float u_xlat36;
					int u_xlati36;
					bool u_xlatb36;
					float u_xlat37;
					bool u_xlatb37;
					float u_xlat38;
					float u_xlat39;
					bool u_xlatb39;
					float u_xlat40;
					float u_xlat41;
					bool u_xlatb41;
					void main()
					{
					    u_xlat0.x = vs_TEXCOORD1.w;
					    u_xlat0.y = vs_TEXCOORD2.w;
					    u_xlat0.z = vs_TEXCOORD3.w;
					    u_xlati36 = unity_StereoEyeIndex;
					    u_xlat1.xyz = (-u_xlat0.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati36].xyz;
					    u_xlat36 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat36 = inversesqrt(u_xlat36);
					    u_xlat1.xyz = vec3(u_xlat36) * u_xlat1.xyz;
					    u_xlat2.xy = vs_TEXCOORD0.xy * _MainNormalMap_ST.xy + _MainNormalMap_ST.zw;
					    u_xlat3 = vs_TEXCOORD0.xyxy * vec4(_DriedBloodEffect_Tiling, _DriedBloodEffect_Tiling, _Noise1, _Noise1);
					    u_xlat2 = texture(_MainNormalMap, u_xlat2.xy);
					    u_xlat2.x = u_xlat2.w * u_xlat2.x;
					    u_xlat2.xy = u_xlat2.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat36 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat36 = min(u_xlat36, 1.0);
					    u_xlat36 = (-u_xlat36) + 1.0;
					    u_xlat2.z = sqrt(u_xlat36);
					    u_xlat4 = texture(_DriedBlood_Normal, u_xlat3.xy);
					    u_xlat4.x = u_xlat4.w * u_xlat4.x;
					    u_xlat4.xy = u_xlat4.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat36 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat36 = min(u_xlat36, 1.0);
					    u_xlat36 = (-u_xlat36) + 1.0;
					    u_xlat4.z = sqrt(u_xlat36);
					    u_xlat4.xyz = (-u_xlat2.xyz) + u_xlat4.xyz;
					    u_xlat2.xyz = vec3(vec3(_DriedBloodEffectLevel, _DriedBloodEffectLevel, _DriedBloodEffectLevel)) * u_xlat4.xyz + u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz + vec3(-0.0, -0.0, -1.0);
					    u_xlat2.xyz = vec3(vec3(_OverallNormalPower, _OverallNormalPower, _OverallNormalPower)) * u_xlat2.xyz + vec3(0.0, 0.0, 1.0);
					    u_xlat36 = dot(u_xlat3.zw, vec2(0.366025418, 0.366025418));
					    u_xlat27.xy = vs_TEXCOORD0.xy * vec2(vec2(_Noise1, _Noise1)) + vec2(u_xlat36);
					    u_xlat27.xy = floor(u_xlat27.xy);
					    u_xlat4.xy = vs_TEXCOORD0.xy * vec2(vec2(_Noise1, _Noise1)) + (-u_xlat27.xy);
					    u_xlat36 = dot(u_xlat27.xy, vec2(0.211324871, 0.211324871));
					    u_xlat4.xy = vec2(u_xlat36) + u_xlat4.xy;
					    u_xlatb36 = u_xlat4.y<u_xlat4.x;
					    u_xlat5 = u_xlat4.xyxy + vec4(0.211324871, 0.211324871, -0.577350259, -0.577350259);
					    u_xlat6 = (bool(u_xlatb36)) ? vec4(0.0, 1.0, -1.0, -0.0) : vec4(1.0, 0.0, -0.0, -1.0);
					    u_xlat5.xy = u_xlat5.xy + u_xlat6.zw;
					    u_xlat28.xy = u_xlat27.xy * vec2(0.00346020772, 0.00346020772);
					    u_xlat28.xy = floor(u_xlat28.xy);
					    u_xlat27.xy = (-u_xlat28.xy) * vec2(289.0, 289.0) + u_xlat27.xy;
					    u_xlat7.x = float(0.0);
					    u_xlat7.z = float(1.0);
					    u_xlat7.y = u_xlat6.x;
					    u_xlat7.xyz = u_xlat27.yyy + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat8.xyz = floor(u_xlat8.xyz);
					    u_xlat7.xyz = (-u_xlat8.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat27.xxx + u_xlat7.xyz;
					    u_xlat6.x = float(0.0);
					    u_xlat6.z = float(1.0);
					    u_xlat6.xyz = u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat6.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat6.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat7.xyz = floor(u_xlat7.xyz);
					    u_xlat6.xyz = (-u_xlat7.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat6.xyz;
					    u_xlat7.x = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat7.y = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat7.z = dot(u_xlat5.zw, u_xlat5.zw);
					    u_xlat7.xyz = (-u_xlat7.xyz) + vec3(0.5, 0.5, 0.5);
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat7.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(0.024390243, 0.024390243, 0.024390243);
					    u_xlat6.xyz = fract(u_xlat6.xyz);
					    u_xlat8.xyz = u_xlat6.xyz * vec3(2.0, 2.0, 2.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat9.xyz = abs(u_xlat8.xyz) + vec3(-0.5, -0.5, -0.5);
					    u_xlat6.xyz = u_xlat6.xyz * vec3(2.0, 2.0, 2.0) + vec3(-0.5, -0.5, -0.5);
					    u_xlat6.xyz = floor(u_xlat6.xyz);
					    u_xlat6.xyz = (-u_xlat6.xyz) + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat9.xyz * u_xlat9.xyz;
					    u_xlat8.xyz = u_xlat6.xyz * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(0.853734732, 0.853734732, 0.853734732) + vec3(1.79284286, 1.79284286, 1.79284286);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat8.xyz;
					    u_xlat36 = u_xlat4.y * u_xlat9.x;
					    u_xlat4.x = u_xlat6.x * u_xlat4.x + u_xlat36;
					    u_xlat27.xy = u_xlat5.yw * u_xlat9.yz;
					    u_xlat4.yz = u_xlat6.yz * u_xlat5.xz + u_xlat27.xy;
					    u_xlat36 = dot(u_xlat7.xyz, u_xlat4.xyz);
					    u_xlat36 = u_xlat36 * 130.0;
					    u_xlat37 = _Noise1 * _Noise2;
					    u_xlat27.xy = vec2(u_xlat37) * vs_TEXCOORD0.xy;
					    u_xlat38 = dot(u_xlat27.xy, vec2(0.366025418, 0.366025418));
					    u_xlat27.xy = vs_TEXCOORD0.xy * vec2(u_xlat37) + vec2(u_xlat38);
					    u_xlat27.xy = floor(u_xlat27.xy);
					    u_xlat4.xy = vs_TEXCOORD0.xy * vec2(u_xlat37) + (-u_xlat27.xy);
					    u_xlat37 = dot(u_xlat27.xy, vec2(0.211324871, 0.211324871));
					    u_xlat4.xy = vec2(u_xlat37) + u_xlat4.xy;
					    u_xlatb37 = u_xlat4.y<u_xlat4.x;
					    u_xlat5 = u_xlat4.xyxy + vec4(0.211324871, 0.211324871, -0.577350259, -0.577350259);
					    u_xlat6 = (bool(u_xlatb37)) ? vec4(0.0, 1.0, -1.0, -0.0) : vec4(1.0, 0.0, -0.0, -1.0);
					    u_xlat5.xy = u_xlat5.xy + u_xlat6.zw;
					    u_xlat28.xy = u_xlat27.xy * vec2(0.00346020772, 0.00346020772);
					    u_xlat28.xy = floor(u_xlat28.xy);
					    u_xlat27.xy = (-u_xlat28.xy) * vec2(289.0, 289.0) + u_xlat27.xy;
					    u_xlat7.x = float(0.0);
					    u_xlat7.z = float(1.0);
					    u_xlat7.y = u_xlat6.x;
					    u_xlat7.xyz = u_xlat27.yyy + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat8.xyz = floor(u_xlat8.xyz);
					    u_xlat7.xyz = (-u_xlat8.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat27.xxx + u_xlat7.xyz;
					    u_xlat6.x = float(0.0);
					    u_xlat6.z = float(1.0);
					    u_xlat6.xyz = u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat6.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat6.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat7.xyz = floor(u_xlat7.xyz);
					    u_xlat6.xyz = (-u_xlat7.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat6.xyz;
					    u_xlat7.x = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat7.y = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat7.z = dot(u_xlat5.zw, u_xlat5.zw);
					    u_xlat7.xyz = (-u_xlat7.xyz) + vec3(0.5, 0.5, 0.5);
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat7.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(0.024390243, 0.024390243, 0.024390243);
					    u_xlat6.xyz = fract(u_xlat6.xyz);
					    u_xlat8.xyz = u_xlat6.xyz * vec3(2.0, 2.0, 2.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat9.xyz = abs(u_xlat8.xyz) + vec3(-0.5, -0.5, -0.5);
					    u_xlat6.xyz = u_xlat6.xyz * vec3(2.0, 2.0, 2.0) + vec3(-0.5, -0.5, -0.5);
					    u_xlat6.xyz = floor(u_xlat6.xyz);
					    u_xlat6.xyz = (-u_xlat6.xyz) + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat9.xyz * u_xlat9.xyz;
					    u_xlat8.xyz = u_xlat6.xyz * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(0.853734732, 0.853734732, 0.853734732) + vec3(1.79284286, 1.79284286, 1.79284286);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat8.xyz;
					    u_xlat37 = u_xlat4.y * u_xlat9.x;
					    u_xlat4.x = u_xlat6.x * u_xlat4.x + u_xlat37;
					    u_xlat27.xy = u_xlat5.yw * u_xlat9.yz;
					    u_xlat4.yz = u_xlat6.yz * u_xlat5.xz + u_xlat27.xy;
					    u_xlat37 = dot(u_xlat7.xyz, u_xlat4.xyz);
					    u_xlat36 = u_xlat36 * u_xlat37;
					    u_xlat27.xy = vs_TEXCOORD0.xy * _Noise_Texture_ST.xy + _Noise_Texture_ST.zw;
					    u_xlat37 = _Bias * 3.0;
					    u_xlat36 = u_xlat36 * 130.0;
					    u_xlat4 = texture(_Noise_Texture, u_xlat27.xy);
					    u_xlat4.xyz = (-vec3(u_xlat36)) * u_xlat4.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = u_xlat4.xyz + vec3(_Bias);
					    u_xlat4.xyz = u_xlat4.xyz * vec3(vec3(_Scale, _Scale, _Scale));
					    u_xlat4.xyz = log2(u_xlat4.xyz);
					    u_xlat4.xyz = vec3(u_xlat37) * u_xlat4.xyz;
					    u_xlat4.xyz = exp2(u_xlat4.xyz);
					    u_xlat16.xyz = min(u_xlat4.xyz, vec3(1.0, 0.0, 0.0));
					    u_xlat27.xy = vs_TEXCOORD0.xy * _MainTexture_ST.xy + _MainTexture_ST.zw;
					    u_xlat5 = texture(_MainTexture, u_xlat27.xy);
					    u_xlat6.xyz = u_xlat5.xxx * _MainColorTintFadeA.xyz;
					    u_xlat3 = texture(_DriedBlood_Curvature, u_xlat3.xy);
					    u_xlat7.xyz = u_xlat16.xyz * vec3(vec3(_DriedBloodEffectLevel, _DriedBloodEffectLevel, _DriedBloodEffectLevel));
					    u_xlatb18.xyz = lessThan(vec4(0.5, 0.5, 0.5, 0.5), u_xlat6.xyzz).xyz;
					    u_xlat5.xyz = _MainColorTintFadeA.xyz * u_xlat5.xxx + vec3(-0.5, -0.5, -0.5);
					    u_xlat5.xyz = (-u_xlat5.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = (-u_xlat16.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat5.xyz = (-u_xlat5.xyz) * u_xlat8.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat36 = u_xlat16.x * u_xlat6.x;
					    u_xlat8.x = u_xlat36 * 2.0;
					    u_xlat8.y = float(0.0);
					    u_xlat8.z = float(0.0);
					    u_xlat16.x = (u_xlatb18.x) ? u_xlat5.x : u_xlat8.x;
					    u_xlat16.y = (u_xlatb18.y) ? u_xlat5.y : u_xlat8.y;
					    u_xlat16.z = (u_xlatb18.z) ? u_xlat5.z : u_xlat8.z;
					    u_xlat16.xyz = clamp(u_xlat16.xyz, 0.0, 1.0);
					    u_xlatb5.xyz = lessThan(vec4(0.5, 0.5, 0.5, 0.0), u_xlat3.xyzx).xyz;
					    u_xlat6.xyz = u_xlat3.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = (-_DriedBloodColorGloss.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat6.xyz = (-u_xlat6.xyz) * u_xlat8.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat3.xyz = u_xlat3.xyz * _DriedBloodColorGloss.xyz;
					    u_xlat3.xyz = u_xlat3.xyz + u_xlat3.xyz;
					    {
					        vec4 hlslcc_movcTemp = u_xlat3;
					        hlslcc_movcTemp.x = (u_xlatb5.x) ? u_xlat6.x : u_xlat3.x;
					        hlslcc_movcTemp.y = (u_xlatb5.y) ? u_xlat6.y : u_xlat3.y;
					        hlslcc_movcTemp.z = (u_xlatb5.z) ? u_xlat6.z : u_xlat3.z;
					        u_xlat3 = hlslcc_movcTemp;
					    }
					    u_xlat3.xyz = (-u_xlat16.xyz) + u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat7.xyz * u_xlat3.xyz + u_xlat16.xyz;
					    u_xlat36 = (-_Metallic) + _DriedBlood_Metallic;
					    u_xlat36 = u_xlat7.x * u_xlat36 + _Metallic;
					    u_xlat37 = _DriedBloodColorGloss.w + (-_Gloss);
					    u_xlat37 = u_xlat7.x * u_xlat37 + _Gloss;
					    u_xlat38 = u_xlat4.x * u_xlat5.w;
					    u_xlat38 = u_xlat38 * u_xlat38;
					    u_xlat39 = u_xlat38 * u_xlat38;
					    u_xlat38 = u_xlat38 * u_xlat39;
					    u_xlat38 = min(u_xlat38, 1.0);
					    SV_Target0.w = u_xlat38 * _MainColorTintFadeA.w;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat2.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat2.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat2.x = inversesqrt(u_xlat2.x);
					    u_xlat2.xyz = u_xlat2.xxx * u_xlat4.xyz;
					    u_xlat38 = (-u_xlat37) + 1.0;
					    u_xlat39 = dot((-u_xlat1.xyz), u_xlat2.xyz);
					    u_xlat39 = u_xlat39 + u_xlat39;
					    u_xlat4.xyz = u_xlat2.xyz * (-vec3(u_xlat39)) + (-u_xlat1.xyz);
					    u_xlat5 = texture(unity_Lightmap, vs_TEXCOORD4.xy);
					    u_xlat39 = log2(u_xlat5.w);
					    u_xlat39 = u_xlat39 * unity_Lightmap_HDR.y;
					    u_xlat39 = exp2(u_xlat39);
					    u_xlat39 = u_xlat39 * unity_Lightmap_HDR.x;
					    u_xlat5.xyz = u_xlat5.xyz * vec3(u_xlat39);
					    u_xlat6 = texture(unity_LightmapInd, vs_TEXCOORD4.xy);
					    u_xlat6.xyz = u_xlat6.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat39 = dot(u_xlat2.xyz, u_xlat6.xyz);
					    u_xlat39 = u_xlat39 + 0.5;
					    u_xlat5.xyz = vec3(u_xlat39) * u_xlat5.xyz;
					    u_xlat39 = max(u_xlat6.w, 9.99999975e-05);
					    u_xlat5.xyz = u_xlat5.xyz / vec3(u_xlat39);
					    u_xlat6 = texture(unity_DynamicLightmap, vs_TEXCOORD4.zw);
					    u_xlat39 = u_xlat6.w * unity_DynamicLightmap_HDR.x;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat39);
					    u_xlat6.xyz = log2(u_xlat6.xyz);
					    u_xlat6.xyz = u_xlat6.xyz * unity_DynamicLightmap_HDR.yyy;
					    u_xlat6.xyz = exp2(u_xlat6.xyz);
					    u_xlat7 = texture(unity_DynamicDirectionality, vs_TEXCOORD4.zw);
					    u_xlat7.xyz = u_xlat7.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat39 = dot(u_xlat2.xyz, u_xlat7.xyz);
					    u_xlat39 = u_xlat39 + 0.5;
					    u_xlat6.xyz = vec3(u_xlat39) * u_xlat6.xyz;
					    u_xlat39 = max(u_xlat7.w, 9.99999975e-05);
					    u_xlat6.xyz = u_xlat6.xyz / vec3(u_xlat39);
					    u_xlat5.xyz = u_xlat5.xyz + u_xlat6.xyz;
					    u_xlatb39 = 0.0<unity_SpecCube0_ProbePosition.w;
					    if(u_xlatb39){
					        u_xlat39 = dot(u_xlat4.xyz, u_xlat4.xyz);
					        u_xlat39 = inversesqrt(u_xlat39);
					        u_xlat6.xyz = vec3(u_xlat39) * u_xlat4.xyz;
					        u_xlat7.xyz = (-u_xlat0.xyz) + unity_SpecCube0_BoxMax.xyz;
					        u_xlat7.xyz = u_xlat7.xyz / u_xlat6.xyz;
					        u_xlat8.xyz = (-u_xlat0.xyz) + unity_SpecCube0_BoxMin.xyz;
					        u_xlat8.xyz = u_xlat8.xyz / u_xlat6.xyz;
					        u_xlatb9.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat6.xyzx).xyz;
					        {
					            vec4 hlslcc_movcTemp = u_xlat7;
					            hlslcc_movcTemp.x = (u_xlatb9.x) ? u_xlat7.x : u_xlat8.x;
					            hlslcc_movcTemp.y = (u_xlatb9.y) ? u_xlat7.y : u_xlat8.y;
					            hlslcc_movcTemp.z = (u_xlatb9.z) ? u_xlat7.z : u_xlat8.z;
					            u_xlat7 = hlslcc_movcTemp;
					        }
					        u_xlat39 = min(u_xlat7.y, u_xlat7.x);
					        u_xlat39 = min(u_xlat7.z, u_xlat39);
					        u_xlat7.xyz = u_xlat0.xyz + (-unity_SpecCube0_ProbePosition.xyz);
					        u_xlat6.xyz = u_xlat6.xyz * vec3(u_xlat39) + u_xlat7.xyz;
					    } else {
					        u_xlat6.xyz = u_xlat4.xyz;
					    }
					    u_xlat39 = (-u_xlat38) * 0.699999988 + 1.70000005;
					    u_xlat39 = u_xlat38 * u_xlat39;
					    u_xlat39 = u_xlat39 * 6.0;
					    u_xlat6 = textureLod(unity_SpecCube0, u_xlat6.xyz, u_xlat39);
					    u_xlat40 = u_xlat6.w + -1.0;
					    u_xlat40 = unity_SpecCube0_HDR.w * u_xlat40 + 1.0;
					    u_xlat40 = log2(u_xlat40);
					    u_xlat40 = u_xlat40 * unity_SpecCube0_HDR.y;
					    u_xlat40 = exp2(u_xlat40);
					    u_xlat40 = u_xlat40 * unity_SpecCube0_HDR.x;
					    u_xlat7.xyz = u_xlat6.xyz * vec3(u_xlat40);
					    u_xlatb41 = unity_SpecCube0_BoxMin.w<0.999989986;
					    if(u_xlatb41){
					        u_xlatb41 = 0.0<unity_SpecCube1_ProbePosition.w;
					        if(u_xlatb41){
					            u_xlat41 = dot(u_xlat4.xyz, u_xlat4.xyz);
					            u_xlat41 = inversesqrt(u_xlat41);
					            u_xlat8.xyz = u_xlat4.xyz * vec3(u_xlat41);
					            u_xlat9.xyz = (-u_xlat0.xyz) + unity_SpecCube1_BoxMax.xyz;
					            u_xlat9.xyz = u_xlat9.xyz / u_xlat8.xyz;
					            u_xlat10.xyz = (-u_xlat0.xyz) + unity_SpecCube1_BoxMin.xyz;
					            u_xlat10.xyz = u_xlat10.xyz / u_xlat8.xyz;
					            u_xlatb11.xyz = lessThan(vec4(0.0, 0.0, 0.0, 0.0), u_xlat8.xyzx).xyz;
					            {
					                vec3 hlslcc_movcTemp = u_xlat9;
					                hlslcc_movcTemp.x = (u_xlatb11.x) ? u_xlat9.x : u_xlat10.x;
					                hlslcc_movcTemp.y = (u_xlatb11.y) ? u_xlat9.y : u_xlat10.y;
					                hlslcc_movcTemp.z = (u_xlatb11.z) ? u_xlat9.z : u_xlat10.z;
					                u_xlat9 = hlslcc_movcTemp;
					            }
					            u_xlat41 = min(u_xlat9.y, u_xlat9.x);
					            u_xlat41 = min(u_xlat9.z, u_xlat41);
					            u_xlat0.xyz = u_xlat0.xyz + (-unity_SpecCube1_ProbePosition.xyz);
					            u_xlat4.xyz = u_xlat8.xyz * vec3(u_xlat41) + u_xlat0.xyz;
					        }
					        u_xlat8 = textureLod(unity_SpecCube1, u_xlat4.xyz, u_xlat39);
					        u_xlat0.x = u_xlat8.w + -1.0;
					        u_xlat0.x = unity_SpecCube1_HDR.w * u_xlat0.x + 1.0;
					        u_xlat0.x = log2(u_xlat0.x);
					        u_xlat0.x = u_xlat0.x * unity_SpecCube1_HDR.y;
					        u_xlat0.x = exp2(u_xlat0.x);
					        u_xlat0.x = u_xlat0.x * unity_SpecCube1_HDR.x;
					        u_xlat0.xyz = u_xlat8.xyz * u_xlat0.xxx;
					        u_xlat4.xyz = vec3(u_xlat40) * u_xlat6.xyz + (-u_xlat0.xyz);
					        u_xlat7.xyz = unity_SpecCube0_BoxMin.www * u_xlat4.xyz + u_xlat0.xyz;
					    }
					    u_xlat0.xyz = u_xlat3.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat0.xyz = vec3(u_xlat36) * u_xlat0.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat36 = (-u_xlat36) * 0.959999979 + 0.959999979;
					    u_xlat3.xyz = vec3(u_xlat36) * u_xlat3.xyz;
					    u_xlat1.x = dot(u_xlat2.xyz, u_xlat1.xyz);
					    u_xlat13.x = u_xlat38 * u_xlat38;
					    u_xlat13.x = max(u_xlat13.x, 0.00200000009);
					    u_xlat13.x = u_xlat13.x * u_xlat13.x + 1.0;
					    u_xlat13.x = float(1.0) / u_xlat13.x;
					    u_xlat36 = (-u_xlat36) + u_xlat37;
					    u_xlat36 = u_xlat36 + 1.0;
					    u_xlat36 = clamp(u_xlat36, 0.0, 1.0);
					    u_xlat13.xyz = u_xlat7.xyz * u_xlat13.xxx;
					    u_xlat1.x = -abs(u_xlat1.x) + 1.0;
					    u_xlat2.x = u_xlat1.x * u_xlat1.x;
					    u_xlat2.x = u_xlat2.x * u_xlat2.x;
					    u_xlat1.x = u_xlat1.x * u_xlat2.x;
					    u_xlat2.xyz = (-u_xlat0.xyz) + vec3(u_xlat36);
					    u_xlat0.xyz = u_xlat1.xxx * u_xlat2.xyz + u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat13.xyz;
					    u_xlat0.xyz = u_xlat3.xyz * u_xlat5.xyz + u_xlat0.xyz;
					    u_xlat36 = vs_TEXCOORD5 / _ProjectionParams.y;
					    u_xlat36 = (-u_xlat36) + 1.0;
					    u_xlat36 = u_xlat36 * _ProjectionParams.z;
					    u_xlat36 = max(u_xlat36, 0.0);
					    u_xlat36 = u_xlat36 * unity_FogParams.x;
					    u_xlat36 = u_xlat36 * (-u_xlat36);
					    u_xlat36 = exp2(u_xlat36);
					    u_xlat0.xyz = u_xlat0.xyz + (-unity_FogColor.xyz);
					    SV_Target0.xyz = vec3(u_xlat36) * u_xlat0.xyz + unity_FogColor.xyz;
					    return;
					}"
				}
			}
		}
		Pass {
			Name "FORWARD"
			Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "FORWARDADD" "QUEUE" = "Transparent+0" "RenderType" = "Transparent" }
			Blend SrcAlpha One, SrcAlpha One
			ColorMask RGB -1
			ZWrite Off
			GpuProgramID 86426
			Program "vp" {
				SubProgram "d3d11 " {
					Keywords { "POINT" }
					"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 VGlobals {
						vec4 unused_0_0[2];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[11];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    gl_Position = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD5.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "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 VGlobals {
						vec4 unused_0_0[2];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[11];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					int u_xlati2;
					vec4 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    gl_Position = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD5.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    return;
					}"
				}
				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 VGlobals {
						vec4 unused_0_0[13];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					float u_xlat9;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    gl_Position = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat0.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat0.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat0.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat9 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat9 = inversesqrt(u_xlat9);
					    u_xlat0.xyz = vec3(u_xlat9) * u_xlat0.xyz;
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat1.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat9 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat9 = inversesqrt(u_xlat9);
					    u_xlat1.xyz = vec3(u_xlat9) * u_xlat1.xyz;
					    u_xlat2.xyz = u_xlat0.xyz * u_xlat1.xyz;
					    u_xlat2.xyz = u_xlat0.zxy * u_xlat1.yzx + (-u_xlat2.xyz);
					    u_xlat9 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat2.xyz = vec3(u_xlat9) * u_xlat2.xyz;
					    vs_TEXCOORD1.y = u_xlat2.x;
					    vs_TEXCOORD1.x = u_xlat1.z;
					    vs_TEXCOORD1.z = u_xlat0.y;
					    vs_TEXCOORD2.x = u_xlat1.x;
					    vs_TEXCOORD3.x = u_xlat1.y;
					    vs_TEXCOORD2.z = u_xlat0.z;
					    vs_TEXCOORD3.z = u_xlat0.x;
					    vs_TEXCOORD2.y = u_xlat2.y;
					    vs_TEXCOORD3.y = u_xlat2.z;
					    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 VGlobals {
						vec4 unused_0_0[13];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					float u_xlat9;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    gl_Position = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat0.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat0.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat0.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat9 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat9 = inversesqrt(u_xlat9);
					    u_xlat0.xyz = vec3(u_xlat9) * u_xlat0.xyz;
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat1.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat9 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat9 = inversesqrt(u_xlat9);
					    u_xlat1.xyz = vec3(u_xlat9) * u_xlat1.xyz;
					    u_xlat2.xyz = u_xlat0.xyz * u_xlat1.xyz;
					    u_xlat2.xyz = u_xlat0.zxy * u_xlat1.yzx + (-u_xlat2.xyz);
					    u_xlat9 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat2.xyz = vec3(u_xlat9) * u_xlat2.xyz;
					    vs_TEXCOORD1.y = u_xlat2.x;
					    vs_TEXCOORD1.x = u_xlat1.z;
					    vs_TEXCOORD1.z = u_xlat0.y;
					    vs_TEXCOORD2.x = u_xlat1.x;
					    vs_TEXCOORD3.x = u_xlat1.y;
					    vs_TEXCOORD2.z = u_xlat0.z;
					    vs_TEXCOORD3.z = u_xlat0.x;
					    vs_TEXCOORD2.y = u_xlat2.y;
					    vs_TEXCOORD3.y = u_xlat2.z;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" }
					"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 VGlobals {
						vec4 unused_0_0[2];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[11];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    gl_Position = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat1 = u_xlat0.yyyy * unity_WorldToLight[1];
					    u_xlat1 = unity_WorldToLight[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_WorldToLight[2] * u_xlat0.zzzz + u_xlat1;
					    vs_TEXCOORD5 = unity_WorldToLight[3] * u_xlat0.wwww + u_xlat1;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" "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 VGlobals {
						vec4 unused_0_0[2];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[11];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					int u_xlati2;
					vec4 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    gl_Position = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat1 = u_xlat0.yyyy * unity_WorldToLight[1];
					    u_xlat1 = unity_WorldToLight[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_WorldToLight[2] * u_xlat0.zzzz + u_xlat1;
					    vs_TEXCOORD5 = unity_WorldToLight[3] * u_xlat0.wwww + u_xlat1;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" }
					"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 VGlobals {
						vec4 unused_0_0[2];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[11];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    gl_Position = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD5.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "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 VGlobals {
						vec4 unused_0_0[2];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[11];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					int u_xlati2;
					vec4 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    gl_Position = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD5.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" }
					"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 VGlobals {
						vec4 unused_0_0[2];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[11];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					float u_xlat9;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    gl_Position = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0.xy = u_xlat1.yy * unity_WorldToLight[1].xy;
					    u_xlat0.xy = unity_WorldToLight[0].xy * u_xlat1.xx + u_xlat0.xy;
					    u_xlat0.xy = unity_WorldToLight[2].xy * u_xlat1.zz + u_xlat0.xy;
					    vs_TEXCOORD5.xy = unity_WorldToLight[3].xy * u_xlat1.ww + u_xlat0.xy;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat0.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat0.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat0.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat9 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat9 = inversesqrt(u_xlat9);
					    u_xlat0.xyz = vec3(u_xlat9) * u_xlat0.xyz;
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat1.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat9 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat9 = inversesqrt(u_xlat9);
					    u_xlat1.xyz = vec3(u_xlat9) * u_xlat1.xyz;
					    u_xlat2.xyz = u_xlat0.xyz * u_xlat1.xyz;
					    u_xlat2.xyz = u_xlat0.zxy * u_xlat1.yzx + (-u_xlat2.xyz);
					    u_xlat9 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat2.xyz = vec3(u_xlat9) * u_xlat2.xyz;
					    vs_TEXCOORD1.y = u_xlat2.x;
					    vs_TEXCOORD1.x = u_xlat1.z;
					    vs_TEXCOORD1.z = u_xlat0.y;
					    vs_TEXCOORD2.x = u_xlat1.x;
					    vs_TEXCOORD3.x = u_xlat1.y;
					    vs_TEXCOORD2.z = u_xlat0.z;
					    vs_TEXCOORD3.z = u_xlat0.x;
					    vs_TEXCOORD2.y = u_xlat2.y;
					    vs_TEXCOORD3.y = u_xlat2.z;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "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 VGlobals {
						vec4 unused_0_0[2];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[11];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					int u_xlati2;
					vec4 u_xlat3;
					float u_xlat12;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    gl_Position = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0.xy = u_xlat1.yy * unity_WorldToLight[1].xy;
					    u_xlat0.xy = unity_WorldToLight[0].xy * u_xlat1.xx + u_xlat0.xy;
					    u_xlat0.xy = unity_WorldToLight[2].xy * u_xlat1.zz + u_xlat0.xy;
					    vs_TEXCOORD5.xy = unity_WorldToLight[3].xy * u_xlat1.ww + u_xlat0.xy;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat0.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat0.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat0.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat12 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat0.xyz = vec3(u_xlat12) * u_xlat0.xyz;
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat1.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xyz = vec3(u_xlat12) * u_xlat1.xyz;
					    u_xlat2.xyz = u_xlat0.xyz * u_xlat1.xyz;
					    u_xlat2.xyz = u_xlat0.zxy * u_xlat1.yzx + (-u_xlat2.xyz);
					    u_xlat12 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    vs_TEXCOORD1.y = u_xlat2.x;
					    vs_TEXCOORD1.x = u_xlat1.z;
					    vs_TEXCOORD1.z = u_xlat0.y;
					    vs_TEXCOORD2.x = u_xlat1.x;
					    vs_TEXCOORD3.x = u_xlat1.y;
					    vs_TEXCOORD2.z = u_xlat0.z;
					    vs_TEXCOORD3.z = u_xlat0.x;
					    vs_TEXCOORD2.y = u_xlat2.y;
					    vs_TEXCOORD3.y = u_xlat2.z;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" "POINT" }
					"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 VGlobals {
						vec4 unused_0_0[2];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[11];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD6;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD6 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD5.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" "POINT" "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 VGlobals {
						vec4 unused_0_0[2];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[11];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD6;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					int u_xlati2;
					vec4 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD6 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD5.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    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 VGlobals {
						vec4 unused_0_0[13];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD6;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					float u_xlat9;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat0 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat0;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat0;
					    u_xlat0 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD6 = u_xlat0.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat0.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat0.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat0.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat9 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat9 = inversesqrt(u_xlat9);
					    u_xlat0.xyz = vec3(u_xlat9) * u_xlat0.xyz;
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat1.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat9 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat9 = inversesqrt(u_xlat9);
					    u_xlat1.xyz = vec3(u_xlat9) * u_xlat1.xyz;
					    u_xlat2.xyz = u_xlat0.xyz * u_xlat1.xyz;
					    u_xlat2.xyz = u_xlat0.zxy * u_xlat1.yzx + (-u_xlat2.xyz);
					    u_xlat9 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat2.xyz = vec3(u_xlat9) * u_xlat2.xyz;
					    vs_TEXCOORD1.y = u_xlat2.x;
					    vs_TEXCOORD1.x = u_xlat1.z;
					    vs_TEXCOORD1.z = u_xlat0.y;
					    vs_TEXCOORD2.x = u_xlat1.x;
					    vs_TEXCOORD3.x = u_xlat1.y;
					    vs_TEXCOORD2.z = u_xlat0.z;
					    vs_TEXCOORD3.z = u_xlat0.x;
					    vs_TEXCOORD2.y = u_xlat2.y;
					    vs_TEXCOORD3.y = u_xlat2.z;
					    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 VGlobals {
						vec4 unused_0_0[13];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD6;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					vec4 u_xlat0;
					int u_xlati0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					float u_xlat9;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlati0 = unity_StereoEyeIndex << 2;
					    u_xlat2 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati0 + 1) / 4][(u_xlati0 + 1) % 4];
					    u_xlat2 = unity_StereoMatrixVP[u_xlati0 / 4][u_xlati0 % 4] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_StereoMatrixVP[(u_xlati0 + 2) / 4][(u_xlati0 + 2) % 4] * u_xlat1.zzzz + u_xlat2;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati0 + 3) / 4][(u_xlati0 + 3) % 4] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat0;
					    vs_TEXCOORD6 = u_xlat0.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat0.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat0.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat0.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat9 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat9 = inversesqrt(u_xlat9);
					    u_xlat0.xyz = vec3(u_xlat9) * u_xlat0.xyz;
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat1.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat9 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat9 = inversesqrt(u_xlat9);
					    u_xlat1.xyz = vec3(u_xlat9) * u_xlat1.xyz;
					    u_xlat2.xyz = u_xlat0.xyz * u_xlat1.xyz;
					    u_xlat2.xyz = u_xlat0.zxy * u_xlat1.yzx + (-u_xlat2.xyz);
					    u_xlat9 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat2.xyz = vec3(u_xlat9) * u_xlat2.xyz;
					    vs_TEXCOORD1.y = u_xlat2.x;
					    vs_TEXCOORD1.x = u_xlat1.z;
					    vs_TEXCOORD1.z = u_xlat0.y;
					    vs_TEXCOORD2.x = u_xlat1.x;
					    vs_TEXCOORD3.x = u_xlat1.y;
					    vs_TEXCOORD2.z = u_xlat0.z;
					    vs_TEXCOORD3.z = u_xlat0.x;
					    vs_TEXCOORD2.y = u_xlat2.y;
					    vs_TEXCOORD3.y = u_xlat2.z;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" "SPOT" }
					"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 VGlobals {
						vec4 unused_0_0[2];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[11];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD6;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD6 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat1 = u_xlat0.yyyy * unity_WorldToLight[1];
					    u_xlat1 = unity_WorldToLight[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_WorldToLight[2] * u_xlat0.zzzz + u_xlat1;
					    vs_TEXCOORD5 = unity_WorldToLight[3] * u_xlat0.wwww + u_xlat1;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" "SPOT" "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 VGlobals {
						vec4 unused_0_0[2];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[11];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD6;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					int u_xlati2;
					vec4 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD6 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat1 = u_xlat0.yyyy * unity_WorldToLight[1];
					    u_xlat1 = unity_WorldToLight[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_WorldToLight[2] * u_xlat0.zzzz + u_xlat1;
					    vs_TEXCOORD5 = unity_WorldToLight[3] * u_xlat0.wwww + u_xlat1;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" "POINT_COOKIE" }
					"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 VGlobals {
						vec4 unused_0_0[2];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[11];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD6;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec3 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD6 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD5.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" "POINT_COOKIE" "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 VGlobals {
						vec4 unused_0_0[2];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[11];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out float vs_TEXCOORD6;
					out vec3 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					out vec3 vs_TEXCOORD5;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					int u_xlati2;
					vec4 u_xlat3;
					float u_xlat13;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD6 = u_xlat1.z;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat1.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat1.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat1.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat2.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat2.xyz;
					    u_xlat2.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat2.xyz;
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat3.xyz = u_xlat1.zxy * u_xlat2.yzx + (-u_xlat3.xyz);
					    u_xlat13 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = vec3(u_xlat13) * u_xlat3.xyz;
					    vs_TEXCOORD1.y = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat2.z;
					    vs_TEXCOORD1.z = u_xlat1.y;
					    vs_TEXCOORD2.x = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat2.y;
					    vs_TEXCOORD2.z = u_xlat1.z;
					    vs_TEXCOORD3.z = u_xlat1.x;
					    vs_TEXCOORD2.y = u_xlat3.y;
					    vs_TEXCOORD3.y = u_xlat3.z;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat1.xyz = u_xlat0.yyy * unity_WorldToLight[1].xyz;
					    u_xlat1.xyz = unity_WorldToLight[0].xyz * u_xlat0.xxx + u_xlat1.xyz;
					    u_xlat0.xyz = unity_WorldToLight[2].xyz * u_xlat0.zzz + u_xlat1.xyz;
					    vs_TEXCOORD5.xyz = unity_WorldToLight[3].xyz * u_xlat0.www + u_xlat0.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "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 VGlobals {
						vec4 unused_0_0[2];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[11];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD6;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					float u_xlat9;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlat2 = u_xlat1.yyyy * unity_MatrixVP[1];
					    u_xlat2 = unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2;
					    u_xlat2 = unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2;
					    u_xlat1 = unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD6 = u_xlat1.z;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0.xy = u_xlat1.yy * unity_WorldToLight[1].xy;
					    u_xlat0.xy = unity_WorldToLight[0].xy * u_xlat1.xx + u_xlat0.xy;
					    u_xlat0.xy = unity_WorldToLight[2].xy * u_xlat1.zz + u_xlat0.xy;
					    vs_TEXCOORD5.xy = unity_WorldToLight[3].xy * u_xlat1.ww + u_xlat0.xy;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat0.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat0.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat0.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat9 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat9 = inversesqrt(u_xlat9);
					    u_xlat0.xyz = vec3(u_xlat9) * u_xlat0.xyz;
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat1.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat9 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat9 = inversesqrt(u_xlat9);
					    u_xlat1.xyz = vec3(u_xlat9) * u_xlat1.xyz;
					    u_xlat2.xyz = u_xlat0.xyz * u_xlat1.xyz;
					    u_xlat2.xyz = u_xlat0.zxy * u_xlat1.yzx + (-u_xlat2.xyz);
					    u_xlat9 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat2.xyz = vec3(u_xlat9) * u_xlat2.xyz;
					    vs_TEXCOORD1.y = u_xlat2.x;
					    vs_TEXCOORD1.x = u_xlat1.z;
					    vs_TEXCOORD1.z = u_xlat0.y;
					    vs_TEXCOORD2.x = u_xlat1.x;
					    vs_TEXCOORD3.x = u_xlat1.y;
					    vs_TEXCOORD2.z = u_xlat0.z;
					    vs_TEXCOORD3.z = u_xlat0.x;
					    vs_TEXCOORD2.y = u_xlat2.y;
					    vs_TEXCOORD3.y = u_xlat2.z;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "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 VGlobals {
						vec4 unused_0_0[2];
						mat4x4 unity_WorldToLight;
						vec4 unused_0_2[11];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD0;
					out vec2 vs_TEXCOORD5;
					out vec3 vs_TEXCOORD1;
					out float vs_TEXCOORD6;
					out vec3 vs_TEXCOORD2;
					out vec3 vs_TEXCOORD3;
					out vec3 vs_TEXCOORD4;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					int u_xlati2;
					vec4 u_xlat3;
					float u_xlat12;
					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_xlat1 = u_xlat0 + unity_ObjectToWorld[3];
					    u_xlati2 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat1.yyyy * unity_StereoMatrixVP[(u_xlati2 + 1) / 4][(u_xlati2 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati2 / 4][u_xlati2 % 4] * u_xlat1.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati2 + 2) / 4][(u_xlati2 + 2) % 4] * u_xlat1.zzzz + u_xlat3;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati2 + 3) / 4][(u_xlati2 + 3) % 4] * u_xlat1.wwww + u_xlat3;
					    gl_Position = u_xlat1;
					    vs_TEXCOORD6 = u_xlat1.z;
					    u_xlat1 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    vs_TEXCOORD4.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    u_xlat0.xy = u_xlat1.yy * unity_WorldToLight[1].xy;
					    u_xlat0.xy = unity_WorldToLight[0].xy * u_xlat1.xx + u_xlat0.xy;
					    u_xlat0.xy = unity_WorldToLight[2].xy * u_xlat1.zz + u_xlat0.xy;
					    vs_TEXCOORD5.xy = unity_WorldToLight[3].xy * u_xlat1.ww + u_xlat0.xy;
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat0.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat0.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat0.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat12 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat0.xyz = vec3(u_xlat12) * u_xlat0.xyz;
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat1.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xyz = vec3(u_xlat12) * u_xlat1.xyz;
					    u_xlat2.xyz = u_xlat0.xyz * u_xlat1.xyz;
					    u_xlat2.xyz = u_xlat0.zxy * u_xlat1.yzx + (-u_xlat2.xyz);
					    u_xlat12 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    vs_TEXCOORD1.y = u_xlat2.x;
					    vs_TEXCOORD1.x = u_xlat1.z;
					    vs_TEXCOORD1.z = u_xlat0.y;
					    vs_TEXCOORD2.x = u_xlat1.x;
					    vs_TEXCOORD3.x = u_xlat1.y;
					    vs_TEXCOORD2.z = u_xlat0.z;
					    vs_TEXCOORD3.z = u_xlat0.x;
					    vs_TEXCOORD2.y = u_xlat2.y;
					    vs_TEXCOORD3.y = u_xlat2.z;
					    return;
					}"
				}
			}
			Program "fp" {
				SubProgram "d3d11 " {
					Keywords { "POINT" }
					"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];
						mat4x4 unity_WorldToLight;
						vec4 _LightColor0;
						vec4 unused_0_3;
						vec4 _MainNormalMap_ST;
						float _DriedBloodEffect_Tiling;
						float _DriedBloodEffectLevel;
						float _OverallNormalPower;
						float _Noise1;
						float _Noise2;
						vec4 _Noise_Texture_ST;
						float _Bias;
						float _Scale;
						vec4 _MainColorTintFadeA;
						vec4 _MainTexture_ST;
						vec4 _DriedBloodColorGloss;
						float _Metallic;
						float _DriedBlood_Metallic;
						float _Gloss;
						vec4 unused_0_19;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainNormalMap;
					uniform  sampler2D _DriedBlood_Normal;
					uniform  sampler2D _Noise_Texture;
					uniform  sampler2D _MainTexture;
					uniform  sampler2D _DriedBlood_Curvature;
					uniform  sampler2D _LightTexture0;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					bvec3 u_xlatb6;
					vec4 u_xlat7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					vec3 u_xlat10;
					vec3 u_xlat11;
					float u_xlat12;
					float u_xlat13;
					vec3 u_xlat16;
					bvec3 u_xlatb18;
					float u_xlat22;
					vec2 u_xlat26;
					vec2 u_xlat27;
					float u_xlat33;
					bool u_xlatb33;
					float u_xlat34;
					bool u_xlatb34;
					float u_xlat35;
					bool u_xlatb35;
					float u_xlat36;
					bool u_xlatb36;
					float u_xlat37;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat33 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat33 = inversesqrt(u_xlat33);
					    u_xlat1.xyz = vec3(u_xlat33) * u_xlat0.xyz;
					    u_xlat2.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat34 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat34 = inversesqrt(u_xlat34);
					    u_xlat2.xyz = vec3(u_xlat34) * u_xlat2.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainNormalMap_ST.xy + _MainNormalMap_ST.zw;
					    u_xlat4 = vs_TEXCOORD0.xyxy * vec4(_DriedBloodEffect_Tiling, _DriedBloodEffect_Tiling, _Noise1, _Noise1);
					    u_xlat3 = texture(_MainNormalMap, u_xlat3.xy);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat34 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat34 = min(u_xlat34, 1.0);
					    u_xlat34 = (-u_xlat34) + 1.0;
					    u_xlat3.z = sqrt(u_xlat34);
					    u_xlat5 = texture(_DriedBlood_Normal, u_xlat4.xy);
					    u_xlat5.x = u_xlat5.w * u_xlat5.x;
					    u_xlat5.xy = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat34 = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat34 = min(u_xlat34, 1.0);
					    u_xlat34 = (-u_xlat34) + 1.0;
					    u_xlat5.z = sqrt(u_xlat34);
					    u_xlat5.xyz = (-u_xlat3.xyz) + u_xlat5.xyz;
					    u_xlat3.xyz = vec3(vec3(_DriedBloodEffectLevel, _DriedBloodEffectLevel, _DriedBloodEffectLevel)) * u_xlat5.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz + vec3(-0.0, -0.0, -1.0);
					    u_xlat3.xyz = vec3(vec3(_OverallNormalPower, _OverallNormalPower, _OverallNormalPower)) * u_xlat3.xyz + vec3(0.0, 0.0, 1.0);
					    u_xlat34 = dot(u_xlat4.zw, vec2(0.366025418, 0.366025418));
					    u_xlat26.xy = vs_TEXCOORD0.xy * vec2(vec2(_Noise1, _Noise1)) + vec2(u_xlat34);
					    u_xlat26.xy = floor(u_xlat26.xy);
					    u_xlat5.xy = vs_TEXCOORD0.xy * vec2(vec2(_Noise1, _Noise1)) + (-u_xlat26.xy);
					    u_xlat34 = dot(u_xlat26.xy, vec2(0.211324871, 0.211324871));
					    u_xlat5.xy = vec2(u_xlat34) + u_xlat5.xy;
					    u_xlatb34 = u_xlat5.y<u_xlat5.x;
					    u_xlat6 = u_xlat5.xyxy + vec4(0.211324871, 0.211324871, -0.577350259, -0.577350259);
					    u_xlat7 = (bool(u_xlatb34)) ? vec4(0.0, 1.0, -1.0, -0.0) : vec4(1.0, 0.0, -0.0, -1.0);
					    u_xlat6.xy = u_xlat6.xy + u_xlat7.zw;
					    u_xlat27.xy = u_xlat26.xy * vec2(0.00346020772, 0.00346020772);
					    u_xlat27.xy = floor(u_xlat27.xy);
					    u_xlat26.xy = (-u_xlat27.xy) * vec2(289.0, 289.0) + u_xlat26.xy;
					    u_xlat8.x = float(0.0);
					    u_xlat8.z = float(1.0);
					    u_xlat8.y = u_xlat7.x;
					    u_xlat8.xyz = u_xlat26.yyy + u_xlat8.xyz;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xyz;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat9.xyz = floor(u_xlat9.xyz);
					    u_xlat8.xyz = (-u_xlat9.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat26.xxx + u_xlat8.xyz;
					    u_xlat7.x = float(0.0);
					    u_xlat7.z = float(1.0);
					    u_xlat7.xyz = u_xlat7.xyz + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat8.xyz = floor(u_xlat8.xyz);
					    u_xlat7.xyz = (-u_xlat8.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat7.xyz;
					    u_xlat8.x = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat8.y = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat8.z = dot(u_xlat6.zw, u_xlat6.zw);
					    u_xlat8.xyz = (-u_xlat8.xyz) + vec3(0.5, 0.5, 0.5);
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat8.xyz;
					    u_xlat7.xyz = u_xlat7.xyz * vec3(0.024390243, 0.024390243, 0.024390243);
					    u_xlat7.xyz = fract(u_xlat7.xyz);
					    u_xlat9.xyz = u_xlat7.xyz * vec3(2.0, 2.0, 2.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat10.xyz = abs(u_xlat9.xyz) + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = u_xlat7.xyz * vec3(2.0, 2.0, 2.0) + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = floor(u_xlat7.xyz);
					    u_xlat7.xyz = (-u_xlat7.xyz) + u_xlat9.xyz;
					    u_xlat9.xyz = u_xlat10.xyz * u_xlat10.xyz;
					    u_xlat9.xyz = u_xlat7.xyz * u_xlat7.xyz + u_xlat9.xyz;
					    u_xlat9.xyz = (-u_xlat9.xyz) * vec3(0.853734732, 0.853734732, 0.853734732) + vec3(1.79284286, 1.79284286, 1.79284286);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xyz;
					    u_xlat34 = u_xlat5.y * u_xlat10.x;
					    u_xlat5.x = u_xlat7.x * u_xlat5.x + u_xlat34;
					    u_xlat26.xy = u_xlat6.yw * u_xlat10.yz;
					    u_xlat5.yz = u_xlat7.yz * u_xlat6.xz + u_xlat26.xy;
					    u_xlat34 = dot(u_xlat8.xyz, u_xlat5.xyz);
					    u_xlat34 = u_xlat34 * 130.0;
					    u_xlat35 = _Noise1 * _Noise2;
					    u_xlat26.xy = vec2(u_xlat35) * vs_TEXCOORD0.xy;
					    u_xlat36 = dot(u_xlat26.xy, vec2(0.366025418, 0.366025418));
					    u_xlat26.xy = vs_TEXCOORD0.xy * vec2(u_xlat35) + vec2(u_xlat36);
					    u_xlat26.xy = floor(u_xlat26.xy);
					    u_xlat5.xy = vs_TEXCOORD0.xy * vec2(u_xlat35) + (-u_xlat26.xy);
					    u_xlat35 = dot(u_xlat26.xy, vec2(0.211324871, 0.211324871));
					    u_xlat5.xy = vec2(u_xlat35) + u_xlat5.xy;
					    u_xlatb35 = u_xlat5.y<u_xlat5.x;
					    u_xlat6 = u_xlat5.xyxy + vec4(0.211324871, 0.211324871, -0.577350259, -0.577350259);
					    u_xlat7 = (bool(u_xlatb35)) ? vec4(0.0, 1.0, -1.0, -0.0) : vec4(1.0, 0.0, -0.0, -1.0);
					    u_xlat6.xy = u_xlat6.xy + u_xlat7.zw;
					    u_xlat27.xy = u_xlat26.xy * vec2(0.00346020772, 0.00346020772);
					    u_xlat27.xy = floor(u_xlat27.xy);
					    u_xlat26.xy = (-u_xlat27.xy) * vec2(289.0, 289.0) + u_xlat26.xy;
					    u_xlat8.x = float(0.0);
					    u_xlat8.z = float(1.0);
					    u_xlat8.y = u_xlat7.x;
					    u_xlat8.xyz = u_xlat26.yyy + u_xlat8.xyz;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xyz;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat9.xyz = floor(u_xlat9.xyz);
					    u_xlat8.xyz = (-u_xlat9.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat26.xxx + u_xlat8.xyz;
					    u_xlat7.x = float(0.0);
					    u_xlat7.z = float(1.0);
					    u_xlat7.xyz = u_xlat7.xyz + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat8.xyz = floor(u_xlat8.xyz);
					    u_xlat7.xyz = (-u_xlat8.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat7.xyz;
					    u_xlat8.x = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat8.y = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat8.z = dot(u_xlat6.zw, u_xlat6.zw);
					    u_xlat8.xyz = (-u_xlat8.xyz) + vec3(0.5, 0.5, 0.5);
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat8.xyz;
					    u_xlat7.xyz = u_xlat7.xyz * vec3(0.024390243, 0.024390243, 0.024390243);
					    u_xlat7.xyz = fract(u_xlat7.xyz);
					    u_xlat9.xyz = u_xlat7.xyz * vec3(2.0, 2.0, 2.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat10.xyz = abs(u_xlat9.xyz) + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = u_xlat7.xyz * vec3(2.0, 2.0, 2.0) + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = floor(u_xlat7.xyz);
					    u_xlat7.xyz = (-u_xlat7.xyz) + u_xlat9.xyz;
					    u_xlat9.xyz = u_xlat10.xyz * u_xlat10.xyz;
					    u_xlat9.xyz = u_xlat7.xyz * u_xlat7.xyz + u_xlat9.xyz;
					    u_xlat9.xyz = (-u_xlat9.xyz) * vec3(0.853734732, 0.853734732, 0.853734732) + vec3(1.79284286, 1.79284286, 1.79284286);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xyz;
					    u_xlat35 = u_xlat5.y * u_xlat10.x;
					    u_xlat5.x = u_xlat7.x * u_xlat5.x + u_xlat35;
					    u_xlat26.xy = u_xlat6.yw * u_xlat10.yz;
					    u_xlat5.yz = u_xlat7.yz * u_xlat6.xz + u_xlat26.xy;
					    u_xlat35 = dot(u_xlat8.xyz, u_xlat5.xyz);
					    u_xlat34 = u_xlat34 * u_xlat35;
					    u_xlat26.xy = vs_TEXCOORD0.xy * _Noise_Texture_ST.xy + _Noise_Texture_ST.zw;
					    u_xlat35 = _Bias * 3.0;
					    u_xlat34 = u_xlat34 * 130.0;
					    u_xlat5 = texture(_Noise_Texture, u_xlat26.xy);
					    u_xlat5.xyz = (-vec3(u_xlat34)) * u_xlat5.xyz + vec3(_Bias);
					    u_xlat5.xyz = u_xlat5.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat5.xyz = u_xlat5.xyz * vec3(vec3(_Scale, _Scale, _Scale));
					    u_xlat5.xyz = log2(u_xlat5.xyz);
					    u_xlat5.xyz = vec3(u_xlat35) * u_xlat5.xyz;
					    u_xlat5.xyz = exp2(u_xlat5.xyz);
					    u_xlat16.xyz = min(u_xlat5.xyz, vec3(1.0, 0.0, 0.0));
					    u_xlat26.xy = vs_TEXCOORD0.xy * _MainTexture_ST.xy + _MainTexture_ST.zw;
					    u_xlat6 = texture(_MainTexture, u_xlat26.xy);
					    u_xlat7.xyz = u_xlat6.xxx * _MainColorTintFadeA.xyz;
					    u_xlat4 = texture(_DriedBlood_Curvature, u_xlat4.xy);
					    u_xlat8.xyz = u_xlat16.xyz * vec3(vec3(_DriedBloodEffectLevel, _DriedBloodEffectLevel, _DriedBloodEffectLevel));
					    u_xlatb18.xyz = lessThan(vec4(0.5, 0.5, 0.5, 0.5), u_xlat7.xyzz).xyz;
					    u_xlat6.xyz = _MainColorTintFadeA.xyz * u_xlat6.xxx + vec3(-0.5, -0.5, -0.5);
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat9.xyz = (-u_xlat16.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat6.xyz = (-u_xlat6.xyz) * u_xlat9.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat34 = u_xlat16.x * u_xlat7.x;
					    u_xlat9.x = u_xlat34 * 2.0;
					    u_xlat9.y = float(0.0);
					    u_xlat9.z = float(0.0);
					    u_xlat16.x = (u_xlatb18.x) ? u_xlat6.x : u_xlat9.x;
					    u_xlat16.y = (u_xlatb18.y) ? u_xlat6.y : u_xlat9.y;
					    u_xlat16.z = (u_xlatb18.z) ? u_xlat6.z : u_xlat9.z;
					    u_xlat16.xyz = clamp(u_xlat16.xyz, 0.0, 1.0);
					    u_xlatb6.xyz = lessThan(vec4(0.5, 0.5, 0.5, 0.0), u_xlat4.xyzx).xyz;
					    u_xlat7.xyz = u_xlat4.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = (-u_xlat7.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat9.xyz = (-_DriedBloodColorGloss.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = (-u_xlat7.xyz) * u_xlat9.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = u_xlat4.xyz * _DriedBloodColorGloss.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + u_xlat4.xyz;
					    {
					        vec4 hlslcc_movcTemp = u_xlat4;
					        hlslcc_movcTemp.x = (u_xlatb6.x) ? u_xlat7.x : u_xlat4.x;
					        hlslcc_movcTemp.y = (u_xlatb6.y) ? u_xlat7.y : u_xlat4.y;
					        hlslcc_movcTemp.z = (u_xlatb6.z) ? u_xlat7.z : u_xlat4.z;
					        u_xlat4 = hlslcc_movcTemp;
					    }
					    u_xlat4.xyz = (-u_xlat16.xyz) + u_xlat4.xyz;
					    u_xlat4.xyz = u_xlat8.xyz * u_xlat4.xyz + u_xlat16.xyz;
					    u_xlat34 = (-_Metallic) + _DriedBlood_Metallic;
					    u_xlat34 = u_xlat8.x * u_xlat34 + _Metallic;
					    u_xlat35 = _DriedBloodColorGloss.w + (-_Gloss);
					    u_xlat35 = u_xlat8.x * u_xlat35 + _Gloss;
					    u_xlat36 = u_xlat5.x * u_xlat6.w;
					    u_xlat36 = u_xlat36 * u_xlat36;
					    u_xlat37 = u_xlat36 * u_xlat36;
					    u_xlat36 = u_xlat36 * u_xlat37;
					    u_xlat36 = min(u_xlat36, 1.0);
					    SV_Target0.w = u_xlat36 * _MainColorTintFadeA.w;
					    u_xlat5.xyz = vs_TEXCOORD4.yyy * unity_WorldToLight[1].xyz;
					    u_xlat5.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD4.xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD4.zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToLight[3].xyz;
					    u_xlatb36 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb36){
					        u_xlatb36 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat6.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat6.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat6.xyz;
					        u_xlat6.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat6.xyz;
					        u_xlat6.xyz = u_xlat6.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat6.xyz = (bool(u_xlatb36)) ? u_xlat6.xyz : vs_TEXCOORD4.xyz;
					        u_xlat6.xyz = u_xlat6.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat6.yzw = u_xlat6.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat36 = u_xlat6.y * 0.25 + 0.75;
					        u_xlat37 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat6.x = max(u_xlat36, u_xlat37);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat6.xzw);
					    } else {
					        u_xlat6.x = float(1.0);
					        u_xlat6.y = float(1.0);
					        u_xlat6.z = float(1.0);
					        u_xlat6.w = float(1.0);
					    }
					    u_xlat36 = dot(u_xlat6, unity_OcclusionMaskSelector);
					    u_xlat36 = clamp(u_xlat36, 0.0, 1.0);
					    u_xlat37 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat5 = texture(_LightTexture0, vec2(u_xlat37));
					    u_xlat36 = u_xlat36 * u_xlat5.x;
					    u_xlat5.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat5.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat5.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat5.xyz;
					    u_xlat5.xyz = vec3(u_xlat36) * _LightColor0.xyz;
					    u_xlat6.xyz = u_xlat4.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat6.xyz = vec3(u_xlat34) * u_xlat6.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat34 = (-u_xlat34) * 0.959999979 + 0.959999979;
					    u_xlat4.xyz = vec3(u_xlat34) * u_xlat4.xyz;
					    u_xlat34 = (-u_xlat35) + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat33) + u_xlat2.xyz;
					    u_xlat33 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat33 = max(u_xlat33, 0.00100000005);
					    u_xlat33 = inversesqrt(u_xlat33);
					    u_xlat0.xyz = vec3(u_xlat33) * u_xlat0.xyz;
					    u_xlat33 = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlat13 = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat13 = clamp(u_xlat13, 0.0, 1.0);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat11.x = u_xlat0.x + u_xlat0.x;
					    u_xlat11.x = u_xlat0.x * u_xlat11.x;
					    u_xlat11.x = u_xlat11.x * u_xlat34 + -0.5;
					    u_xlat22 = (-u_xlat2.x) + 1.0;
					    u_xlat1.x = u_xlat22 * u_xlat22;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat22 = u_xlat22 * u_xlat1.x;
					    u_xlat22 = u_xlat11.x * u_xlat22 + 1.0;
					    u_xlat1.x = -abs(u_xlat33) + 1.0;
					    u_xlat12 = u_xlat1.x * u_xlat1.x;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat1.x = u_xlat1.x * u_xlat12;
					    u_xlat11.x = u_xlat11.x * u_xlat1.x + 1.0;
					    u_xlat11.x = u_xlat11.x * u_xlat22;
					    u_xlat22 = u_xlat34 * u_xlat34;
					    u_xlat22 = max(u_xlat22, 0.00200000009);
					    u_xlat1.x = (-u_xlat22) + 1.0;
					    u_xlat12 = abs(u_xlat33) * u_xlat1.x + u_xlat22;
					    u_xlat1.x = u_xlat2.x * u_xlat1.x + u_xlat22;
					    u_xlat33 = abs(u_xlat33) * u_xlat1.x;
					    u_xlat33 = u_xlat2.x * u_xlat12 + u_xlat33;
					    u_xlat33 = u_xlat33 + 9.99999975e-06;
					    u_xlat33 = 0.5 / u_xlat33;
					    u_xlat22 = u_xlat22 * u_xlat22;
					    u_xlat1.x = u_xlat13 * u_xlat22 + (-u_xlat13);
					    u_xlat1.x = u_xlat1.x * u_xlat13 + 1.0;
					    u_xlat22 = u_xlat22 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat22 = u_xlat22 / u_xlat1.x;
					    u_xlat22 = u_xlat22 * u_xlat33;
					    u_xlat11.y = u_xlat22 * 3.14159274;
					    u_xlat11.xy = u_xlat2.xx * u_xlat11.xy;
					    u_xlat22 = max(u_xlat11.y, 0.0);
					    u_xlat33 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlatb33 = u_xlat33!=0.0;
					    u_xlat33 = u_xlatb33 ? 1.0 : float(0.0);
					    u_xlat22 = u_xlat33 * u_xlat22;
					    u_xlat1.xyz = u_xlat11.xxx * u_xlat5.xyz;
					    u_xlat11.xyz = u_xlat5.xyz * vec3(u_xlat22);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat34 = u_xlat0.x * u_xlat0.x;
					    u_xlat34 = u_xlat34 * u_xlat34;
					    u_xlat0.x = u_xlat0.x * u_xlat34;
					    u_xlat2.xyz = (-u_xlat6.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat0.xxx + u_xlat6.xyz;
					    u_xlat0.xyz = u_xlat11.xyz * u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat4.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT" "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];
						mat4x4 unity_WorldToLight;
						vec4 _LightColor0;
						vec4 unused_0_3;
						vec4 _MainNormalMap_ST;
						float _DriedBloodEffect_Tiling;
						float _DriedBloodEffectLevel;
						float _OverallNormalPower;
						float _Noise1;
						float _Noise2;
						vec4 _Noise_Texture_ST;
						float _Bias;
						float _Scale;
						vec4 _MainColorTintFadeA;
						vec4 _MainTexture_ST;
						vec4 _DriedBloodColorGloss;
						float _Metallic;
						float _DriedBlood_Metallic;
						float _Gloss;
						vec4 unused_0_19;
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_1_3;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainNormalMap;
					uniform  sampler2D _DriedBlood_Normal;
					uniform  sampler2D _Noise_Texture;
					uniform  sampler2D _MainTexture;
					uniform  sampler2D _DriedBlood_Curvature;
					uniform  sampler2D _LightTexture0;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					bvec3 u_xlatb6;
					vec4 u_xlat7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					vec3 u_xlat10;
					vec3 u_xlat11;
					float u_xlat12;
					float u_xlat13;
					vec3 u_xlat16;
					bvec3 u_xlatb18;
					float u_xlat22;
					vec2 u_xlat26;
					vec2 u_xlat27;
					float u_xlat33;
					bool u_xlatb33;
					float u_xlat34;
					int u_xlati34;
					bool u_xlatb34;
					float u_xlat35;
					bool u_xlatb35;
					float u_xlat36;
					bool u_xlatb36;
					float u_xlat37;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat33 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat33 = inversesqrt(u_xlat33);
					    u_xlat1.xyz = vec3(u_xlat33) * u_xlat0.xyz;
					    u_xlati34 = unity_StereoEyeIndex;
					    u_xlat2.xyz = (-vs_TEXCOORD4.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati34].xyz;
					    u_xlat34 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat34 = inversesqrt(u_xlat34);
					    u_xlat2.xyz = vec3(u_xlat34) * u_xlat2.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainNormalMap_ST.xy + _MainNormalMap_ST.zw;
					    u_xlat4 = vs_TEXCOORD0.xyxy * vec4(_DriedBloodEffect_Tiling, _DriedBloodEffect_Tiling, _Noise1, _Noise1);
					    u_xlat3 = texture(_MainNormalMap, u_xlat3.xy);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat34 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat34 = min(u_xlat34, 1.0);
					    u_xlat34 = (-u_xlat34) + 1.0;
					    u_xlat3.z = sqrt(u_xlat34);
					    u_xlat5 = texture(_DriedBlood_Normal, u_xlat4.xy);
					    u_xlat5.x = u_xlat5.w * u_xlat5.x;
					    u_xlat5.xy = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat34 = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat34 = min(u_xlat34, 1.0);
					    u_xlat34 = (-u_xlat34) + 1.0;
					    u_xlat5.z = sqrt(u_xlat34);
					    u_xlat5.xyz = (-u_xlat3.xyz) + u_xlat5.xyz;
					    u_xlat3.xyz = vec3(vec3(_DriedBloodEffectLevel, _DriedBloodEffectLevel, _DriedBloodEffectLevel)) * u_xlat5.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz + vec3(-0.0, -0.0, -1.0);
					    u_xlat3.xyz = vec3(vec3(_OverallNormalPower, _OverallNormalPower, _OverallNormalPower)) * u_xlat3.xyz + vec3(0.0, 0.0, 1.0);
					    u_xlat34 = dot(u_xlat4.zw, vec2(0.366025418, 0.366025418));
					    u_xlat26.xy = vs_TEXCOORD0.xy * vec2(vec2(_Noise1, _Noise1)) + vec2(u_xlat34);
					    u_xlat26.xy = floor(u_xlat26.xy);
					    u_xlat5.xy = vs_TEXCOORD0.xy * vec2(vec2(_Noise1, _Noise1)) + (-u_xlat26.xy);
					    u_xlat34 = dot(u_xlat26.xy, vec2(0.211324871, 0.211324871));
					    u_xlat5.xy = vec2(u_xlat34) + u_xlat5.xy;
					    u_xlatb34 = u_xlat5.y<u_xlat5.x;
					    u_xlat6 = u_xlat5.xyxy + vec4(0.211324871, 0.211324871, -0.577350259, -0.577350259);
					    u_xlat7 = (bool(u_xlatb34)) ? vec4(0.0, 1.0, -1.0, -0.0) : vec4(1.0, 0.0, -0.0, -1.0);
					    u_xlat6.xy = u_xlat6.xy + u_xlat7.zw;
					    u_xlat27.xy = u_xlat26.xy * vec2(0.00346020772, 0.00346020772);
					    u_xlat27.xy = floor(u_xlat27.xy);
					    u_xlat26.xy = (-u_xlat27.xy) * vec2(289.0, 289.0) + u_xlat26.xy;
					    u_xlat8.x = float(0.0);
					    u_xlat8.z = float(1.0);
					    u_xlat8.y = u_xlat7.x;
					    u_xlat8.xyz = u_xlat26.yyy + u_xlat8.xyz;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xyz;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat9.xyz = floor(u_xlat9.xyz);
					    u_xlat8.xyz = (-u_xlat9.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat26.xxx + u_xlat8.xyz;
					    u_xlat7.x = float(0.0);
					    u_xlat7.z = float(1.0);
					    u_xlat7.xyz = u_xlat7.xyz + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat8.xyz = floor(u_xlat8.xyz);
					    u_xlat7.xyz = (-u_xlat8.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat7.xyz;
					    u_xlat8.x = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat8.y = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat8.z = dot(u_xlat6.zw, u_xlat6.zw);
					    u_xlat8.xyz = (-u_xlat8.xyz) + vec3(0.5, 0.5, 0.5);
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat8.xyz;
					    u_xlat7.xyz = u_xlat7.xyz * vec3(0.024390243, 0.024390243, 0.024390243);
					    u_xlat7.xyz = fract(u_xlat7.xyz);
					    u_xlat9.xyz = u_xlat7.xyz * vec3(2.0, 2.0, 2.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat10.xyz = abs(u_xlat9.xyz) + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = u_xlat7.xyz * vec3(2.0, 2.0, 2.0) + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = floor(u_xlat7.xyz);
					    u_xlat7.xyz = (-u_xlat7.xyz) + u_xlat9.xyz;
					    u_xlat9.xyz = u_xlat10.xyz * u_xlat10.xyz;
					    u_xlat9.xyz = u_xlat7.xyz * u_xlat7.xyz + u_xlat9.xyz;
					    u_xlat9.xyz = (-u_xlat9.xyz) * vec3(0.853734732, 0.853734732, 0.853734732) + vec3(1.79284286, 1.79284286, 1.79284286);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xyz;
					    u_xlat34 = u_xlat5.y * u_xlat10.x;
					    u_xlat5.x = u_xlat7.x * u_xlat5.x + u_xlat34;
					    u_xlat26.xy = u_xlat6.yw * u_xlat10.yz;
					    u_xlat5.yz = u_xlat7.yz * u_xlat6.xz + u_xlat26.xy;
					    u_xlat34 = dot(u_xlat8.xyz, u_xlat5.xyz);
					    u_xlat34 = u_xlat34 * 130.0;
					    u_xlat35 = _Noise1 * _Noise2;
					    u_xlat26.xy = vec2(u_xlat35) * vs_TEXCOORD0.xy;
					    u_xlat36 = dot(u_xlat26.xy, vec2(0.366025418, 0.366025418));
					    u_xlat26.xy = vs_TEXCOORD0.xy * vec2(u_xlat35) + vec2(u_xlat36);
					    u_xlat26.xy = floor(u_xlat26.xy);
					    u_xlat5.xy = vs_TEXCOORD0.xy * vec2(u_xlat35) + (-u_xlat26.xy);
					    u_xlat35 = dot(u_xlat26.xy, vec2(0.211324871, 0.211324871));
					    u_xlat5.xy = vec2(u_xlat35) + u_xlat5.xy;
					    u_xlatb35 = u_xlat5.y<u_xlat5.x;
					    u_xlat6 = u_xlat5.xyxy + vec4(0.211324871, 0.211324871, -0.577350259, -0.577350259);
					    u_xlat7 = (bool(u_xlatb35)) ? vec4(0.0, 1.0, -1.0, -0.0) : vec4(1.0, 0.0, -0.0, -1.0);
					    u_xlat6.xy = u_xlat6.xy + u_xlat7.zw;
					    u_xlat27.xy = u_xlat26.xy * vec2(0.00346020772, 0.00346020772);
					    u_xlat27.xy = floor(u_xlat27.xy);
					    u_xlat26.xy = (-u_xlat27.xy) * vec2(289.0, 289.0) + u_xlat26.xy;
					    u_xlat8.x = float(0.0);
					    u_xlat8.z = float(1.0);
					    u_xlat8.y = u_xlat7.x;
					    u_xlat8.xyz = u_xlat26.yyy + u_xlat8.xyz;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xyz;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat9.xyz = floor(u_xlat9.xyz);
					    u_xlat8.xyz = (-u_xlat9.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat26.xxx + u_xlat8.xyz;
					    u_xlat7.x = float(0.0);
					    u_xlat7.z = float(1.0);
					    u_xlat7.xyz = u_xlat7.xyz + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat8.xyz = floor(u_xlat8.xyz);
					    u_xlat7.xyz = (-u_xlat8.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat7.xyz;
					    u_xlat8.x = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat8.y = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat8.z = dot(u_xlat6.zw, u_xlat6.zw);
					    u_xlat8.xyz = (-u_xlat8.xyz) + vec3(0.5, 0.5, 0.5);
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat8.xyz;
					    u_xlat7.xyz = u_xlat7.xyz * vec3(0.024390243, 0.024390243, 0.024390243);
					    u_xlat7.xyz = fract(u_xlat7.xyz);
					    u_xlat9.xyz = u_xlat7.xyz * vec3(2.0, 2.0, 2.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat10.xyz = abs(u_xlat9.xyz) + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = u_xlat7.xyz * vec3(2.0, 2.0, 2.0) + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = floor(u_xlat7.xyz);
					    u_xlat7.xyz = (-u_xlat7.xyz) + u_xlat9.xyz;
					    u_xlat9.xyz = u_xlat10.xyz * u_xlat10.xyz;
					    u_xlat9.xyz = u_xlat7.xyz * u_xlat7.xyz + u_xlat9.xyz;
					    u_xlat9.xyz = (-u_xlat9.xyz) * vec3(0.853734732, 0.853734732, 0.853734732) + vec3(1.79284286, 1.79284286, 1.79284286);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xyz;
					    u_xlat35 = u_xlat5.y * u_xlat10.x;
					    u_xlat5.x = u_xlat7.x * u_xlat5.x + u_xlat35;
					    u_xlat26.xy = u_xlat6.yw * u_xlat10.yz;
					    u_xlat5.yz = u_xlat7.yz * u_xlat6.xz + u_xlat26.xy;
					    u_xlat35 = dot(u_xlat8.xyz, u_xlat5.xyz);
					    u_xlat34 = u_xlat34 * u_xlat35;
					    u_xlat26.xy = vs_TEXCOORD0.xy * _Noise_Texture_ST.xy + _Noise_Texture_ST.zw;
					    u_xlat35 = _Bias * 3.0;
					    u_xlat34 = u_xlat34 * 130.0;
					    u_xlat5 = texture(_Noise_Texture, u_xlat26.xy);
					    u_xlat5.xyz = (-vec3(u_xlat34)) * u_xlat5.xyz + vec3(_Bias);
					    u_xlat5.xyz = u_xlat5.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat5.xyz = u_xlat5.xyz * vec3(vec3(_Scale, _Scale, _Scale));
					    u_xlat5.xyz = log2(u_xlat5.xyz);
					    u_xlat5.xyz = vec3(u_xlat35) * u_xlat5.xyz;
					    u_xlat5.xyz = exp2(u_xlat5.xyz);
					    u_xlat16.xyz = min(u_xlat5.xyz, vec3(1.0, 0.0, 0.0));
					    u_xlat26.xy = vs_TEXCOORD0.xy * _MainTexture_ST.xy + _MainTexture_ST.zw;
					    u_xlat6 = texture(_MainTexture, u_xlat26.xy);
					    u_xlat7.xyz = u_xlat6.xxx * _MainColorTintFadeA.xyz;
					    u_xlat4 = texture(_DriedBlood_Curvature, u_xlat4.xy);
					    u_xlat8.xyz = u_xlat16.xyz * vec3(vec3(_DriedBloodEffectLevel, _DriedBloodEffectLevel, _DriedBloodEffectLevel));
					    u_xlatb18.xyz = lessThan(vec4(0.5, 0.5, 0.5, 0.5), u_xlat7.xyzz).xyz;
					    u_xlat6.xyz = _MainColorTintFadeA.xyz * u_xlat6.xxx + vec3(-0.5, -0.5, -0.5);
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat9.xyz = (-u_xlat16.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat6.xyz = (-u_xlat6.xyz) * u_xlat9.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat34 = u_xlat16.x * u_xlat7.x;
					    u_xlat9.x = u_xlat34 * 2.0;
					    u_xlat9.y = float(0.0);
					    u_xlat9.z = float(0.0);
					    u_xlat16.x = (u_xlatb18.x) ? u_xlat6.x : u_xlat9.x;
					    u_xlat16.y = (u_xlatb18.y) ? u_xlat6.y : u_xlat9.y;
					    u_xlat16.z = (u_xlatb18.z) ? u_xlat6.z : u_xlat9.z;
					    u_xlat16.xyz = clamp(u_xlat16.xyz, 0.0, 1.0);
					    u_xlatb6.xyz = lessThan(vec4(0.5, 0.5, 0.5, 0.0), u_xlat4.xyzx).xyz;
					    u_xlat7.xyz = u_xlat4.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = (-u_xlat7.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat9.xyz = (-_DriedBloodColorGloss.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = (-u_xlat7.xyz) * u_xlat9.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = u_xlat4.xyz * _DriedBloodColorGloss.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + u_xlat4.xyz;
					    {
					        vec4 hlslcc_movcTemp = u_xlat4;
					        hlslcc_movcTemp.x = (u_xlatb6.x) ? u_xlat7.x : u_xlat4.x;
					        hlslcc_movcTemp.y = (u_xlatb6.y) ? u_xlat7.y : u_xlat4.y;
					        hlslcc_movcTemp.z = (u_xlatb6.z) ? u_xlat7.z : u_xlat4.z;
					        u_xlat4 = hlslcc_movcTemp;
					    }
					    u_xlat4.xyz = (-u_xlat16.xyz) + u_xlat4.xyz;
					    u_xlat4.xyz = u_xlat8.xyz * u_xlat4.xyz + u_xlat16.xyz;
					    u_xlat34 = (-_Metallic) + _DriedBlood_Metallic;
					    u_xlat34 = u_xlat8.x * u_xlat34 + _Metallic;
					    u_xlat35 = _DriedBloodColorGloss.w + (-_Gloss);
					    u_xlat35 = u_xlat8.x * u_xlat35 + _Gloss;
					    u_xlat36 = u_xlat5.x * u_xlat6.w;
					    u_xlat36 = u_xlat36 * u_xlat36;
					    u_xlat37 = u_xlat36 * u_xlat36;
					    u_xlat36 = u_xlat36 * u_xlat37;
					    u_xlat36 = min(u_xlat36, 1.0);
					    SV_Target0.w = u_xlat36 * _MainColorTintFadeA.w;
					    u_xlat5.xyz = vs_TEXCOORD4.yyy * unity_WorldToLight[1].xyz;
					    u_xlat5.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD4.xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD4.zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToLight[3].xyz;
					    u_xlatb36 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb36){
					        u_xlatb36 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat6.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat6.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat6.xyz;
					        u_xlat6.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat6.xyz;
					        u_xlat6.xyz = u_xlat6.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat6.xyz = (bool(u_xlatb36)) ? u_xlat6.xyz : vs_TEXCOORD4.xyz;
					        u_xlat6.xyz = u_xlat6.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat6.yzw = u_xlat6.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat36 = u_xlat6.y * 0.25 + 0.75;
					        u_xlat37 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat6.x = max(u_xlat36, u_xlat37);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat6.xzw);
					    } else {
					        u_xlat6.x = float(1.0);
					        u_xlat6.y = float(1.0);
					        u_xlat6.z = float(1.0);
					        u_xlat6.w = float(1.0);
					    }
					    u_xlat36 = dot(u_xlat6, unity_OcclusionMaskSelector);
					    u_xlat36 = clamp(u_xlat36, 0.0, 1.0);
					    u_xlat37 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat5 = texture(_LightTexture0, vec2(u_xlat37));
					    u_xlat36 = u_xlat36 * u_xlat5.x;
					    u_xlat5.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat5.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat5.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat5.xyz;
					    u_xlat5.xyz = vec3(u_xlat36) * _LightColor0.xyz;
					    u_xlat6.xyz = u_xlat4.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat6.xyz = vec3(u_xlat34) * u_xlat6.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat34 = (-u_xlat34) * 0.959999979 + 0.959999979;
					    u_xlat4.xyz = vec3(u_xlat34) * u_xlat4.xyz;
					    u_xlat34 = (-u_xlat35) + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat33) + u_xlat2.xyz;
					    u_xlat33 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat33 = max(u_xlat33, 0.00100000005);
					    u_xlat33 = inversesqrt(u_xlat33);
					    u_xlat0.xyz = vec3(u_xlat33) * u_xlat0.xyz;
					    u_xlat33 = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlat13 = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat13 = clamp(u_xlat13, 0.0, 1.0);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat11.x = u_xlat0.x + u_xlat0.x;
					    u_xlat11.x = u_xlat0.x * u_xlat11.x;
					    u_xlat11.x = u_xlat11.x * u_xlat34 + -0.5;
					    u_xlat22 = (-u_xlat2.x) + 1.0;
					    u_xlat1.x = u_xlat22 * u_xlat22;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat22 = u_xlat22 * u_xlat1.x;
					    u_xlat22 = u_xlat11.x * u_xlat22 + 1.0;
					    u_xlat1.x = -abs(u_xlat33) + 1.0;
					    u_xlat12 = u_xlat1.x * u_xlat1.x;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat1.x = u_xlat1.x * u_xlat12;
					    u_xlat11.x = u_xlat11.x * u_xlat1.x + 1.0;
					    u_xlat11.x = u_xlat11.x * u_xlat22;
					    u_xlat22 = u_xlat34 * u_xlat34;
					    u_xlat22 = max(u_xlat22, 0.00200000009);
					    u_xlat1.x = (-u_xlat22) + 1.0;
					    u_xlat12 = abs(u_xlat33) * u_xlat1.x + u_xlat22;
					    u_xlat1.x = u_xlat2.x * u_xlat1.x + u_xlat22;
					    u_xlat33 = abs(u_xlat33) * u_xlat1.x;
					    u_xlat33 = u_xlat2.x * u_xlat12 + u_xlat33;
					    u_xlat33 = u_xlat33 + 9.99999975e-06;
					    u_xlat33 = 0.5 / u_xlat33;
					    u_xlat22 = u_xlat22 * u_xlat22;
					    u_xlat1.x = u_xlat13 * u_xlat22 + (-u_xlat13);
					    u_xlat1.x = u_xlat1.x * u_xlat13 + 1.0;
					    u_xlat22 = u_xlat22 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat22 = u_xlat22 / u_xlat1.x;
					    u_xlat22 = u_xlat22 * u_xlat33;
					    u_xlat11.y = u_xlat22 * 3.14159274;
					    u_xlat11.xy = u_xlat2.xx * u_xlat11.xy;
					    u_xlat22 = max(u_xlat11.y, 0.0);
					    u_xlat33 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlatb33 = u_xlat33!=0.0;
					    u_xlat33 = u_xlatb33 ? 1.0 : float(0.0);
					    u_xlat22 = u_xlat33 * u_xlat22;
					    u_xlat1.xyz = u_xlat11.xxx * u_xlat5.xyz;
					    u_xlat11.xyz = u_xlat5.xyz * vec3(u_xlat22);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat34 = u_xlat0.x * u_xlat0.x;
					    u_xlat34 = u_xlat34 * u_xlat34;
					    u_xlat0.x = u_xlat0.x * u_xlat34;
					    u_xlat2.xyz = (-u_xlat6.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat0.xxx + u_xlat6.xyz;
					    u_xlat0.xyz = u_xlat11.xyz * u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat4.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    return;
					}"
				}
				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 _LightColor0;
						vec4 unused_0_2;
						vec4 _MainNormalMap_ST;
						float _DriedBloodEffect_Tiling;
						float _DriedBloodEffectLevel;
						float _OverallNormalPower;
						float _Noise1;
						float _Noise2;
						vec4 _Noise_Texture_ST;
						float _Bias;
						float _Scale;
						vec4 _MainColorTintFadeA;
						vec4 _MainTexture_ST;
						vec4 _DriedBloodColorGloss;
						float _Metallic;
						float _DriedBlood_Metallic;
						float _Gloss;
						vec4 unused_0_18;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainNormalMap;
					uniform  sampler2D _DriedBlood_Normal;
					uniform  sampler2D _Noise_Texture;
					uniform  sampler2D _MainTexture;
					uniform  sampler2D _DriedBlood_Curvature;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					bvec3 u_xlatb5;
					vec4 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					vec3 u_xlat10;
					float u_xlat11;
					vec3 u_xlat14;
					bvec3 u_xlatb16;
					float u_xlat20;
					float u_xlat21;
					vec2 u_xlat23;
					vec2 u_xlat24;
					float u_xlat30;
					bool u_xlatb30;
					float u_xlat31;
					bool u_xlatb31;
					float u_xlat32;
					bool u_xlatb32;
					float u_xlat33;
					bool u_xlatb33;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat30 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat30 = inversesqrt(u_xlat30);
					    u_xlat1.xyz = vec3(u_xlat30) * u_xlat0.xyz;
					    u_xlat2.xy = vs_TEXCOORD0.xy * _MainNormalMap_ST.xy + _MainNormalMap_ST.zw;
					    u_xlat3 = vs_TEXCOORD0.xyxy * vec4(_DriedBloodEffect_Tiling, _DriedBloodEffect_Tiling, _Noise1, _Noise1);
					    u_xlat2 = texture(_MainNormalMap, u_xlat2.xy);
					    u_xlat2.x = u_xlat2.w * u_xlat2.x;
					    u_xlat2.xy = u_xlat2.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat31 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat31 = min(u_xlat31, 1.0);
					    u_xlat31 = (-u_xlat31) + 1.0;
					    u_xlat2.z = sqrt(u_xlat31);
					    u_xlat4 = texture(_DriedBlood_Normal, u_xlat3.xy);
					    u_xlat4.x = u_xlat4.w * u_xlat4.x;
					    u_xlat4.xy = u_xlat4.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat31 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat31 = min(u_xlat31, 1.0);
					    u_xlat31 = (-u_xlat31) + 1.0;
					    u_xlat4.z = sqrt(u_xlat31);
					    u_xlat4.xyz = (-u_xlat2.xyz) + u_xlat4.xyz;
					    u_xlat2.xyz = vec3(vec3(_DriedBloodEffectLevel, _DriedBloodEffectLevel, _DriedBloodEffectLevel)) * u_xlat4.xyz + u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz + vec3(-0.0, -0.0, -1.0);
					    u_xlat2.xyz = vec3(vec3(_OverallNormalPower, _OverallNormalPower, _OverallNormalPower)) * u_xlat2.xyz + vec3(0.0, 0.0, 1.0);
					    u_xlat31 = dot(u_xlat3.zw, vec2(0.366025418, 0.366025418));
					    u_xlat23.xy = vs_TEXCOORD0.xy * vec2(vec2(_Noise1, _Noise1)) + vec2(u_xlat31);
					    u_xlat23.xy = floor(u_xlat23.xy);
					    u_xlat4.xy = vs_TEXCOORD0.xy * vec2(vec2(_Noise1, _Noise1)) + (-u_xlat23.xy);
					    u_xlat31 = dot(u_xlat23.xy, vec2(0.211324871, 0.211324871));
					    u_xlat4.xy = vec2(u_xlat31) + u_xlat4.xy;
					    u_xlatb31 = u_xlat4.y<u_xlat4.x;
					    u_xlat5 = u_xlat4.xyxy + vec4(0.211324871, 0.211324871, -0.577350259, -0.577350259);
					    u_xlat6 = (bool(u_xlatb31)) ? vec4(0.0, 1.0, -1.0, -0.0) : vec4(1.0, 0.0, -0.0, -1.0);
					    u_xlat5.xy = u_xlat5.xy + u_xlat6.zw;
					    u_xlat24.xy = u_xlat23.xy * vec2(0.00346020772, 0.00346020772);
					    u_xlat24.xy = floor(u_xlat24.xy);
					    u_xlat23.xy = (-u_xlat24.xy) * vec2(289.0, 289.0) + u_xlat23.xy;
					    u_xlat7.x = float(0.0);
					    u_xlat7.z = float(1.0);
					    u_xlat7.y = u_xlat6.x;
					    u_xlat7.xyz = u_xlat23.yyy + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat8.xyz = floor(u_xlat8.xyz);
					    u_xlat7.xyz = (-u_xlat8.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat23.xxx + u_xlat7.xyz;
					    u_xlat6.x = float(0.0);
					    u_xlat6.z = float(1.0);
					    u_xlat6.xyz = u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat6.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat6.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat7.xyz = floor(u_xlat7.xyz);
					    u_xlat6.xyz = (-u_xlat7.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat6.xyz;
					    u_xlat7.x = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat7.y = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat7.z = dot(u_xlat5.zw, u_xlat5.zw);
					    u_xlat7.xyz = (-u_xlat7.xyz) + vec3(0.5, 0.5, 0.5);
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat7.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(0.024390243, 0.024390243, 0.024390243);
					    u_xlat6.xyz = fract(u_xlat6.xyz);
					    u_xlat8.xyz = u_xlat6.xyz * vec3(2.0, 2.0, 2.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat9.xyz = abs(u_xlat8.xyz) + vec3(-0.5, -0.5, -0.5);
					    u_xlat6.xyz = u_xlat6.xyz * vec3(2.0, 2.0, 2.0) + vec3(-0.5, -0.5, -0.5);
					    u_xlat6.xyz = floor(u_xlat6.xyz);
					    u_xlat6.xyz = (-u_xlat6.xyz) + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat9.xyz * u_xlat9.xyz;
					    u_xlat8.xyz = u_xlat6.xyz * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(0.853734732, 0.853734732, 0.853734732) + vec3(1.79284286, 1.79284286, 1.79284286);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat8.xyz;
					    u_xlat31 = u_xlat4.y * u_xlat9.x;
					    u_xlat4.x = u_xlat6.x * u_xlat4.x + u_xlat31;
					    u_xlat23.xy = u_xlat5.yw * u_xlat9.yz;
					    u_xlat4.yz = u_xlat6.yz * u_xlat5.xz + u_xlat23.xy;
					    u_xlat31 = dot(u_xlat7.xyz, u_xlat4.xyz);
					    u_xlat31 = u_xlat31 * 130.0;
					    u_xlat32 = _Noise1 * _Noise2;
					    u_xlat23.xy = vec2(u_xlat32) * vs_TEXCOORD0.xy;
					    u_xlat23.x = dot(u_xlat23.xy, vec2(0.366025418, 0.366025418));
					    u_xlat23.xy = vs_TEXCOORD0.xy * vec2(u_xlat32) + u_xlat23.xx;
					    u_xlat23.xy = floor(u_xlat23.xy);
					    u_xlat4.xy = vs_TEXCOORD0.xy * vec2(u_xlat32) + (-u_xlat23.xy);
					    u_xlat32 = dot(u_xlat23.xy, vec2(0.211324871, 0.211324871));
					    u_xlat4.xy = vec2(u_xlat32) + u_xlat4.xy;
					    u_xlatb32 = u_xlat4.y<u_xlat4.x;
					    u_xlat5 = u_xlat4.xyxy + vec4(0.211324871, 0.211324871, -0.577350259, -0.577350259);
					    u_xlat6 = (bool(u_xlatb32)) ? vec4(0.0, 1.0, -1.0, -0.0) : vec4(1.0, 0.0, -0.0, -1.0);
					    u_xlat5.xy = u_xlat5.xy + u_xlat6.zw;
					    u_xlat24.xy = u_xlat23.xy * vec2(0.00346020772, 0.00346020772);
					    u_xlat24.xy = floor(u_xlat24.xy);
					    u_xlat23.xy = (-u_xlat24.xy) * vec2(289.0, 289.0) + u_xlat23.xy;
					    u_xlat7.x = float(0.0);
					    u_xlat7.z = float(1.0);
					    u_xlat7.y = u_xlat6.x;
					    u_xlat7.xyz = u_xlat23.yyy + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat8.xyz = floor(u_xlat8.xyz);
					    u_xlat7.xyz = (-u_xlat8.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat23.xxx + u_xlat7.xyz;
					    u_xlat6.x = float(0.0);
					    u_xlat6.z = float(1.0);
					    u_xlat6.xyz = u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat6.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat6.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat7.xyz = floor(u_xlat7.xyz);
					    u_xlat6.xyz = (-u_xlat7.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat6.xyz;
					    u_xlat7.x = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat7.y = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat7.z = dot(u_xlat5.zw, u_xlat5.zw);
					    u_xlat7.xyz = (-u_xlat7.xyz) + vec3(0.5, 0.5, 0.5);
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat7.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(0.024390243, 0.024390243, 0.024390243);
					    u_xlat6.xyz = fract(u_xlat6.xyz);
					    u_xlat8.xyz = u_xlat6.xyz * vec3(2.0, 2.0, 2.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat9.xyz = abs(u_xlat8.xyz) + vec3(-0.5, -0.5, -0.5);
					    u_xlat6.xyz = u_xlat6.xyz * vec3(2.0, 2.0, 2.0) + vec3(-0.5, -0.5, -0.5);
					    u_xlat6.xyz = floor(u_xlat6.xyz);
					    u_xlat6.xyz = (-u_xlat6.xyz) + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat9.xyz * u_xlat9.xyz;
					    u_xlat8.xyz = u_xlat6.xyz * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(0.853734732, 0.853734732, 0.853734732) + vec3(1.79284286, 1.79284286, 1.79284286);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat8.xyz;
					    u_xlat32 = u_xlat4.y * u_xlat9.x;
					    u_xlat4.x = u_xlat6.x * u_xlat4.x + u_xlat32;
					    u_xlat23.xy = u_xlat5.yw * u_xlat9.yz;
					    u_xlat4.yz = u_xlat6.yz * u_xlat5.xz + u_xlat23.xy;
					    u_xlat32 = dot(u_xlat7.xyz, u_xlat4.xyz);
					    u_xlat31 = u_xlat31 * u_xlat32;
					    u_xlat23.xy = vs_TEXCOORD0.xy * _Noise_Texture_ST.xy + _Noise_Texture_ST.zw;
					    u_xlat32 = _Bias * 3.0;
					    u_xlat31 = u_xlat31 * 130.0;
					    u_xlat4 = texture(_Noise_Texture, u_xlat23.xy);
					    u_xlat4.xyz = (-vec3(u_xlat31)) * u_xlat4.xyz + vec3(_Bias);
					    u_xlat4.xyz = u_xlat4.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = u_xlat4.xyz * vec3(vec3(_Scale, _Scale, _Scale));
					    u_xlat4.xyz = log2(u_xlat4.xyz);
					    u_xlat4.xyz = vec3(u_xlat32) * u_xlat4.xyz;
					    u_xlat4.xyz = exp2(u_xlat4.xyz);
					    u_xlat14.xyz = min(u_xlat4.xyz, vec3(1.0, 0.0, 0.0));
					    u_xlat23.xy = vs_TEXCOORD0.xy * _MainTexture_ST.xy + _MainTexture_ST.zw;
					    u_xlat5 = texture(_MainTexture, u_xlat23.xy);
					    u_xlat6.xyz = u_xlat5.xxx * _MainColorTintFadeA.xyz;
					    u_xlat3 = texture(_DriedBlood_Curvature, u_xlat3.xy);
					    u_xlat7.xyz = u_xlat14.xyz * vec3(vec3(_DriedBloodEffectLevel, _DriedBloodEffectLevel, _DriedBloodEffectLevel));
					    u_xlatb16.xyz = lessThan(vec4(0.5, 0.5, 0.5, 0.5), u_xlat6.xyzz).xyz;
					    u_xlat5.xyz = _MainColorTintFadeA.xyz * u_xlat5.xxx + vec3(-0.5, -0.5, -0.5);
					    u_xlat5.xyz = (-u_xlat5.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = (-u_xlat14.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat5.xyz = (-u_xlat5.xyz) * u_xlat8.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat31 = u_xlat14.x * u_xlat6.x;
					    u_xlat8.x = u_xlat31 * 2.0;
					    u_xlat8.y = float(0.0);
					    u_xlat8.z = float(0.0);
					    u_xlat14.x = (u_xlatb16.x) ? u_xlat5.x : u_xlat8.x;
					    u_xlat14.y = (u_xlatb16.y) ? u_xlat5.y : u_xlat8.y;
					    u_xlat14.z = (u_xlatb16.z) ? u_xlat5.z : u_xlat8.z;
					    u_xlat14.xyz = clamp(u_xlat14.xyz, 0.0, 1.0);
					    u_xlatb5.xyz = lessThan(vec4(0.5, 0.5, 0.5, 0.0), u_xlat3.xyzx).xyz;
					    u_xlat6.xyz = u_xlat3.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = (-_DriedBloodColorGloss.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat6.xyz = (-u_xlat6.xyz) * u_xlat8.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat3.xyz = u_xlat3.xyz * _DriedBloodColorGloss.xyz;
					    u_xlat3.xyz = u_xlat3.xyz + u_xlat3.xyz;
					    {
					        vec4 hlslcc_movcTemp = u_xlat3;
					        hlslcc_movcTemp.x = (u_xlatb5.x) ? u_xlat6.x : u_xlat3.x;
					        hlslcc_movcTemp.y = (u_xlatb5.y) ? u_xlat6.y : u_xlat3.y;
					        hlslcc_movcTemp.z = (u_xlatb5.z) ? u_xlat6.z : u_xlat3.z;
					        u_xlat3 = hlslcc_movcTemp;
					    }
					    u_xlat3.xyz = (-u_xlat14.xyz) + u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat7.xyz * u_xlat3.xyz + u_xlat14.xyz;
					    u_xlat31 = (-_Metallic) + _DriedBlood_Metallic;
					    u_xlat31 = u_xlat7.x * u_xlat31 + _Metallic;
					    u_xlat32 = _DriedBloodColorGloss.w + (-_Gloss);
					    u_xlat32 = u_xlat7.x * u_xlat32 + _Gloss;
					    u_xlat33 = u_xlat4.x * u_xlat5.w;
					    u_xlat33 = u_xlat33 * u_xlat33;
					    u_xlat4.x = u_xlat33 * u_xlat33;
					    u_xlat33 = u_xlat33 * u_xlat4.x;
					    u_xlat33 = min(u_xlat33, 1.0);
					    SV_Target0.w = u_xlat33 * _MainColorTintFadeA.w;
					    u_xlatb33 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb33){
					        u_xlatb33 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat4.xyz = (bool(u_xlatb33)) ? u_xlat4.xyz : vs_TEXCOORD4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat4.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat33 = u_xlat4.y * 0.25 + 0.75;
					        u_xlat14.x = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat33, u_xlat14.x);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4.x = float(1.0);
					        u_xlat4.y = float(1.0);
					        u_xlat4.z = float(1.0);
					        u_xlat4.w = float(1.0);
					    }
					    u_xlat33 = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat33 = clamp(u_xlat33, 0.0, 1.0);
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat2.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat2.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat2.x = inversesqrt(u_xlat2.x);
					    u_xlat2.xyz = u_xlat2.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat33) * _LightColor0.xyz;
					    u_xlat5.xyz = u_xlat3.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat5.xyz = vec3(u_xlat31) * u_xlat5.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat31 = (-u_xlat31) * 0.959999979 + 0.959999979;
					    u_xlat3.xyz = vec3(u_xlat31) * u_xlat3.xyz;
					    u_xlat31 = (-u_xlat32) + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat30) + _WorldSpaceLightPos0.xyz;
					    u_xlat30 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat30 = max(u_xlat30, 0.00100000005);
					    u_xlat30 = inversesqrt(u_xlat30);
					    u_xlat0.xyz = vec3(u_xlat30) * u_xlat0.xyz;
					    u_xlat30 = dot(u_xlat2.xyz, u_xlat1.xyz);
					    u_xlat1.x = dot(u_xlat2.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat11 = dot(u_xlat2.xyz, u_xlat0.xyz);
					    u_xlat11 = clamp(u_xlat11, 0.0, 1.0);
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat10.x = u_xlat0.x + u_xlat0.x;
					    u_xlat10.x = u_xlat0.x * u_xlat10.x;
					    u_xlat10.x = u_xlat10.x * u_xlat31 + -0.5;
					    u_xlat20 = (-u_xlat1.x) + 1.0;
					    u_xlat21 = u_xlat20 * u_xlat20;
					    u_xlat21 = u_xlat21 * u_xlat21;
					    u_xlat20 = u_xlat20 * u_xlat21;
					    u_xlat20 = u_xlat10.x * u_xlat20 + 1.0;
					    u_xlat21 = -abs(u_xlat30) + 1.0;
					    u_xlat2.x = u_xlat21 * u_xlat21;
					    u_xlat2.x = u_xlat2.x * u_xlat2.x;
					    u_xlat21 = u_xlat21 * u_xlat2.x;
					    u_xlat10.x = u_xlat10.x * u_xlat21 + 1.0;
					    u_xlat10.x = u_xlat10.x * u_xlat20;
					    u_xlat20 = u_xlat31 * u_xlat31;
					    u_xlat20 = max(u_xlat20, 0.00200000009);
					    u_xlat21 = (-u_xlat20) + 1.0;
					    u_xlat31 = abs(u_xlat30) * u_xlat21 + u_xlat20;
					    u_xlat21 = u_xlat1.x * u_xlat21 + u_xlat20;
					    u_xlat30 = abs(u_xlat30) * u_xlat21;
					    u_xlat30 = u_xlat1.x * u_xlat31 + u_xlat30;
					    u_xlat30 = u_xlat30 + 9.99999975e-06;
					    u_xlat30 = 0.5 / u_xlat30;
					    u_xlat20 = u_xlat20 * u_xlat20;
					    u_xlat21 = u_xlat11 * u_xlat20 + (-u_xlat11);
					    u_xlat11 = u_xlat21 * u_xlat11 + 1.0;
					    u_xlat20 = u_xlat20 * 0.318309873;
					    u_xlat11 = u_xlat11 * u_xlat11 + 1.00000001e-07;
					    u_xlat20 = u_xlat20 / u_xlat11;
					    u_xlat20 = u_xlat20 * u_xlat30;
					    u_xlat10.y = u_xlat20 * 3.14159274;
					    u_xlat10.xy = u_xlat1.xx * u_xlat10.xy;
					    u_xlat20 = max(u_xlat10.y, 0.0);
					    u_xlat30 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlatb30 = u_xlat30!=0.0;
					    u_xlat30 = u_xlatb30 ? 1.0 : float(0.0);
					    u_xlat20 = u_xlat30 * u_xlat20;
					    u_xlat1.xyz = u_xlat10.xxx * u_xlat4.xyz;
					    u_xlat10.xyz = u_xlat4.xyz * vec3(u_xlat20);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat31 = u_xlat0.x * u_xlat0.x;
					    u_xlat31 = u_xlat31 * u_xlat31;
					    u_xlat0.x = u_xlat0.x * u_xlat31;
					    u_xlat2.xyz = (-u_xlat5.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat0.xxx + u_xlat5.xyz;
					    u_xlat0.xyz = u_xlat10.xyz * u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat3.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    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 _LightColor0;
						vec4 unused_0_2;
						vec4 _MainNormalMap_ST;
						float _DriedBloodEffect_Tiling;
						float _DriedBloodEffectLevel;
						float _OverallNormalPower;
						float _Noise1;
						float _Noise2;
						vec4 _Noise_Texture_ST;
						float _Bias;
						float _Scale;
						vec4 _MainColorTintFadeA;
						vec4 _MainTexture_ST;
						vec4 _DriedBloodColorGloss;
						float _Metallic;
						float _DriedBlood_Metallic;
						float _Gloss;
						vec4 unused_0_18;
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_1_3;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainNormalMap;
					uniform  sampler2D _DriedBlood_Normal;
					uniform  sampler2D _Noise_Texture;
					uniform  sampler2D _MainTexture;
					uniform  sampler2D _DriedBlood_Curvature;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					int u_xlati0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					bvec3 u_xlatb5;
					vec4 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					vec3 u_xlat10;
					float u_xlat11;
					vec3 u_xlat14;
					bvec3 u_xlatb16;
					float u_xlat20;
					float u_xlat21;
					vec2 u_xlat23;
					vec2 u_xlat24;
					float u_xlat30;
					bool u_xlatb30;
					float u_xlat31;
					bool u_xlatb31;
					float u_xlat32;
					bool u_xlatb32;
					float u_xlat33;
					bool u_xlatb33;
					void main()
					{
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat30 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat30 = inversesqrt(u_xlat30);
					    u_xlat1.xyz = vec3(u_xlat30) * u_xlat0.xyz;
					    u_xlat2.xy = vs_TEXCOORD0.xy * _MainNormalMap_ST.xy + _MainNormalMap_ST.zw;
					    u_xlat3 = vs_TEXCOORD0.xyxy * vec4(_DriedBloodEffect_Tiling, _DriedBloodEffect_Tiling, _Noise1, _Noise1);
					    u_xlat2 = texture(_MainNormalMap, u_xlat2.xy);
					    u_xlat2.x = u_xlat2.w * u_xlat2.x;
					    u_xlat2.xy = u_xlat2.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat31 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat31 = min(u_xlat31, 1.0);
					    u_xlat31 = (-u_xlat31) + 1.0;
					    u_xlat2.z = sqrt(u_xlat31);
					    u_xlat4 = texture(_DriedBlood_Normal, u_xlat3.xy);
					    u_xlat4.x = u_xlat4.w * u_xlat4.x;
					    u_xlat4.xy = u_xlat4.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat31 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat31 = min(u_xlat31, 1.0);
					    u_xlat31 = (-u_xlat31) + 1.0;
					    u_xlat4.z = sqrt(u_xlat31);
					    u_xlat4.xyz = (-u_xlat2.xyz) + u_xlat4.xyz;
					    u_xlat2.xyz = vec3(vec3(_DriedBloodEffectLevel, _DriedBloodEffectLevel, _DriedBloodEffectLevel)) * u_xlat4.xyz + u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz + vec3(-0.0, -0.0, -1.0);
					    u_xlat2.xyz = vec3(vec3(_OverallNormalPower, _OverallNormalPower, _OverallNormalPower)) * u_xlat2.xyz + vec3(0.0, 0.0, 1.0);
					    u_xlat31 = dot(u_xlat3.zw, vec2(0.366025418, 0.366025418));
					    u_xlat23.xy = vs_TEXCOORD0.xy * vec2(vec2(_Noise1, _Noise1)) + vec2(u_xlat31);
					    u_xlat23.xy = floor(u_xlat23.xy);
					    u_xlat4.xy = vs_TEXCOORD0.xy * vec2(vec2(_Noise1, _Noise1)) + (-u_xlat23.xy);
					    u_xlat31 = dot(u_xlat23.xy, vec2(0.211324871, 0.211324871));
					    u_xlat4.xy = vec2(u_xlat31) + u_xlat4.xy;
					    u_xlatb31 = u_xlat4.y<u_xlat4.x;
					    u_xlat5 = u_xlat4.xyxy + vec4(0.211324871, 0.211324871, -0.577350259, -0.577350259);
					    u_xlat6 = (bool(u_xlatb31)) ? vec4(0.0, 1.0, -1.0, -0.0) : vec4(1.0, 0.0, -0.0, -1.0);
					    u_xlat5.xy = u_xlat5.xy + u_xlat6.zw;
					    u_xlat24.xy = u_xlat23.xy * vec2(0.00346020772, 0.00346020772);
					    u_xlat24.xy = floor(u_xlat24.xy);
					    u_xlat23.xy = (-u_xlat24.xy) * vec2(289.0, 289.0) + u_xlat23.xy;
					    u_xlat7.x = float(0.0);
					    u_xlat7.z = float(1.0);
					    u_xlat7.y = u_xlat6.x;
					    u_xlat7.xyz = u_xlat23.yyy + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat8.xyz = floor(u_xlat8.xyz);
					    u_xlat7.xyz = (-u_xlat8.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat23.xxx + u_xlat7.xyz;
					    u_xlat6.x = float(0.0);
					    u_xlat6.z = float(1.0);
					    u_xlat6.xyz = u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat6.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat6.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat7.xyz = floor(u_xlat7.xyz);
					    u_xlat6.xyz = (-u_xlat7.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat6.xyz;
					    u_xlat7.x = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat7.y = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat7.z = dot(u_xlat5.zw, u_xlat5.zw);
					    u_xlat7.xyz = (-u_xlat7.xyz) + vec3(0.5, 0.5, 0.5);
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat7.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(0.024390243, 0.024390243, 0.024390243);
					    u_xlat6.xyz = fract(u_xlat6.xyz);
					    u_xlat8.xyz = u_xlat6.xyz * vec3(2.0, 2.0, 2.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat9.xyz = abs(u_xlat8.xyz) + vec3(-0.5, -0.5, -0.5);
					    u_xlat6.xyz = u_xlat6.xyz * vec3(2.0, 2.0, 2.0) + vec3(-0.5, -0.5, -0.5);
					    u_xlat6.xyz = floor(u_xlat6.xyz);
					    u_xlat6.xyz = (-u_xlat6.xyz) + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat9.xyz * u_xlat9.xyz;
					    u_xlat8.xyz = u_xlat6.xyz * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(0.853734732, 0.853734732, 0.853734732) + vec3(1.79284286, 1.79284286, 1.79284286);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat8.xyz;
					    u_xlat31 = u_xlat4.y * u_xlat9.x;
					    u_xlat4.x = u_xlat6.x * u_xlat4.x + u_xlat31;
					    u_xlat23.xy = u_xlat5.yw * u_xlat9.yz;
					    u_xlat4.yz = u_xlat6.yz * u_xlat5.xz + u_xlat23.xy;
					    u_xlat31 = dot(u_xlat7.xyz, u_xlat4.xyz);
					    u_xlat31 = u_xlat31 * 130.0;
					    u_xlat32 = _Noise1 * _Noise2;
					    u_xlat23.xy = vec2(u_xlat32) * vs_TEXCOORD0.xy;
					    u_xlat23.x = dot(u_xlat23.xy, vec2(0.366025418, 0.366025418));
					    u_xlat23.xy = vs_TEXCOORD0.xy * vec2(u_xlat32) + u_xlat23.xx;
					    u_xlat23.xy = floor(u_xlat23.xy);
					    u_xlat4.xy = vs_TEXCOORD0.xy * vec2(u_xlat32) + (-u_xlat23.xy);
					    u_xlat32 = dot(u_xlat23.xy, vec2(0.211324871, 0.211324871));
					    u_xlat4.xy = vec2(u_xlat32) + u_xlat4.xy;
					    u_xlatb32 = u_xlat4.y<u_xlat4.x;
					    u_xlat5 = u_xlat4.xyxy + vec4(0.211324871, 0.211324871, -0.577350259, -0.577350259);
					    u_xlat6 = (bool(u_xlatb32)) ? vec4(0.0, 1.0, -1.0, -0.0) : vec4(1.0, 0.0, -0.0, -1.0);
					    u_xlat5.xy = u_xlat5.xy + u_xlat6.zw;
					    u_xlat24.xy = u_xlat23.xy * vec2(0.00346020772, 0.00346020772);
					    u_xlat24.xy = floor(u_xlat24.xy);
					    u_xlat23.xy = (-u_xlat24.xy) * vec2(289.0, 289.0) + u_xlat23.xy;
					    u_xlat7.x = float(0.0);
					    u_xlat7.z = float(1.0);
					    u_xlat7.y = u_xlat6.x;
					    u_xlat7.xyz = u_xlat23.yyy + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat8.xyz = floor(u_xlat8.xyz);
					    u_xlat7.xyz = (-u_xlat8.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat23.xxx + u_xlat7.xyz;
					    u_xlat6.x = float(0.0);
					    u_xlat6.z = float(1.0);
					    u_xlat6.xyz = u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat6.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat6.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat7.xyz = floor(u_xlat7.xyz);
					    u_xlat6.xyz = (-u_xlat7.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat6.xyz;
					    u_xlat7.x = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat7.y = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat7.z = dot(u_xlat5.zw, u_xlat5.zw);
					    u_xlat7.xyz = (-u_xlat7.xyz) + vec3(0.5, 0.5, 0.5);
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat7.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(0.024390243, 0.024390243, 0.024390243);
					    u_xlat6.xyz = fract(u_xlat6.xyz);
					    u_xlat8.xyz = u_xlat6.xyz * vec3(2.0, 2.0, 2.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat9.xyz = abs(u_xlat8.xyz) + vec3(-0.5, -0.5, -0.5);
					    u_xlat6.xyz = u_xlat6.xyz * vec3(2.0, 2.0, 2.0) + vec3(-0.5, -0.5, -0.5);
					    u_xlat6.xyz = floor(u_xlat6.xyz);
					    u_xlat6.xyz = (-u_xlat6.xyz) + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat9.xyz * u_xlat9.xyz;
					    u_xlat8.xyz = u_xlat6.xyz * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(0.853734732, 0.853734732, 0.853734732) + vec3(1.79284286, 1.79284286, 1.79284286);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat8.xyz;
					    u_xlat32 = u_xlat4.y * u_xlat9.x;
					    u_xlat4.x = u_xlat6.x * u_xlat4.x + u_xlat32;
					    u_xlat23.xy = u_xlat5.yw * u_xlat9.yz;
					    u_xlat4.yz = u_xlat6.yz * u_xlat5.xz + u_xlat23.xy;
					    u_xlat32 = dot(u_xlat7.xyz, u_xlat4.xyz);
					    u_xlat31 = u_xlat31 * u_xlat32;
					    u_xlat23.xy = vs_TEXCOORD0.xy * _Noise_Texture_ST.xy + _Noise_Texture_ST.zw;
					    u_xlat32 = _Bias * 3.0;
					    u_xlat31 = u_xlat31 * 130.0;
					    u_xlat4 = texture(_Noise_Texture, u_xlat23.xy);
					    u_xlat4.xyz = (-vec3(u_xlat31)) * u_xlat4.xyz + vec3(_Bias);
					    u_xlat4.xyz = u_xlat4.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = u_xlat4.xyz * vec3(vec3(_Scale, _Scale, _Scale));
					    u_xlat4.xyz = log2(u_xlat4.xyz);
					    u_xlat4.xyz = vec3(u_xlat32) * u_xlat4.xyz;
					    u_xlat4.xyz = exp2(u_xlat4.xyz);
					    u_xlat14.xyz = min(u_xlat4.xyz, vec3(1.0, 0.0, 0.0));
					    u_xlat23.xy = vs_TEXCOORD0.xy * _MainTexture_ST.xy + _MainTexture_ST.zw;
					    u_xlat5 = texture(_MainTexture, u_xlat23.xy);
					    u_xlat6.xyz = u_xlat5.xxx * _MainColorTintFadeA.xyz;
					    u_xlat3 = texture(_DriedBlood_Curvature, u_xlat3.xy);
					    u_xlat7.xyz = u_xlat14.xyz * vec3(vec3(_DriedBloodEffectLevel, _DriedBloodEffectLevel, _DriedBloodEffectLevel));
					    u_xlatb16.xyz = lessThan(vec4(0.5, 0.5, 0.5, 0.5), u_xlat6.xyzz).xyz;
					    u_xlat5.xyz = _MainColorTintFadeA.xyz * u_xlat5.xxx + vec3(-0.5, -0.5, -0.5);
					    u_xlat5.xyz = (-u_xlat5.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = (-u_xlat14.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat5.xyz = (-u_xlat5.xyz) * u_xlat8.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat31 = u_xlat14.x * u_xlat6.x;
					    u_xlat8.x = u_xlat31 * 2.0;
					    u_xlat8.y = float(0.0);
					    u_xlat8.z = float(0.0);
					    u_xlat14.x = (u_xlatb16.x) ? u_xlat5.x : u_xlat8.x;
					    u_xlat14.y = (u_xlatb16.y) ? u_xlat5.y : u_xlat8.y;
					    u_xlat14.z = (u_xlatb16.z) ? u_xlat5.z : u_xlat8.z;
					    u_xlat14.xyz = clamp(u_xlat14.xyz, 0.0, 1.0);
					    u_xlatb5.xyz = lessThan(vec4(0.5, 0.5, 0.5, 0.0), u_xlat3.xyzx).xyz;
					    u_xlat6.xyz = u_xlat3.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = (-_DriedBloodColorGloss.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat6.xyz = (-u_xlat6.xyz) * u_xlat8.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat3.xyz = u_xlat3.xyz * _DriedBloodColorGloss.xyz;
					    u_xlat3.xyz = u_xlat3.xyz + u_xlat3.xyz;
					    {
					        vec4 hlslcc_movcTemp = u_xlat3;
					        hlslcc_movcTemp.x = (u_xlatb5.x) ? u_xlat6.x : u_xlat3.x;
					        hlslcc_movcTemp.y = (u_xlatb5.y) ? u_xlat6.y : u_xlat3.y;
					        hlslcc_movcTemp.z = (u_xlatb5.z) ? u_xlat6.z : u_xlat3.z;
					        u_xlat3 = hlslcc_movcTemp;
					    }
					    u_xlat3.xyz = (-u_xlat14.xyz) + u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat7.xyz * u_xlat3.xyz + u_xlat14.xyz;
					    u_xlat31 = (-_Metallic) + _DriedBlood_Metallic;
					    u_xlat31 = u_xlat7.x * u_xlat31 + _Metallic;
					    u_xlat32 = _DriedBloodColorGloss.w + (-_Gloss);
					    u_xlat32 = u_xlat7.x * u_xlat32 + _Gloss;
					    u_xlat33 = u_xlat4.x * u_xlat5.w;
					    u_xlat33 = u_xlat33 * u_xlat33;
					    u_xlat4.x = u_xlat33 * u_xlat33;
					    u_xlat33 = u_xlat33 * u_xlat4.x;
					    u_xlat33 = min(u_xlat33, 1.0);
					    SV_Target0.w = u_xlat33 * _MainColorTintFadeA.w;
					    u_xlatb33 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb33){
					        u_xlatb33 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat4.xyz = (bool(u_xlatb33)) ? u_xlat4.xyz : vs_TEXCOORD4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat4.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat33 = u_xlat4.y * 0.25 + 0.75;
					        u_xlat14.x = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat33, u_xlat14.x);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4.x = float(1.0);
					        u_xlat4.y = float(1.0);
					        u_xlat4.z = float(1.0);
					        u_xlat4.w = float(1.0);
					    }
					    u_xlat33 = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat33 = clamp(u_xlat33, 0.0, 1.0);
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat2.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat2.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat2.x = inversesqrt(u_xlat2.x);
					    u_xlat2.xyz = u_xlat2.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat33) * _LightColor0.xyz;
					    u_xlat5.xyz = u_xlat3.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat5.xyz = vec3(u_xlat31) * u_xlat5.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat31 = (-u_xlat31) * 0.959999979 + 0.959999979;
					    u_xlat3.xyz = vec3(u_xlat31) * u_xlat3.xyz;
					    u_xlat31 = (-u_xlat32) + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat30) + _WorldSpaceLightPos0.xyz;
					    u_xlat30 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat30 = max(u_xlat30, 0.00100000005);
					    u_xlat30 = inversesqrt(u_xlat30);
					    u_xlat0.xyz = vec3(u_xlat30) * u_xlat0.xyz;
					    u_xlat30 = dot(u_xlat2.xyz, u_xlat1.xyz);
					    u_xlat1.x = dot(u_xlat2.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat11 = dot(u_xlat2.xyz, u_xlat0.xyz);
					    u_xlat11 = clamp(u_xlat11, 0.0, 1.0);
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat10.x = u_xlat0.x + u_xlat0.x;
					    u_xlat10.x = u_xlat0.x * u_xlat10.x;
					    u_xlat10.x = u_xlat10.x * u_xlat31 + -0.5;
					    u_xlat20 = (-u_xlat1.x) + 1.0;
					    u_xlat21 = u_xlat20 * u_xlat20;
					    u_xlat21 = u_xlat21 * u_xlat21;
					    u_xlat20 = u_xlat20 * u_xlat21;
					    u_xlat20 = u_xlat10.x * u_xlat20 + 1.0;
					    u_xlat21 = -abs(u_xlat30) + 1.0;
					    u_xlat2.x = u_xlat21 * u_xlat21;
					    u_xlat2.x = u_xlat2.x * u_xlat2.x;
					    u_xlat21 = u_xlat21 * u_xlat2.x;
					    u_xlat10.x = u_xlat10.x * u_xlat21 + 1.0;
					    u_xlat10.x = u_xlat10.x * u_xlat20;
					    u_xlat20 = u_xlat31 * u_xlat31;
					    u_xlat20 = max(u_xlat20, 0.00200000009);
					    u_xlat21 = (-u_xlat20) + 1.0;
					    u_xlat31 = abs(u_xlat30) * u_xlat21 + u_xlat20;
					    u_xlat21 = u_xlat1.x * u_xlat21 + u_xlat20;
					    u_xlat30 = abs(u_xlat30) * u_xlat21;
					    u_xlat30 = u_xlat1.x * u_xlat31 + u_xlat30;
					    u_xlat30 = u_xlat30 + 9.99999975e-06;
					    u_xlat30 = 0.5 / u_xlat30;
					    u_xlat20 = u_xlat20 * u_xlat20;
					    u_xlat21 = u_xlat11 * u_xlat20 + (-u_xlat11);
					    u_xlat11 = u_xlat21 * u_xlat11 + 1.0;
					    u_xlat20 = u_xlat20 * 0.318309873;
					    u_xlat11 = u_xlat11 * u_xlat11 + 1.00000001e-07;
					    u_xlat20 = u_xlat20 / u_xlat11;
					    u_xlat20 = u_xlat20 * u_xlat30;
					    u_xlat10.y = u_xlat20 * 3.14159274;
					    u_xlat10.xy = u_xlat1.xx * u_xlat10.xy;
					    u_xlat20 = max(u_xlat10.y, 0.0);
					    u_xlat30 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlatb30 = u_xlat30!=0.0;
					    u_xlat30 = u_xlatb30 ? 1.0 : float(0.0);
					    u_xlat20 = u_xlat30 * u_xlat20;
					    u_xlat1.xyz = u_xlat10.xxx * u_xlat4.xyz;
					    u_xlat10.xyz = u_xlat4.xyz * vec3(u_xlat20);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat31 = u_xlat0.x * u_xlat0.x;
					    u_xlat31 = u_xlat31 * u_xlat31;
					    u_xlat0.x = u_xlat0.x * u_xlat31;
					    u_xlat2.xyz = (-u_xlat5.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat0.xxx + u_xlat5.xyz;
					    u_xlat0.xyz = u_xlat10.xyz * u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat3.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" }
					"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];
						mat4x4 unity_WorldToLight;
						vec4 _LightColor0;
						vec4 unused_0_3;
						vec4 _MainNormalMap_ST;
						float _DriedBloodEffect_Tiling;
						float _DriedBloodEffectLevel;
						float _OverallNormalPower;
						float _Noise1;
						float _Noise2;
						vec4 _Noise_Texture_ST;
						float _Bias;
						float _Scale;
						vec4 _MainColorTintFadeA;
						vec4 _MainTexture_ST;
						vec4 _DriedBloodColorGloss;
						float _Metallic;
						float _DriedBlood_Metallic;
						float _Gloss;
						vec4 unused_0_19;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainNormalMap;
					uniform  sampler2D _DriedBlood_Normal;
					uniform  sampler2D _Noise_Texture;
					uniform  sampler2D _MainTexture;
					uniform  sampler2D _DriedBlood_Curvature;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _LightTextureB0;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					bvec3 u_xlatb6;
					vec4 u_xlat7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					vec3 u_xlat10;
					vec3 u_xlat11;
					float u_xlat12;
					float u_xlat13;
					vec3 u_xlat16;
					bvec3 u_xlatb18;
					float u_xlat22;
					vec2 u_xlat26;
					vec2 u_xlat27;
					float u_xlat33;
					bool u_xlatb33;
					float u_xlat34;
					bool u_xlatb34;
					float u_xlat35;
					bool u_xlatb35;
					float u_xlat36;
					bool u_xlatb36;
					float u_xlat37;
					bool u_xlatb37;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat33 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat33 = inversesqrt(u_xlat33);
					    u_xlat1.xyz = vec3(u_xlat33) * u_xlat0.xyz;
					    u_xlat2.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat34 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat34 = inversesqrt(u_xlat34);
					    u_xlat2.xyz = vec3(u_xlat34) * u_xlat2.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainNormalMap_ST.xy + _MainNormalMap_ST.zw;
					    u_xlat4 = vs_TEXCOORD0.xyxy * vec4(_DriedBloodEffect_Tiling, _DriedBloodEffect_Tiling, _Noise1, _Noise1);
					    u_xlat3 = texture(_MainNormalMap, u_xlat3.xy);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat34 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat34 = min(u_xlat34, 1.0);
					    u_xlat34 = (-u_xlat34) + 1.0;
					    u_xlat3.z = sqrt(u_xlat34);
					    u_xlat5 = texture(_DriedBlood_Normal, u_xlat4.xy);
					    u_xlat5.x = u_xlat5.w * u_xlat5.x;
					    u_xlat5.xy = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat34 = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat34 = min(u_xlat34, 1.0);
					    u_xlat34 = (-u_xlat34) + 1.0;
					    u_xlat5.z = sqrt(u_xlat34);
					    u_xlat5.xyz = (-u_xlat3.xyz) + u_xlat5.xyz;
					    u_xlat3.xyz = vec3(vec3(_DriedBloodEffectLevel, _DriedBloodEffectLevel, _DriedBloodEffectLevel)) * u_xlat5.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz + vec3(-0.0, -0.0, -1.0);
					    u_xlat3.xyz = vec3(vec3(_OverallNormalPower, _OverallNormalPower, _OverallNormalPower)) * u_xlat3.xyz + vec3(0.0, 0.0, 1.0);
					    u_xlat34 = dot(u_xlat4.zw, vec2(0.366025418, 0.366025418));
					    u_xlat26.xy = vs_TEXCOORD0.xy * vec2(vec2(_Noise1, _Noise1)) + vec2(u_xlat34);
					    u_xlat26.xy = floor(u_xlat26.xy);
					    u_xlat5.xy = vs_TEXCOORD0.xy * vec2(vec2(_Noise1, _Noise1)) + (-u_xlat26.xy);
					    u_xlat34 = dot(u_xlat26.xy, vec2(0.211324871, 0.211324871));
					    u_xlat5.xy = vec2(u_xlat34) + u_xlat5.xy;
					    u_xlatb34 = u_xlat5.y<u_xlat5.x;
					    u_xlat6 = u_xlat5.xyxy + vec4(0.211324871, 0.211324871, -0.577350259, -0.577350259);
					    u_xlat7 = (bool(u_xlatb34)) ? vec4(0.0, 1.0, -1.0, -0.0) : vec4(1.0, 0.0, -0.0, -1.0);
					    u_xlat6.xy = u_xlat6.xy + u_xlat7.zw;
					    u_xlat27.xy = u_xlat26.xy * vec2(0.00346020772, 0.00346020772);
					    u_xlat27.xy = floor(u_xlat27.xy);
					    u_xlat26.xy = (-u_xlat27.xy) * vec2(289.0, 289.0) + u_xlat26.xy;
					    u_xlat8.x = float(0.0);
					    u_xlat8.z = float(1.0);
					    u_xlat8.y = u_xlat7.x;
					    u_xlat8.xyz = u_xlat26.yyy + u_xlat8.xyz;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xyz;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat9.xyz = floor(u_xlat9.xyz);
					    u_xlat8.xyz = (-u_xlat9.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat26.xxx + u_xlat8.xyz;
					    u_xlat7.x = float(0.0);
					    u_xlat7.z = float(1.0);
					    u_xlat7.xyz = u_xlat7.xyz + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat8.xyz = floor(u_xlat8.xyz);
					    u_xlat7.xyz = (-u_xlat8.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat7.xyz;
					    u_xlat8.x = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat8.y = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat8.z = dot(u_xlat6.zw, u_xlat6.zw);
					    u_xlat8.xyz = (-u_xlat8.xyz) + vec3(0.5, 0.5, 0.5);
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat8.xyz;
					    u_xlat7.xyz = u_xlat7.xyz * vec3(0.024390243, 0.024390243, 0.024390243);
					    u_xlat7.xyz = fract(u_xlat7.xyz);
					    u_xlat9.xyz = u_xlat7.xyz * vec3(2.0, 2.0, 2.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat10.xyz = abs(u_xlat9.xyz) + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = u_xlat7.xyz * vec3(2.0, 2.0, 2.0) + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = floor(u_xlat7.xyz);
					    u_xlat7.xyz = (-u_xlat7.xyz) + u_xlat9.xyz;
					    u_xlat9.xyz = u_xlat10.xyz * u_xlat10.xyz;
					    u_xlat9.xyz = u_xlat7.xyz * u_xlat7.xyz + u_xlat9.xyz;
					    u_xlat9.xyz = (-u_xlat9.xyz) * vec3(0.853734732, 0.853734732, 0.853734732) + vec3(1.79284286, 1.79284286, 1.79284286);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xyz;
					    u_xlat34 = u_xlat5.y * u_xlat10.x;
					    u_xlat5.x = u_xlat7.x * u_xlat5.x + u_xlat34;
					    u_xlat26.xy = u_xlat6.yw * u_xlat10.yz;
					    u_xlat5.yz = u_xlat7.yz * u_xlat6.xz + u_xlat26.xy;
					    u_xlat34 = dot(u_xlat8.xyz, u_xlat5.xyz);
					    u_xlat34 = u_xlat34 * 130.0;
					    u_xlat35 = _Noise1 * _Noise2;
					    u_xlat26.xy = vec2(u_xlat35) * vs_TEXCOORD0.xy;
					    u_xlat36 = dot(u_xlat26.xy, vec2(0.366025418, 0.366025418));
					    u_xlat26.xy = vs_TEXCOORD0.xy * vec2(u_xlat35) + vec2(u_xlat36);
					    u_xlat26.xy = floor(u_xlat26.xy);
					    u_xlat5.xy = vs_TEXCOORD0.xy * vec2(u_xlat35) + (-u_xlat26.xy);
					    u_xlat35 = dot(u_xlat26.xy, vec2(0.211324871, 0.211324871));
					    u_xlat5.xy = vec2(u_xlat35) + u_xlat5.xy;
					    u_xlatb35 = u_xlat5.y<u_xlat5.x;
					    u_xlat6 = u_xlat5.xyxy + vec4(0.211324871, 0.211324871, -0.577350259, -0.577350259);
					    u_xlat7 = (bool(u_xlatb35)) ? vec4(0.0, 1.0, -1.0, -0.0) : vec4(1.0, 0.0, -0.0, -1.0);
					    u_xlat6.xy = u_xlat6.xy + u_xlat7.zw;
					    u_xlat27.xy = u_xlat26.xy * vec2(0.00346020772, 0.00346020772);
					    u_xlat27.xy = floor(u_xlat27.xy);
					    u_xlat26.xy = (-u_xlat27.xy) * vec2(289.0, 289.0) + u_xlat26.xy;
					    u_xlat8.x = float(0.0);
					    u_xlat8.z = float(1.0);
					    u_xlat8.y = u_xlat7.x;
					    u_xlat8.xyz = u_xlat26.yyy + u_xlat8.xyz;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xyz;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat9.xyz = floor(u_xlat9.xyz);
					    u_xlat8.xyz = (-u_xlat9.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat26.xxx + u_xlat8.xyz;
					    u_xlat7.x = float(0.0);
					    u_xlat7.z = float(1.0);
					    u_xlat7.xyz = u_xlat7.xyz + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat8.xyz = floor(u_xlat8.xyz);
					    u_xlat7.xyz = (-u_xlat8.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat7.xyz;
					    u_xlat8.x = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat8.y = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat8.z = dot(u_xlat6.zw, u_xlat6.zw);
					    u_xlat8.xyz = (-u_xlat8.xyz) + vec3(0.5, 0.5, 0.5);
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat8.xyz;
					    u_xlat7.xyz = u_xlat7.xyz * vec3(0.024390243, 0.024390243, 0.024390243);
					    u_xlat7.xyz = fract(u_xlat7.xyz);
					    u_xlat9.xyz = u_xlat7.xyz * vec3(2.0, 2.0, 2.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat10.xyz = abs(u_xlat9.xyz) + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = u_xlat7.xyz * vec3(2.0, 2.0, 2.0) + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = floor(u_xlat7.xyz);
					    u_xlat7.xyz = (-u_xlat7.xyz) + u_xlat9.xyz;
					    u_xlat9.xyz = u_xlat10.xyz * u_xlat10.xyz;
					    u_xlat9.xyz = u_xlat7.xyz * u_xlat7.xyz + u_xlat9.xyz;
					    u_xlat9.xyz = (-u_xlat9.xyz) * vec3(0.853734732, 0.853734732, 0.853734732) + vec3(1.79284286, 1.79284286, 1.79284286);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xyz;
					    u_xlat35 = u_xlat5.y * u_xlat10.x;
					    u_xlat5.x = u_xlat7.x * u_xlat5.x + u_xlat35;
					    u_xlat26.xy = u_xlat6.yw * u_xlat10.yz;
					    u_xlat5.yz = u_xlat7.yz * u_xlat6.xz + u_xlat26.xy;
					    u_xlat35 = dot(u_xlat8.xyz, u_xlat5.xyz);
					    u_xlat34 = u_xlat34 * u_xlat35;
					    u_xlat26.xy = vs_TEXCOORD0.xy * _Noise_Texture_ST.xy + _Noise_Texture_ST.zw;
					    u_xlat35 = _Bias * 3.0;
					    u_xlat34 = u_xlat34 * 130.0;
					    u_xlat5 = texture(_Noise_Texture, u_xlat26.xy);
					    u_xlat5.xyz = (-vec3(u_xlat34)) * u_xlat5.xyz + vec3(_Bias);
					    u_xlat5.xyz = u_xlat5.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat5.xyz = u_xlat5.xyz * vec3(vec3(_Scale, _Scale, _Scale));
					    u_xlat5.xyz = log2(u_xlat5.xyz);
					    u_xlat5.xyz = vec3(u_xlat35) * u_xlat5.xyz;
					    u_xlat5.xyz = exp2(u_xlat5.xyz);
					    u_xlat16.xyz = min(u_xlat5.xyz, vec3(1.0, 0.0, 0.0));
					    u_xlat26.xy = vs_TEXCOORD0.xy * _MainTexture_ST.xy + _MainTexture_ST.zw;
					    u_xlat6 = texture(_MainTexture, u_xlat26.xy);
					    u_xlat7.xyz = u_xlat6.xxx * _MainColorTintFadeA.xyz;
					    u_xlat4 = texture(_DriedBlood_Curvature, u_xlat4.xy);
					    u_xlat8.xyz = u_xlat16.xyz * vec3(vec3(_DriedBloodEffectLevel, _DriedBloodEffectLevel, _DriedBloodEffectLevel));
					    u_xlatb18.xyz = lessThan(vec4(0.5, 0.5, 0.5, 0.5), u_xlat7.xyzz).xyz;
					    u_xlat6.xyz = _MainColorTintFadeA.xyz * u_xlat6.xxx + vec3(-0.5, -0.5, -0.5);
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat9.xyz = (-u_xlat16.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat6.xyz = (-u_xlat6.xyz) * u_xlat9.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat34 = u_xlat16.x * u_xlat7.x;
					    u_xlat9.x = u_xlat34 * 2.0;
					    u_xlat9.y = float(0.0);
					    u_xlat9.z = float(0.0);
					    u_xlat16.x = (u_xlatb18.x) ? u_xlat6.x : u_xlat9.x;
					    u_xlat16.y = (u_xlatb18.y) ? u_xlat6.y : u_xlat9.y;
					    u_xlat16.z = (u_xlatb18.z) ? u_xlat6.z : u_xlat9.z;
					    u_xlat16.xyz = clamp(u_xlat16.xyz, 0.0, 1.0);
					    u_xlatb6.xyz = lessThan(vec4(0.5, 0.5, 0.5, 0.0), u_xlat4.xyzx).xyz;
					    u_xlat7.xyz = u_xlat4.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = (-u_xlat7.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat9.xyz = (-_DriedBloodColorGloss.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = (-u_xlat7.xyz) * u_xlat9.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = u_xlat4.xyz * _DriedBloodColorGloss.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + u_xlat4.xyz;
					    {
					        vec4 hlslcc_movcTemp = u_xlat4;
					        hlslcc_movcTemp.x = (u_xlatb6.x) ? u_xlat7.x : u_xlat4.x;
					        hlslcc_movcTemp.y = (u_xlatb6.y) ? u_xlat7.y : u_xlat4.y;
					        hlslcc_movcTemp.z = (u_xlatb6.z) ? u_xlat7.z : u_xlat4.z;
					        u_xlat4 = hlslcc_movcTemp;
					    }
					    u_xlat4.xyz = (-u_xlat16.xyz) + u_xlat4.xyz;
					    u_xlat4.xyz = u_xlat8.xyz * u_xlat4.xyz + u_xlat16.xyz;
					    u_xlat34 = (-_Metallic) + _DriedBlood_Metallic;
					    u_xlat34 = u_xlat8.x * u_xlat34 + _Metallic;
					    u_xlat35 = _DriedBloodColorGloss.w + (-_Gloss);
					    u_xlat35 = u_xlat8.x * u_xlat35 + _Gloss;
					    u_xlat36 = u_xlat5.x * u_xlat6.w;
					    u_xlat36 = u_xlat36 * u_xlat36;
					    u_xlat37 = u_xlat36 * u_xlat36;
					    u_xlat36 = u_xlat36 * u_xlat37;
					    u_xlat36 = min(u_xlat36, 1.0);
					    SV_Target0.w = u_xlat36 * _MainColorTintFadeA.w;
					    u_xlat5 = vs_TEXCOORD4.yyyy * unity_WorldToLight[1];
					    u_xlat5 = unity_WorldToLight[0] * vs_TEXCOORD4.xxxx + u_xlat5;
					    u_xlat5 = unity_WorldToLight[2] * vs_TEXCOORD4.zzzz + u_xlat5;
					    u_xlat5 = u_xlat5 + unity_WorldToLight[3];
					    u_xlatb36 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb36){
					        u_xlatb36 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat6.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat6.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat6.xyz;
					        u_xlat6.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat6.xyz;
					        u_xlat6.xyz = u_xlat6.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat6.xyz = (bool(u_xlatb36)) ? u_xlat6.xyz : vs_TEXCOORD4.xyz;
					        u_xlat6.xyz = u_xlat6.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat6.yzw = u_xlat6.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat36 = u_xlat6.y * 0.25 + 0.75;
					        u_xlat37 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat6.x = max(u_xlat36, u_xlat37);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat6.xzw);
					    } else {
					        u_xlat6.x = float(1.0);
					        u_xlat6.y = float(1.0);
					        u_xlat6.z = float(1.0);
					        u_xlat6.w = float(1.0);
					    }
					    u_xlat36 = dot(u_xlat6, unity_OcclusionMaskSelector);
					    u_xlat36 = clamp(u_xlat36, 0.0, 1.0);
					    u_xlatb37 = 0.0<u_xlat5.z;
					    u_xlat37 = u_xlatb37 ? 1.0 : float(0.0);
					    u_xlat6.xy = u_xlat5.xy / u_xlat5.ww;
					    u_xlat6.xy = u_xlat6.xy + vec2(0.5, 0.5);
					    u_xlat6 = texture(_LightTexture0, u_xlat6.xy);
					    u_xlat37 = u_xlat37 * u_xlat6.w;
					    u_xlat5.x = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat5 = texture(_LightTextureB0, u_xlat5.xx);
					    u_xlat37 = u_xlat37 * u_xlat5.x;
					    u_xlat36 = u_xlat36 * u_xlat37;
					    u_xlat5.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat5.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat5.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat5.xyz;
					    u_xlat5.xyz = vec3(u_xlat36) * _LightColor0.xyz;
					    u_xlat6.xyz = u_xlat4.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat6.xyz = vec3(u_xlat34) * u_xlat6.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat34 = (-u_xlat34) * 0.959999979 + 0.959999979;
					    u_xlat4.xyz = vec3(u_xlat34) * u_xlat4.xyz;
					    u_xlat34 = (-u_xlat35) + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat33) + u_xlat2.xyz;
					    u_xlat33 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat33 = max(u_xlat33, 0.00100000005);
					    u_xlat33 = inversesqrt(u_xlat33);
					    u_xlat0.xyz = vec3(u_xlat33) * u_xlat0.xyz;
					    u_xlat33 = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlat13 = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat13 = clamp(u_xlat13, 0.0, 1.0);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat11.x = u_xlat0.x + u_xlat0.x;
					    u_xlat11.x = u_xlat0.x * u_xlat11.x;
					    u_xlat11.x = u_xlat11.x * u_xlat34 + -0.5;
					    u_xlat22 = (-u_xlat2.x) + 1.0;
					    u_xlat1.x = u_xlat22 * u_xlat22;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat22 = u_xlat22 * u_xlat1.x;
					    u_xlat22 = u_xlat11.x * u_xlat22 + 1.0;
					    u_xlat1.x = -abs(u_xlat33) + 1.0;
					    u_xlat12 = u_xlat1.x * u_xlat1.x;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat1.x = u_xlat1.x * u_xlat12;
					    u_xlat11.x = u_xlat11.x * u_xlat1.x + 1.0;
					    u_xlat11.x = u_xlat11.x * u_xlat22;
					    u_xlat22 = u_xlat34 * u_xlat34;
					    u_xlat22 = max(u_xlat22, 0.00200000009);
					    u_xlat1.x = (-u_xlat22) + 1.0;
					    u_xlat12 = abs(u_xlat33) * u_xlat1.x + u_xlat22;
					    u_xlat1.x = u_xlat2.x * u_xlat1.x + u_xlat22;
					    u_xlat33 = abs(u_xlat33) * u_xlat1.x;
					    u_xlat33 = u_xlat2.x * u_xlat12 + u_xlat33;
					    u_xlat33 = u_xlat33 + 9.99999975e-06;
					    u_xlat33 = 0.5 / u_xlat33;
					    u_xlat22 = u_xlat22 * u_xlat22;
					    u_xlat1.x = u_xlat13 * u_xlat22 + (-u_xlat13);
					    u_xlat1.x = u_xlat1.x * u_xlat13 + 1.0;
					    u_xlat22 = u_xlat22 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat22 = u_xlat22 / u_xlat1.x;
					    u_xlat22 = u_xlat22 * u_xlat33;
					    u_xlat11.y = u_xlat22 * 3.14159274;
					    u_xlat11.xy = u_xlat2.xx * u_xlat11.xy;
					    u_xlat22 = max(u_xlat11.y, 0.0);
					    u_xlat33 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlatb33 = u_xlat33!=0.0;
					    u_xlat33 = u_xlatb33 ? 1.0 : float(0.0);
					    u_xlat22 = u_xlat33 * u_xlat22;
					    u_xlat1.xyz = u_xlat11.xxx * u_xlat5.xyz;
					    u_xlat11.xyz = u_xlat5.xyz * vec3(u_xlat22);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat34 = u_xlat0.x * u_xlat0.x;
					    u_xlat34 = u_xlat34 * u_xlat34;
					    u_xlat0.x = u_xlat0.x * u_xlat34;
					    u_xlat2.xyz = (-u_xlat6.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat0.xxx + u_xlat6.xyz;
					    u_xlat0.xyz = u_xlat11.xyz * u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat4.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SPOT" "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];
						mat4x4 unity_WorldToLight;
						vec4 _LightColor0;
						vec4 unused_0_3;
						vec4 _MainNormalMap_ST;
						float _DriedBloodEffect_Tiling;
						float _DriedBloodEffectLevel;
						float _OverallNormalPower;
						float _Noise1;
						float _Noise2;
						vec4 _Noise_Texture_ST;
						float _Bias;
						float _Scale;
						vec4 _MainColorTintFadeA;
						vec4 _MainTexture_ST;
						vec4 _DriedBloodColorGloss;
						float _Metallic;
						float _DriedBlood_Metallic;
						float _Gloss;
						vec4 unused_0_19;
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_1_3;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainNormalMap;
					uniform  sampler2D _DriedBlood_Normal;
					uniform  sampler2D _Noise_Texture;
					uniform  sampler2D _MainTexture;
					uniform  sampler2D _DriedBlood_Curvature;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _LightTextureB0;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					bvec3 u_xlatb6;
					vec4 u_xlat7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					vec3 u_xlat10;
					vec3 u_xlat11;
					float u_xlat12;
					float u_xlat13;
					vec3 u_xlat16;
					bvec3 u_xlatb18;
					float u_xlat22;
					vec2 u_xlat26;
					vec2 u_xlat27;
					float u_xlat33;
					bool u_xlatb33;
					float u_xlat34;
					int u_xlati34;
					bool u_xlatb34;
					float u_xlat35;
					bool u_xlatb35;
					float u_xlat36;
					bool u_xlatb36;
					float u_xlat37;
					bool u_xlatb37;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat33 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat33 = inversesqrt(u_xlat33);
					    u_xlat1.xyz = vec3(u_xlat33) * u_xlat0.xyz;
					    u_xlati34 = unity_StereoEyeIndex;
					    u_xlat2.xyz = (-vs_TEXCOORD4.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati34].xyz;
					    u_xlat34 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat34 = inversesqrt(u_xlat34);
					    u_xlat2.xyz = vec3(u_xlat34) * u_xlat2.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainNormalMap_ST.xy + _MainNormalMap_ST.zw;
					    u_xlat4 = vs_TEXCOORD0.xyxy * vec4(_DriedBloodEffect_Tiling, _DriedBloodEffect_Tiling, _Noise1, _Noise1);
					    u_xlat3 = texture(_MainNormalMap, u_xlat3.xy);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat34 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat34 = min(u_xlat34, 1.0);
					    u_xlat34 = (-u_xlat34) + 1.0;
					    u_xlat3.z = sqrt(u_xlat34);
					    u_xlat5 = texture(_DriedBlood_Normal, u_xlat4.xy);
					    u_xlat5.x = u_xlat5.w * u_xlat5.x;
					    u_xlat5.xy = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat34 = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat34 = min(u_xlat34, 1.0);
					    u_xlat34 = (-u_xlat34) + 1.0;
					    u_xlat5.z = sqrt(u_xlat34);
					    u_xlat5.xyz = (-u_xlat3.xyz) + u_xlat5.xyz;
					    u_xlat3.xyz = vec3(vec3(_DriedBloodEffectLevel, _DriedBloodEffectLevel, _DriedBloodEffectLevel)) * u_xlat5.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz + vec3(-0.0, -0.0, -1.0);
					    u_xlat3.xyz = vec3(vec3(_OverallNormalPower, _OverallNormalPower, _OverallNormalPower)) * u_xlat3.xyz + vec3(0.0, 0.0, 1.0);
					    u_xlat34 = dot(u_xlat4.zw, vec2(0.366025418, 0.366025418));
					    u_xlat26.xy = vs_TEXCOORD0.xy * vec2(vec2(_Noise1, _Noise1)) + vec2(u_xlat34);
					    u_xlat26.xy = floor(u_xlat26.xy);
					    u_xlat5.xy = vs_TEXCOORD0.xy * vec2(vec2(_Noise1, _Noise1)) + (-u_xlat26.xy);
					    u_xlat34 = dot(u_xlat26.xy, vec2(0.211324871, 0.211324871));
					    u_xlat5.xy = vec2(u_xlat34) + u_xlat5.xy;
					    u_xlatb34 = u_xlat5.y<u_xlat5.x;
					    u_xlat6 = u_xlat5.xyxy + vec4(0.211324871, 0.211324871, -0.577350259, -0.577350259);
					    u_xlat7 = (bool(u_xlatb34)) ? vec4(0.0, 1.0, -1.0, -0.0) : vec4(1.0, 0.0, -0.0, -1.0);
					    u_xlat6.xy = u_xlat6.xy + u_xlat7.zw;
					    u_xlat27.xy = u_xlat26.xy * vec2(0.00346020772, 0.00346020772);
					    u_xlat27.xy = floor(u_xlat27.xy);
					    u_xlat26.xy = (-u_xlat27.xy) * vec2(289.0, 289.0) + u_xlat26.xy;
					    u_xlat8.x = float(0.0);
					    u_xlat8.z = float(1.0);
					    u_xlat8.y = u_xlat7.x;
					    u_xlat8.xyz = u_xlat26.yyy + u_xlat8.xyz;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xyz;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat9.xyz = floor(u_xlat9.xyz);
					    u_xlat8.xyz = (-u_xlat9.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat26.xxx + u_xlat8.xyz;
					    u_xlat7.x = float(0.0);
					    u_xlat7.z = float(1.0);
					    u_xlat7.xyz = u_xlat7.xyz + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat8.xyz = floor(u_xlat8.xyz);
					    u_xlat7.xyz = (-u_xlat8.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat7.xyz;
					    u_xlat8.x = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat8.y = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat8.z = dot(u_xlat6.zw, u_xlat6.zw);
					    u_xlat8.xyz = (-u_xlat8.xyz) + vec3(0.5, 0.5, 0.5);
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat8.xyz;
					    u_xlat7.xyz = u_xlat7.xyz * vec3(0.024390243, 0.024390243, 0.024390243);
					    u_xlat7.xyz = fract(u_xlat7.xyz);
					    u_xlat9.xyz = u_xlat7.xyz * vec3(2.0, 2.0, 2.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat10.xyz = abs(u_xlat9.xyz) + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = u_xlat7.xyz * vec3(2.0, 2.0, 2.0) + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = floor(u_xlat7.xyz);
					    u_xlat7.xyz = (-u_xlat7.xyz) + u_xlat9.xyz;
					    u_xlat9.xyz = u_xlat10.xyz * u_xlat10.xyz;
					    u_xlat9.xyz = u_xlat7.xyz * u_xlat7.xyz + u_xlat9.xyz;
					    u_xlat9.xyz = (-u_xlat9.xyz) * vec3(0.853734732, 0.853734732, 0.853734732) + vec3(1.79284286, 1.79284286, 1.79284286);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xyz;
					    u_xlat34 = u_xlat5.y * u_xlat10.x;
					    u_xlat5.x = u_xlat7.x * u_xlat5.x + u_xlat34;
					    u_xlat26.xy = u_xlat6.yw * u_xlat10.yz;
					    u_xlat5.yz = u_xlat7.yz * u_xlat6.xz + u_xlat26.xy;
					    u_xlat34 = dot(u_xlat8.xyz, u_xlat5.xyz);
					    u_xlat34 = u_xlat34 * 130.0;
					    u_xlat35 = _Noise1 * _Noise2;
					    u_xlat26.xy = vec2(u_xlat35) * vs_TEXCOORD0.xy;
					    u_xlat36 = dot(u_xlat26.xy, vec2(0.366025418, 0.366025418));
					    u_xlat26.xy = vs_TEXCOORD0.xy * vec2(u_xlat35) + vec2(u_xlat36);
					    u_xlat26.xy = floor(u_xlat26.xy);
					    u_xlat5.xy = vs_TEXCOORD0.xy * vec2(u_xlat35) + (-u_xlat26.xy);
					    u_xlat35 = dot(u_xlat26.xy, vec2(0.211324871, 0.211324871));
					    u_xlat5.xy = vec2(u_xlat35) + u_xlat5.xy;
					    u_xlatb35 = u_xlat5.y<u_xlat5.x;
					    u_xlat6 = u_xlat5.xyxy + vec4(0.211324871, 0.211324871, -0.577350259, -0.577350259);
					    u_xlat7 = (bool(u_xlatb35)) ? vec4(0.0, 1.0, -1.0, -0.0) : vec4(1.0, 0.0, -0.0, -1.0);
					    u_xlat6.xy = u_xlat6.xy + u_xlat7.zw;
					    u_xlat27.xy = u_xlat26.xy * vec2(0.00346020772, 0.00346020772);
					    u_xlat27.xy = floor(u_xlat27.xy);
					    u_xlat26.xy = (-u_xlat27.xy) * vec2(289.0, 289.0) + u_xlat26.xy;
					    u_xlat8.x = float(0.0);
					    u_xlat8.z = float(1.0);
					    u_xlat8.y = u_xlat7.x;
					    u_xlat8.xyz = u_xlat26.yyy + u_xlat8.xyz;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xyz;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat9.xyz = floor(u_xlat9.xyz);
					    u_xlat8.xyz = (-u_xlat9.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat26.xxx + u_xlat8.xyz;
					    u_xlat7.x = float(0.0);
					    u_xlat7.z = float(1.0);
					    u_xlat7.xyz = u_xlat7.xyz + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat8.xyz = floor(u_xlat8.xyz);
					    u_xlat7.xyz = (-u_xlat8.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat7.xyz;
					    u_xlat8.x = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat8.y = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat8.z = dot(u_xlat6.zw, u_xlat6.zw);
					    u_xlat8.xyz = (-u_xlat8.xyz) + vec3(0.5, 0.5, 0.5);
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat8.xyz;
					    u_xlat7.xyz = u_xlat7.xyz * vec3(0.024390243, 0.024390243, 0.024390243);
					    u_xlat7.xyz = fract(u_xlat7.xyz);
					    u_xlat9.xyz = u_xlat7.xyz * vec3(2.0, 2.0, 2.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat10.xyz = abs(u_xlat9.xyz) + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = u_xlat7.xyz * vec3(2.0, 2.0, 2.0) + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = floor(u_xlat7.xyz);
					    u_xlat7.xyz = (-u_xlat7.xyz) + u_xlat9.xyz;
					    u_xlat9.xyz = u_xlat10.xyz * u_xlat10.xyz;
					    u_xlat9.xyz = u_xlat7.xyz * u_xlat7.xyz + u_xlat9.xyz;
					    u_xlat9.xyz = (-u_xlat9.xyz) * vec3(0.853734732, 0.853734732, 0.853734732) + vec3(1.79284286, 1.79284286, 1.79284286);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xyz;
					    u_xlat35 = u_xlat5.y * u_xlat10.x;
					    u_xlat5.x = u_xlat7.x * u_xlat5.x + u_xlat35;
					    u_xlat26.xy = u_xlat6.yw * u_xlat10.yz;
					    u_xlat5.yz = u_xlat7.yz * u_xlat6.xz + u_xlat26.xy;
					    u_xlat35 = dot(u_xlat8.xyz, u_xlat5.xyz);
					    u_xlat34 = u_xlat34 * u_xlat35;
					    u_xlat26.xy = vs_TEXCOORD0.xy * _Noise_Texture_ST.xy + _Noise_Texture_ST.zw;
					    u_xlat35 = _Bias * 3.0;
					    u_xlat34 = u_xlat34 * 130.0;
					    u_xlat5 = texture(_Noise_Texture, u_xlat26.xy);
					    u_xlat5.xyz = (-vec3(u_xlat34)) * u_xlat5.xyz + vec3(_Bias);
					    u_xlat5.xyz = u_xlat5.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat5.xyz = u_xlat5.xyz * vec3(vec3(_Scale, _Scale, _Scale));
					    u_xlat5.xyz = log2(u_xlat5.xyz);
					    u_xlat5.xyz = vec3(u_xlat35) * u_xlat5.xyz;
					    u_xlat5.xyz = exp2(u_xlat5.xyz);
					    u_xlat16.xyz = min(u_xlat5.xyz, vec3(1.0, 0.0, 0.0));
					    u_xlat26.xy = vs_TEXCOORD0.xy * _MainTexture_ST.xy + _MainTexture_ST.zw;
					    u_xlat6 = texture(_MainTexture, u_xlat26.xy);
					    u_xlat7.xyz = u_xlat6.xxx * _MainColorTintFadeA.xyz;
					    u_xlat4 = texture(_DriedBlood_Curvature, u_xlat4.xy);
					    u_xlat8.xyz = u_xlat16.xyz * vec3(vec3(_DriedBloodEffectLevel, _DriedBloodEffectLevel, _DriedBloodEffectLevel));
					    u_xlatb18.xyz = lessThan(vec4(0.5, 0.5, 0.5, 0.5), u_xlat7.xyzz).xyz;
					    u_xlat6.xyz = _MainColorTintFadeA.xyz * u_xlat6.xxx + vec3(-0.5, -0.5, -0.5);
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat9.xyz = (-u_xlat16.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat6.xyz = (-u_xlat6.xyz) * u_xlat9.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat34 = u_xlat16.x * u_xlat7.x;
					    u_xlat9.x = u_xlat34 * 2.0;
					    u_xlat9.y = float(0.0);
					    u_xlat9.z = float(0.0);
					    u_xlat16.x = (u_xlatb18.x) ? u_xlat6.x : u_xlat9.x;
					    u_xlat16.y = (u_xlatb18.y) ? u_xlat6.y : u_xlat9.y;
					    u_xlat16.z = (u_xlatb18.z) ? u_xlat6.z : u_xlat9.z;
					    u_xlat16.xyz = clamp(u_xlat16.xyz, 0.0, 1.0);
					    u_xlatb6.xyz = lessThan(vec4(0.5, 0.5, 0.5, 0.0), u_xlat4.xyzx).xyz;
					    u_xlat7.xyz = u_xlat4.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = (-u_xlat7.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat9.xyz = (-_DriedBloodColorGloss.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = (-u_xlat7.xyz) * u_xlat9.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = u_xlat4.xyz * _DriedBloodColorGloss.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + u_xlat4.xyz;
					    {
					        vec4 hlslcc_movcTemp = u_xlat4;
					        hlslcc_movcTemp.x = (u_xlatb6.x) ? u_xlat7.x : u_xlat4.x;
					        hlslcc_movcTemp.y = (u_xlatb6.y) ? u_xlat7.y : u_xlat4.y;
					        hlslcc_movcTemp.z = (u_xlatb6.z) ? u_xlat7.z : u_xlat4.z;
					        u_xlat4 = hlslcc_movcTemp;
					    }
					    u_xlat4.xyz = (-u_xlat16.xyz) + u_xlat4.xyz;
					    u_xlat4.xyz = u_xlat8.xyz * u_xlat4.xyz + u_xlat16.xyz;
					    u_xlat34 = (-_Metallic) + _DriedBlood_Metallic;
					    u_xlat34 = u_xlat8.x * u_xlat34 + _Metallic;
					    u_xlat35 = _DriedBloodColorGloss.w + (-_Gloss);
					    u_xlat35 = u_xlat8.x * u_xlat35 + _Gloss;
					    u_xlat36 = u_xlat5.x * u_xlat6.w;
					    u_xlat36 = u_xlat36 * u_xlat36;
					    u_xlat37 = u_xlat36 * u_xlat36;
					    u_xlat36 = u_xlat36 * u_xlat37;
					    u_xlat36 = min(u_xlat36, 1.0);
					    SV_Target0.w = u_xlat36 * _MainColorTintFadeA.w;
					    u_xlat5 = vs_TEXCOORD4.yyyy * unity_WorldToLight[1];
					    u_xlat5 = unity_WorldToLight[0] * vs_TEXCOORD4.xxxx + u_xlat5;
					    u_xlat5 = unity_WorldToLight[2] * vs_TEXCOORD4.zzzz + u_xlat5;
					    u_xlat5 = u_xlat5 + unity_WorldToLight[3];
					    u_xlatb36 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb36){
					        u_xlatb36 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat6.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat6.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat6.xyz;
					        u_xlat6.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat6.xyz;
					        u_xlat6.xyz = u_xlat6.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat6.xyz = (bool(u_xlatb36)) ? u_xlat6.xyz : vs_TEXCOORD4.xyz;
					        u_xlat6.xyz = u_xlat6.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat6.yzw = u_xlat6.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat36 = u_xlat6.y * 0.25 + 0.75;
					        u_xlat37 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat6.x = max(u_xlat36, u_xlat37);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat6.xzw);
					    } else {
					        u_xlat6.x = float(1.0);
					        u_xlat6.y = float(1.0);
					        u_xlat6.z = float(1.0);
					        u_xlat6.w = float(1.0);
					    }
					    u_xlat36 = dot(u_xlat6, unity_OcclusionMaskSelector);
					    u_xlat36 = clamp(u_xlat36, 0.0, 1.0);
					    u_xlatb37 = 0.0<u_xlat5.z;
					    u_xlat37 = u_xlatb37 ? 1.0 : float(0.0);
					    u_xlat6.xy = u_xlat5.xy / u_xlat5.ww;
					    u_xlat6.xy = u_xlat6.xy + vec2(0.5, 0.5);
					    u_xlat6 = texture(_LightTexture0, u_xlat6.xy);
					    u_xlat37 = u_xlat37 * u_xlat6.w;
					    u_xlat5.x = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat5 = texture(_LightTextureB0, u_xlat5.xx);
					    u_xlat37 = u_xlat37 * u_xlat5.x;
					    u_xlat36 = u_xlat36 * u_xlat37;
					    u_xlat5.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat5.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat5.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat5.xyz;
					    u_xlat5.xyz = vec3(u_xlat36) * _LightColor0.xyz;
					    u_xlat6.xyz = u_xlat4.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat6.xyz = vec3(u_xlat34) * u_xlat6.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat34 = (-u_xlat34) * 0.959999979 + 0.959999979;
					    u_xlat4.xyz = vec3(u_xlat34) * u_xlat4.xyz;
					    u_xlat34 = (-u_xlat35) + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat33) + u_xlat2.xyz;
					    u_xlat33 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat33 = max(u_xlat33, 0.00100000005);
					    u_xlat33 = inversesqrt(u_xlat33);
					    u_xlat0.xyz = vec3(u_xlat33) * u_xlat0.xyz;
					    u_xlat33 = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlat13 = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat13 = clamp(u_xlat13, 0.0, 1.0);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat11.x = u_xlat0.x + u_xlat0.x;
					    u_xlat11.x = u_xlat0.x * u_xlat11.x;
					    u_xlat11.x = u_xlat11.x * u_xlat34 + -0.5;
					    u_xlat22 = (-u_xlat2.x) + 1.0;
					    u_xlat1.x = u_xlat22 * u_xlat22;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat22 = u_xlat22 * u_xlat1.x;
					    u_xlat22 = u_xlat11.x * u_xlat22 + 1.0;
					    u_xlat1.x = -abs(u_xlat33) + 1.0;
					    u_xlat12 = u_xlat1.x * u_xlat1.x;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat1.x = u_xlat1.x * u_xlat12;
					    u_xlat11.x = u_xlat11.x * u_xlat1.x + 1.0;
					    u_xlat11.x = u_xlat11.x * u_xlat22;
					    u_xlat22 = u_xlat34 * u_xlat34;
					    u_xlat22 = max(u_xlat22, 0.00200000009);
					    u_xlat1.x = (-u_xlat22) + 1.0;
					    u_xlat12 = abs(u_xlat33) * u_xlat1.x + u_xlat22;
					    u_xlat1.x = u_xlat2.x * u_xlat1.x + u_xlat22;
					    u_xlat33 = abs(u_xlat33) * u_xlat1.x;
					    u_xlat33 = u_xlat2.x * u_xlat12 + u_xlat33;
					    u_xlat33 = u_xlat33 + 9.99999975e-06;
					    u_xlat33 = 0.5 / u_xlat33;
					    u_xlat22 = u_xlat22 * u_xlat22;
					    u_xlat1.x = u_xlat13 * u_xlat22 + (-u_xlat13);
					    u_xlat1.x = u_xlat1.x * u_xlat13 + 1.0;
					    u_xlat22 = u_xlat22 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat22 = u_xlat22 / u_xlat1.x;
					    u_xlat22 = u_xlat22 * u_xlat33;
					    u_xlat11.y = u_xlat22 * 3.14159274;
					    u_xlat11.xy = u_xlat2.xx * u_xlat11.xy;
					    u_xlat22 = max(u_xlat11.y, 0.0);
					    u_xlat33 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlatb33 = u_xlat33!=0.0;
					    u_xlat33 = u_xlatb33 ? 1.0 : float(0.0);
					    u_xlat22 = u_xlat33 * u_xlat22;
					    u_xlat1.xyz = u_xlat11.xxx * u_xlat5.xyz;
					    u_xlat11.xyz = u_xlat5.xyz * vec3(u_xlat22);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat34 = u_xlat0.x * u_xlat0.x;
					    u_xlat34 = u_xlat34 * u_xlat34;
					    u_xlat0.x = u_xlat0.x * u_xlat34;
					    u_xlat2.xyz = (-u_xlat6.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat0.xxx + u_xlat6.xyz;
					    u_xlat0.xyz = u_xlat11.xyz * u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat4.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" }
					"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];
						mat4x4 unity_WorldToLight;
						vec4 _LightColor0;
						vec4 unused_0_3;
						vec4 _MainNormalMap_ST;
						float _DriedBloodEffect_Tiling;
						float _DriedBloodEffectLevel;
						float _OverallNormalPower;
						float _Noise1;
						float _Noise2;
						vec4 _Noise_Texture_ST;
						float _Bias;
						float _Scale;
						vec4 _MainColorTintFadeA;
						vec4 _MainTexture_ST;
						vec4 _DriedBloodColorGloss;
						float _Metallic;
						float _DriedBlood_Metallic;
						float _Gloss;
						vec4 unused_0_19;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainNormalMap;
					uniform  sampler2D _DriedBlood_Normal;
					uniform  sampler2D _Noise_Texture;
					uniform  sampler2D _MainTexture;
					uniform  sampler2D _DriedBlood_Curvature;
					uniform  sampler2D _LightTextureB0;
					uniform  samplerCube _LightTexture0;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					bvec3 u_xlatb6;
					vec4 u_xlat7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					vec3 u_xlat10;
					vec3 u_xlat11;
					float u_xlat12;
					float u_xlat13;
					vec3 u_xlat16;
					bvec3 u_xlatb18;
					float u_xlat22;
					vec2 u_xlat26;
					vec2 u_xlat27;
					float u_xlat33;
					bool u_xlatb33;
					float u_xlat34;
					bool u_xlatb34;
					float u_xlat35;
					bool u_xlatb35;
					float u_xlat36;
					bool u_xlatb36;
					float u_xlat37;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat33 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat33 = inversesqrt(u_xlat33);
					    u_xlat1.xyz = vec3(u_xlat33) * u_xlat0.xyz;
					    u_xlat2.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat34 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat34 = inversesqrt(u_xlat34);
					    u_xlat2.xyz = vec3(u_xlat34) * u_xlat2.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainNormalMap_ST.xy + _MainNormalMap_ST.zw;
					    u_xlat4 = vs_TEXCOORD0.xyxy * vec4(_DriedBloodEffect_Tiling, _DriedBloodEffect_Tiling, _Noise1, _Noise1);
					    u_xlat3 = texture(_MainNormalMap, u_xlat3.xy);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat34 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat34 = min(u_xlat34, 1.0);
					    u_xlat34 = (-u_xlat34) + 1.0;
					    u_xlat3.z = sqrt(u_xlat34);
					    u_xlat5 = texture(_DriedBlood_Normal, u_xlat4.xy);
					    u_xlat5.x = u_xlat5.w * u_xlat5.x;
					    u_xlat5.xy = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat34 = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat34 = min(u_xlat34, 1.0);
					    u_xlat34 = (-u_xlat34) + 1.0;
					    u_xlat5.z = sqrt(u_xlat34);
					    u_xlat5.xyz = (-u_xlat3.xyz) + u_xlat5.xyz;
					    u_xlat3.xyz = vec3(vec3(_DriedBloodEffectLevel, _DriedBloodEffectLevel, _DriedBloodEffectLevel)) * u_xlat5.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz + vec3(-0.0, -0.0, -1.0);
					    u_xlat3.xyz = vec3(vec3(_OverallNormalPower, _OverallNormalPower, _OverallNormalPower)) * u_xlat3.xyz + vec3(0.0, 0.0, 1.0);
					    u_xlat34 = dot(u_xlat4.zw, vec2(0.366025418, 0.366025418));
					    u_xlat26.xy = vs_TEXCOORD0.xy * vec2(vec2(_Noise1, _Noise1)) + vec2(u_xlat34);
					    u_xlat26.xy = floor(u_xlat26.xy);
					    u_xlat5.xy = vs_TEXCOORD0.xy * vec2(vec2(_Noise1, _Noise1)) + (-u_xlat26.xy);
					    u_xlat34 = dot(u_xlat26.xy, vec2(0.211324871, 0.211324871));
					    u_xlat5.xy = vec2(u_xlat34) + u_xlat5.xy;
					    u_xlatb34 = u_xlat5.y<u_xlat5.x;
					    u_xlat6 = u_xlat5.xyxy + vec4(0.211324871, 0.211324871, -0.577350259, -0.577350259);
					    u_xlat7 = (bool(u_xlatb34)) ? vec4(0.0, 1.0, -1.0, -0.0) : vec4(1.0, 0.0, -0.0, -1.0);
					    u_xlat6.xy = u_xlat6.xy + u_xlat7.zw;
					    u_xlat27.xy = u_xlat26.xy * vec2(0.00346020772, 0.00346020772);
					    u_xlat27.xy = floor(u_xlat27.xy);
					    u_xlat26.xy = (-u_xlat27.xy) * vec2(289.0, 289.0) + u_xlat26.xy;
					    u_xlat8.x = float(0.0);
					    u_xlat8.z = float(1.0);
					    u_xlat8.y = u_xlat7.x;
					    u_xlat8.xyz = u_xlat26.yyy + u_xlat8.xyz;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xyz;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat9.xyz = floor(u_xlat9.xyz);
					    u_xlat8.xyz = (-u_xlat9.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat26.xxx + u_xlat8.xyz;
					    u_xlat7.x = float(0.0);
					    u_xlat7.z = float(1.0);
					    u_xlat7.xyz = u_xlat7.xyz + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat8.xyz = floor(u_xlat8.xyz);
					    u_xlat7.xyz = (-u_xlat8.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat7.xyz;
					    u_xlat8.x = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat8.y = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat8.z = dot(u_xlat6.zw, u_xlat6.zw);
					    u_xlat8.xyz = (-u_xlat8.xyz) + vec3(0.5, 0.5, 0.5);
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat8.xyz;
					    u_xlat7.xyz = u_xlat7.xyz * vec3(0.024390243, 0.024390243, 0.024390243);
					    u_xlat7.xyz = fract(u_xlat7.xyz);
					    u_xlat9.xyz = u_xlat7.xyz * vec3(2.0, 2.0, 2.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat10.xyz = abs(u_xlat9.xyz) + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = u_xlat7.xyz * vec3(2.0, 2.0, 2.0) + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = floor(u_xlat7.xyz);
					    u_xlat7.xyz = (-u_xlat7.xyz) + u_xlat9.xyz;
					    u_xlat9.xyz = u_xlat10.xyz * u_xlat10.xyz;
					    u_xlat9.xyz = u_xlat7.xyz * u_xlat7.xyz + u_xlat9.xyz;
					    u_xlat9.xyz = (-u_xlat9.xyz) * vec3(0.853734732, 0.853734732, 0.853734732) + vec3(1.79284286, 1.79284286, 1.79284286);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xyz;
					    u_xlat34 = u_xlat5.y * u_xlat10.x;
					    u_xlat5.x = u_xlat7.x * u_xlat5.x + u_xlat34;
					    u_xlat26.xy = u_xlat6.yw * u_xlat10.yz;
					    u_xlat5.yz = u_xlat7.yz * u_xlat6.xz + u_xlat26.xy;
					    u_xlat34 = dot(u_xlat8.xyz, u_xlat5.xyz);
					    u_xlat34 = u_xlat34 * 130.0;
					    u_xlat35 = _Noise1 * _Noise2;
					    u_xlat26.xy = vec2(u_xlat35) * vs_TEXCOORD0.xy;
					    u_xlat36 = dot(u_xlat26.xy, vec2(0.366025418, 0.366025418));
					    u_xlat26.xy = vs_TEXCOORD0.xy * vec2(u_xlat35) + vec2(u_xlat36);
					    u_xlat26.xy = floor(u_xlat26.xy);
					    u_xlat5.xy = vs_TEXCOORD0.xy * vec2(u_xlat35) + (-u_xlat26.xy);
					    u_xlat35 = dot(u_xlat26.xy, vec2(0.211324871, 0.211324871));
					    u_xlat5.xy = vec2(u_xlat35) + u_xlat5.xy;
					    u_xlatb35 = u_xlat5.y<u_xlat5.x;
					    u_xlat6 = u_xlat5.xyxy + vec4(0.211324871, 0.211324871, -0.577350259, -0.577350259);
					    u_xlat7 = (bool(u_xlatb35)) ? vec4(0.0, 1.0, -1.0, -0.0) : vec4(1.0, 0.0, -0.0, -1.0);
					    u_xlat6.xy = u_xlat6.xy + u_xlat7.zw;
					    u_xlat27.xy = u_xlat26.xy * vec2(0.00346020772, 0.00346020772);
					    u_xlat27.xy = floor(u_xlat27.xy);
					    u_xlat26.xy = (-u_xlat27.xy) * vec2(289.0, 289.0) + u_xlat26.xy;
					    u_xlat8.x = float(0.0);
					    u_xlat8.z = float(1.0);
					    u_xlat8.y = u_xlat7.x;
					    u_xlat8.xyz = u_xlat26.yyy + u_xlat8.xyz;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xyz;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat9.xyz = floor(u_xlat9.xyz);
					    u_xlat8.xyz = (-u_xlat9.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat26.xxx + u_xlat8.xyz;
					    u_xlat7.x = float(0.0);
					    u_xlat7.z = float(1.0);
					    u_xlat7.xyz = u_xlat7.xyz + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat8.xyz = floor(u_xlat8.xyz);
					    u_xlat7.xyz = (-u_xlat8.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat7.xyz;
					    u_xlat8.x = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat8.y = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat8.z = dot(u_xlat6.zw, u_xlat6.zw);
					    u_xlat8.xyz = (-u_xlat8.xyz) + vec3(0.5, 0.5, 0.5);
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat8.xyz;
					    u_xlat7.xyz = u_xlat7.xyz * vec3(0.024390243, 0.024390243, 0.024390243);
					    u_xlat7.xyz = fract(u_xlat7.xyz);
					    u_xlat9.xyz = u_xlat7.xyz * vec3(2.0, 2.0, 2.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat10.xyz = abs(u_xlat9.xyz) + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = u_xlat7.xyz * vec3(2.0, 2.0, 2.0) + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = floor(u_xlat7.xyz);
					    u_xlat7.xyz = (-u_xlat7.xyz) + u_xlat9.xyz;
					    u_xlat9.xyz = u_xlat10.xyz * u_xlat10.xyz;
					    u_xlat9.xyz = u_xlat7.xyz * u_xlat7.xyz + u_xlat9.xyz;
					    u_xlat9.xyz = (-u_xlat9.xyz) * vec3(0.853734732, 0.853734732, 0.853734732) + vec3(1.79284286, 1.79284286, 1.79284286);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xyz;
					    u_xlat35 = u_xlat5.y * u_xlat10.x;
					    u_xlat5.x = u_xlat7.x * u_xlat5.x + u_xlat35;
					    u_xlat26.xy = u_xlat6.yw * u_xlat10.yz;
					    u_xlat5.yz = u_xlat7.yz * u_xlat6.xz + u_xlat26.xy;
					    u_xlat35 = dot(u_xlat8.xyz, u_xlat5.xyz);
					    u_xlat34 = u_xlat34 * u_xlat35;
					    u_xlat26.xy = vs_TEXCOORD0.xy * _Noise_Texture_ST.xy + _Noise_Texture_ST.zw;
					    u_xlat35 = _Bias * 3.0;
					    u_xlat34 = u_xlat34 * 130.0;
					    u_xlat5 = texture(_Noise_Texture, u_xlat26.xy);
					    u_xlat5.xyz = (-vec3(u_xlat34)) * u_xlat5.xyz + vec3(_Bias);
					    u_xlat5.xyz = u_xlat5.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat5.xyz = u_xlat5.xyz * vec3(vec3(_Scale, _Scale, _Scale));
					    u_xlat5.xyz = log2(u_xlat5.xyz);
					    u_xlat5.xyz = vec3(u_xlat35) * u_xlat5.xyz;
					    u_xlat5.xyz = exp2(u_xlat5.xyz);
					    u_xlat16.xyz = min(u_xlat5.xyz, vec3(1.0, 0.0, 0.0));
					    u_xlat26.xy = vs_TEXCOORD0.xy * _MainTexture_ST.xy + _MainTexture_ST.zw;
					    u_xlat6 = texture(_MainTexture, u_xlat26.xy);
					    u_xlat7.xyz = u_xlat6.xxx * _MainColorTintFadeA.xyz;
					    u_xlat4 = texture(_DriedBlood_Curvature, u_xlat4.xy);
					    u_xlat8.xyz = u_xlat16.xyz * vec3(vec3(_DriedBloodEffectLevel, _DriedBloodEffectLevel, _DriedBloodEffectLevel));
					    u_xlatb18.xyz = lessThan(vec4(0.5, 0.5, 0.5, 0.5), u_xlat7.xyzz).xyz;
					    u_xlat6.xyz = _MainColorTintFadeA.xyz * u_xlat6.xxx + vec3(-0.5, -0.5, -0.5);
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat9.xyz = (-u_xlat16.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat6.xyz = (-u_xlat6.xyz) * u_xlat9.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat34 = u_xlat16.x * u_xlat7.x;
					    u_xlat9.x = u_xlat34 * 2.0;
					    u_xlat9.y = float(0.0);
					    u_xlat9.z = float(0.0);
					    u_xlat16.x = (u_xlatb18.x) ? u_xlat6.x : u_xlat9.x;
					    u_xlat16.y = (u_xlatb18.y) ? u_xlat6.y : u_xlat9.y;
					    u_xlat16.z = (u_xlatb18.z) ? u_xlat6.z : u_xlat9.z;
					    u_xlat16.xyz = clamp(u_xlat16.xyz, 0.0, 1.0);
					    u_xlatb6.xyz = lessThan(vec4(0.5, 0.5, 0.5, 0.0), u_xlat4.xyzx).xyz;
					    u_xlat7.xyz = u_xlat4.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = (-u_xlat7.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat9.xyz = (-_DriedBloodColorGloss.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = (-u_xlat7.xyz) * u_xlat9.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = u_xlat4.xyz * _DriedBloodColorGloss.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + u_xlat4.xyz;
					    {
					        vec4 hlslcc_movcTemp = u_xlat4;
					        hlslcc_movcTemp.x = (u_xlatb6.x) ? u_xlat7.x : u_xlat4.x;
					        hlslcc_movcTemp.y = (u_xlatb6.y) ? u_xlat7.y : u_xlat4.y;
					        hlslcc_movcTemp.z = (u_xlatb6.z) ? u_xlat7.z : u_xlat4.z;
					        u_xlat4 = hlslcc_movcTemp;
					    }
					    u_xlat4.xyz = (-u_xlat16.xyz) + u_xlat4.xyz;
					    u_xlat4.xyz = u_xlat8.xyz * u_xlat4.xyz + u_xlat16.xyz;
					    u_xlat34 = (-_Metallic) + _DriedBlood_Metallic;
					    u_xlat34 = u_xlat8.x * u_xlat34 + _Metallic;
					    u_xlat35 = _DriedBloodColorGloss.w + (-_Gloss);
					    u_xlat35 = u_xlat8.x * u_xlat35 + _Gloss;
					    u_xlat36 = u_xlat5.x * u_xlat6.w;
					    u_xlat36 = u_xlat36 * u_xlat36;
					    u_xlat37 = u_xlat36 * u_xlat36;
					    u_xlat36 = u_xlat36 * u_xlat37;
					    u_xlat36 = min(u_xlat36, 1.0);
					    SV_Target0.w = u_xlat36 * _MainColorTintFadeA.w;
					    u_xlat5.xyz = vs_TEXCOORD4.yyy * unity_WorldToLight[1].xyz;
					    u_xlat5.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD4.xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD4.zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToLight[3].xyz;
					    u_xlatb36 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb36){
					        u_xlatb36 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat6.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat6.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat6.xyz;
					        u_xlat6.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat6.xyz;
					        u_xlat6.xyz = u_xlat6.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat6.xyz = (bool(u_xlatb36)) ? u_xlat6.xyz : vs_TEXCOORD4.xyz;
					        u_xlat6.xyz = u_xlat6.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat6.yzw = u_xlat6.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat36 = u_xlat6.y * 0.25 + 0.75;
					        u_xlat37 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat6.x = max(u_xlat36, u_xlat37);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat6.xzw);
					    } else {
					        u_xlat6.x = float(1.0);
					        u_xlat6.y = float(1.0);
					        u_xlat6.z = float(1.0);
					        u_xlat6.w = float(1.0);
					    }
					    u_xlat36 = dot(u_xlat6, unity_OcclusionMaskSelector);
					    u_xlat36 = clamp(u_xlat36, 0.0, 1.0);
					    u_xlat37 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat6 = texture(_LightTextureB0, vec2(u_xlat37));
					    u_xlat5 = texture(_LightTexture0, u_xlat5.xyz);
					    u_xlat37 = u_xlat5.w * u_xlat6.x;
					    u_xlat36 = u_xlat36 * u_xlat37;
					    u_xlat5.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat5.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat5.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat5.xyz;
					    u_xlat5.xyz = vec3(u_xlat36) * _LightColor0.xyz;
					    u_xlat6.xyz = u_xlat4.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat6.xyz = vec3(u_xlat34) * u_xlat6.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat34 = (-u_xlat34) * 0.959999979 + 0.959999979;
					    u_xlat4.xyz = vec3(u_xlat34) * u_xlat4.xyz;
					    u_xlat34 = (-u_xlat35) + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat33) + u_xlat2.xyz;
					    u_xlat33 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat33 = max(u_xlat33, 0.00100000005);
					    u_xlat33 = inversesqrt(u_xlat33);
					    u_xlat0.xyz = vec3(u_xlat33) * u_xlat0.xyz;
					    u_xlat33 = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlat13 = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat13 = clamp(u_xlat13, 0.0, 1.0);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat11.x = u_xlat0.x + u_xlat0.x;
					    u_xlat11.x = u_xlat0.x * u_xlat11.x;
					    u_xlat11.x = u_xlat11.x * u_xlat34 + -0.5;
					    u_xlat22 = (-u_xlat2.x) + 1.0;
					    u_xlat1.x = u_xlat22 * u_xlat22;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat22 = u_xlat22 * u_xlat1.x;
					    u_xlat22 = u_xlat11.x * u_xlat22 + 1.0;
					    u_xlat1.x = -abs(u_xlat33) + 1.0;
					    u_xlat12 = u_xlat1.x * u_xlat1.x;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat1.x = u_xlat1.x * u_xlat12;
					    u_xlat11.x = u_xlat11.x * u_xlat1.x + 1.0;
					    u_xlat11.x = u_xlat11.x * u_xlat22;
					    u_xlat22 = u_xlat34 * u_xlat34;
					    u_xlat22 = max(u_xlat22, 0.00200000009);
					    u_xlat1.x = (-u_xlat22) + 1.0;
					    u_xlat12 = abs(u_xlat33) * u_xlat1.x + u_xlat22;
					    u_xlat1.x = u_xlat2.x * u_xlat1.x + u_xlat22;
					    u_xlat33 = abs(u_xlat33) * u_xlat1.x;
					    u_xlat33 = u_xlat2.x * u_xlat12 + u_xlat33;
					    u_xlat33 = u_xlat33 + 9.99999975e-06;
					    u_xlat33 = 0.5 / u_xlat33;
					    u_xlat22 = u_xlat22 * u_xlat22;
					    u_xlat1.x = u_xlat13 * u_xlat22 + (-u_xlat13);
					    u_xlat1.x = u_xlat1.x * u_xlat13 + 1.0;
					    u_xlat22 = u_xlat22 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat22 = u_xlat22 / u_xlat1.x;
					    u_xlat22 = u_xlat22 * u_xlat33;
					    u_xlat11.y = u_xlat22 * 3.14159274;
					    u_xlat11.xy = u_xlat2.xx * u_xlat11.xy;
					    u_xlat22 = max(u_xlat11.y, 0.0);
					    u_xlat33 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlatb33 = u_xlat33!=0.0;
					    u_xlat33 = u_xlatb33 ? 1.0 : float(0.0);
					    u_xlat22 = u_xlat33 * u_xlat22;
					    u_xlat1.xyz = u_xlat11.xxx * u_xlat5.xyz;
					    u_xlat11.xyz = u_xlat5.xyz * vec3(u_xlat22);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat34 = u_xlat0.x * u_xlat0.x;
					    u_xlat34 = u_xlat34 * u_xlat34;
					    u_xlat0.x = u_xlat0.x * u_xlat34;
					    u_xlat2.xyz = (-u_xlat6.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat0.xxx + u_xlat6.xyz;
					    u_xlat0.xyz = u_xlat11.xyz * u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat4.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "POINT_COOKIE" "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];
						mat4x4 unity_WorldToLight;
						vec4 _LightColor0;
						vec4 unused_0_3;
						vec4 _MainNormalMap_ST;
						float _DriedBloodEffect_Tiling;
						float _DriedBloodEffectLevel;
						float _OverallNormalPower;
						float _Noise1;
						float _Noise2;
						vec4 _Noise_Texture_ST;
						float _Bias;
						float _Scale;
						vec4 _MainColorTintFadeA;
						vec4 _MainTexture_ST;
						vec4 _DriedBloodColorGloss;
						float _Metallic;
						float _DriedBlood_Metallic;
						float _Gloss;
						vec4 unused_0_19;
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_1_3;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainNormalMap;
					uniform  sampler2D _DriedBlood_Normal;
					uniform  sampler2D _Noise_Texture;
					uniform  sampler2D _MainTexture;
					uniform  sampler2D _DriedBlood_Curvature;
					uniform  sampler2D _LightTextureB0;
					uniform  samplerCube _LightTexture0;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					bvec3 u_xlatb6;
					vec4 u_xlat7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					vec3 u_xlat10;
					vec3 u_xlat11;
					float u_xlat12;
					float u_xlat13;
					vec3 u_xlat16;
					bvec3 u_xlatb18;
					float u_xlat22;
					vec2 u_xlat26;
					vec2 u_xlat27;
					float u_xlat33;
					bool u_xlatb33;
					float u_xlat34;
					int u_xlati34;
					bool u_xlatb34;
					float u_xlat35;
					bool u_xlatb35;
					float u_xlat36;
					bool u_xlatb36;
					float u_xlat37;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat33 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat33 = inversesqrt(u_xlat33);
					    u_xlat1.xyz = vec3(u_xlat33) * u_xlat0.xyz;
					    u_xlati34 = unity_StereoEyeIndex;
					    u_xlat2.xyz = (-vs_TEXCOORD4.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati34].xyz;
					    u_xlat34 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat34 = inversesqrt(u_xlat34);
					    u_xlat2.xyz = vec3(u_xlat34) * u_xlat2.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainNormalMap_ST.xy + _MainNormalMap_ST.zw;
					    u_xlat4 = vs_TEXCOORD0.xyxy * vec4(_DriedBloodEffect_Tiling, _DriedBloodEffect_Tiling, _Noise1, _Noise1);
					    u_xlat3 = texture(_MainNormalMap, u_xlat3.xy);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat34 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat34 = min(u_xlat34, 1.0);
					    u_xlat34 = (-u_xlat34) + 1.0;
					    u_xlat3.z = sqrt(u_xlat34);
					    u_xlat5 = texture(_DriedBlood_Normal, u_xlat4.xy);
					    u_xlat5.x = u_xlat5.w * u_xlat5.x;
					    u_xlat5.xy = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat34 = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat34 = min(u_xlat34, 1.0);
					    u_xlat34 = (-u_xlat34) + 1.0;
					    u_xlat5.z = sqrt(u_xlat34);
					    u_xlat5.xyz = (-u_xlat3.xyz) + u_xlat5.xyz;
					    u_xlat3.xyz = vec3(vec3(_DriedBloodEffectLevel, _DriedBloodEffectLevel, _DriedBloodEffectLevel)) * u_xlat5.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz + vec3(-0.0, -0.0, -1.0);
					    u_xlat3.xyz = vec3(vec3(_OverallNormalPower, _OverallNormalPower, _OverallNormalPower)) * u_xlat3.xyz + vec3(0.0, 0.0, 1.0);
					    u_xlat34 = dot(u_xlat4.zw, vec2(0.366025418, 0.366025418));
					    u_xlat26.xy = vs_TEXCOORD0.xy * vec2(vec2(_Noise1, _Noise1)) + vec2(u_xlat34);
					    u_xlat26.xy = floor(u_xlat26.xy);
					    u_xlat5.xy = vs_TEXCOORD0.xy * vec2(vec2(_Noise1, _Noise1)) + (-u_xlat26.xy);
					    u_xlat34 = dot(u_xlat26.xy, vec2(0.211324871, 0.211324871));
					    u_xlat5.xy = vec2(u_xlat34) + u_xlat5.xy;
					    u_xlatb34 = u_xlat5.y<u_xlat5.x;
					    u_xlat6 = u_xlat5.xyxy + vec4(0.211324871, 0.211324871, -0.577350259, -0.577350259);
					    u_xlat7 = (bool(u_xlatb34)) ? vec4(0.0, 1.0, -1.0, -0.0) : vec4(1.0, 0.0, -0.0, -1.0);
					    u_xlat6.xy = u_xlat6.xy + u_xlat7.zw;
					    u_xlat27.xy = u_xlat26.xy * vec2(0.00346020772, 0.00346020772);
					    u_xlat27.xy = floor(u_xlat27.xy);
					    u_xlat26.xy = (-u_xlat27.xy) * vec2(289.0, 289.0) + u_xlat26.xy;
					    u_xlat8.x = float(0.0);
					    u_xlat8.z = float(1.0);
					    u_xlat8.y = u_xlat7.x;
					    u_xlat8.xyz = u_xlat26.yyy + u_xlat8.xyz;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xyz;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat9.xyz = floor(u_xlat9.xyz);
					    u_xlat8.xyz = (-u_xlat9.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat26.xxx + u_xlat8.xyz;
					    u_xlat7.x = float(0.0);
					    u_xlat7.z = float(1.0);
					    u_xlat7.xyz = u_xlat7.xyz + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat8.xyz = floor(u_xlat8.xyz);
					    u_xlat7.xyz = (-u_xlat8.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat7.xyz;
					    u_xlat8.x = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat8.y = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat8.z = dot(u_xlat6.zw, u_xlat6.zw);
					    u_xlat8.xyz = (-u_xlat8.xyz) + vec3(0.5, 0.5, 0.5);
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat8.xyz;
					    u_xlat7.xyz = u_xlat7.xyz * vec3(0.024390243, 0.024390243, 0.024390243);
					    u_xlat7.xyz = fract(u_xlat7.xyz);
					    u_xlat9.xyz = u_xlat7.xyz * vec3(2.0, 2.0, 2.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat10.xyz = abs(u_xlat9.xyz) + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = u_xlat7.xyz * vec3(2.0, 2.0, 2.0) + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = floor(u_xlat7.xyz);
					    u_xlat7.xyz = (-u_xlat7.xyz) + u_xlat9.xyz;
					    u_xlat9.xyz = u_xlat10.xyz * u_xlat10.xyz;
					    u_xlat9.xyz = u_xlat7.xyz * u_xlat7.xyz + u_xlat9.xyz;
					    u_xlat9.xyz = (-u_xlat9.xyz) * vec3(0.853734732, 0.853734732, 0.853734732) + vec3(1.79284286, 1.79284286, 1.79284286);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xyz;
					    u_xlat34 = u_xlat5.y * u_xlat10.x;
					    u_xlat5.x = u_xlat7.x * u_xlat5.x + u_xlat34;
					    u_xlat26.xy = u_xlat6.yw * u_xlat10.yz;
					    u_xlat5.yz = u_xlat7.yz * u_xlat6.xz + u_xlat26.xy;
					    u_xlat34 = dot(u_xlat8.xyz, u_xlat5.xyz);
					    u_xlat34 = u_xlat34 * 130.0;
					    u_xlat35 = _Noise1 * _Noise2;
					    u_xlat26.xy = vec2(u_xlat35) * vs_TEXCOORD0.xy;
					    u_xlat36 = dot(u_xlat26.xy, vec2(0.366025418, 0.366025418));
					    u_xlat26.xy = vs_TEXCOORD0.xy * vec2(u_xlat35) + vec2(u_xlat36);
					    u_xlat26.xy = floor(u_xlat26.xy);
					    u_xlat5.xy = vs_TEXCOORD0.xy * vec2(u_xlat35) + (-u_xlat26.xy);
					    u_xlat35 = dot(u_xlat26.xy, vec2(0.211324871, 0.211324871));
					    u_xlat5.xy = vec2(u_xlat35) + u_xlat5.xy;
					    u_xlatb35 = u_xlat5.y<u_xlat5.x;
					    u_xlat6 = u_xlat5.xyxy + vec4(0.211324871, 0.211324871, -0.577350259, -0.577350259);
					    u_xlat7 = (bool(u_xlatb35)) ? vec4(0.0, 1.0, -1.0, -0.0) : vec4(1.0, 0.0, -0.0, -1.0);
					    u_xlat6.xy = u_xlat6.xy + u_xlat7.zw;
					    u_xlat27.xy = u_xlat26.xy * vec2(0.00346020772, 0.00346020772);
					    u_xlat27.xy = floor(u_xlat27.xy);
					    u_xlat26.xy = (-u_xlat27.xy) * vec2(289.0, 289.0) + u_xlat26.xy;
					    u_xlat8.x = float(0.0);
					    u_xlat8.z = float(1.0);
					    u_xlat8.y = u_xlat7.x;
					    u_xlat8.xyz = u_xlat26.yyy + u_xlat8.xyz;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xyz;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat9.xyz = floor(u_xlat9.xyz);
					    u_xlat8.xyz = (-u_xlat9.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat26.xxx + u_xlat8.xyz;
					    u_xlat7.x = float(0.0);
					    u_xlat7.z = float(1.0);
					    u_xlat7.xyz = u_xlat7.xyz + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat8.xyz = floor(u_xlat8.xyz);
					    u_xlat7.xyz = (-u_xlat8.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat7.xyz;
					    u_xlat8.x = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat8.y = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat8.z = dot(u_xlat6.zw, u_xlat6.zw);
					    u_xlat8.xyz = (-u_xlat8.xyz) + vec3(0.5, 0.5, 0.5);
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat8.xyz;
					    u_xlat7.xyz = u_xlat7.xyz * vec3(0.024390243, 0.024390243, 0.024390243);
					    u_xlat7.xyz = fract(u_xlat7.xyz);
					    u_xlat9.xyz = u_xlat7.xyz * vec3(2.0, 2.0, 2.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat10.xyz = abs(u_xlat9.xyz) + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = u_xlat7.xyz * vec3(2.0, 2.0, 2.0) + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = floor(u_xlat7.xyz);
					    u_xlat7.xyz = (-u_xlat7.xyz) + u_xlat9.xyz;
					    u_xlat9.xyz = u_xlat10.xyz * u_xlat10.xyz;
					    u_xlat9.xyz = u_xlat7.xyz * u_xlat7.xyz + u_xlat9.xyz;
					    u_xlat9.xyz = (-u_xlat9.xyz) * vec3(0.853734732, 0.853734732, 0.853734732) + vec3(1.79284286, 1.79284286, 1.79284286);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xyz;
					    u_xlat35 = u_xlat5.y * u_xlat10.x;
					    u_xlat5.x = u_xlat7.x * u_xlat5.x + u_xlat35;
					    u_xlat26.xy = u_xlat6.yw * u_xlat10.yz;
					    u_xlat5.yz = u_xlat7.yz * u_xlat6.xz + u_xlat26.xy;
					    u_xlat35 = dot(u_xlat8.xyz, u_xlat5.xyz);
					    u_xlat34 = u_xlat34 * u_xlat35;
					    u_xlat26.xy = vs_TEXCOORD0.xy * _Noise_Texture_ST.xy + _Noise_Texture_ST.zw;
					    u_xlat35 = _Bias * 3.0;
					    u_xlat34 = u_xlat34 * 130.0;
					    u_xlat5 = texture(_Noise_Texture, u_xlat26.xy);
					    u_xlat5.xyz = (-vec3(u_xlat34)) * u_xlat5.xyz + vec3(_Bias);
					    u_xlat5.xyz = u_xlat5.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat5.xyz = u_xlat5.xyz * vec3(vec3(_Scale, _Scale, _Scale));
					    u_xlat5.xyz = log2(u_xlat5.xyz);
					    u_xlat5.xyz = vec3(u_xlat35) * u_xlat5.xyz;
					    u_xlat5.xyz = exp2(u_xlat5.xyz);
					    u_xlat16.xyz = min(u_xlat5.xyz, vec3(1.0, 0.0, 0.0));
					    u_xlat26.xy = vs_TEXCOORD0.xy * _MainTexture_ST.xy + _MainTexture_ST.zw;
					    u_xlat6 = texture(_MainTexture, u_xlat26.xy);
					    u_xlat7.xyz = u_xlat6.xxx * _MainColorTintFadeA.xyz;
					    u_xlat4 = texture(_DriedBlood_Curvature, u_xlat4.xy);
					    u_xlat8.xyz = u_xlat16.xyz * vec3(vec3(_DriedBloodEffectLevel, _DriedBloodEffectLevel, _DriedBloodEffectLevel));
					    u_xlatb18.xyz = lessThan(vec4(0.5, 0.5, 0.5, 0.5), u_xlat7.xyzz).xyz;
					    u_xlat6.xyz = _MainColorTintFadeA.xyz * u_xlat6.xxx + vec3(-0.5, -0.5, -0.5);
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat9.xyz = (-u_xlat16.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat6.xyz = (-u_xlat6.xyz) * u_xlat9.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat34 = u_xlat16.x * u_xlat7.x;
					    u_xlat9.x = u_xlat34 * 2.0;
					    u_xlat9.y = float(0.0);
					    u_xlat9.z = float(0.0);
					    u_xlat16.x = (u_xlatb18.x) ? u_xlat6.x : u_xlat9.x;
					    u_xlat16.y = (u_xlatb18.y) ? u_xlat6.y : u_xlat9.y;
					    u_xlat16.z = (u_xlatb18.z) ? u_xlat6.z : u_xlat9.z;
					    u_xlat16.xyz = clamp(u_xlat16.xyz, 0.0, 1.0);
					    u_xlatb6.xyz = lessThan(vec4(0.5, 0.5, 0.5, 0.0), u_xlat4.xyzx).xyz;
					    u_xlat7.xyz = u_xlat4.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = (-u_xlat7.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat9.xyz = (-_DriedBloodColorGloss.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = (-u_xlat7.xyz) * u_xlat9.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = u_xlat4.xyz * _DriedBloodColorGloss.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + u_xlat4.xyz;
					    {
					        vec4 hlslcc_movcTemp = u_xlat4;
					        hlslcc_movcTemp.x = (u_xlatb6.x) ? u_xlat7.x : u_xlat4.x;
					        hlslcc_movcTemp.y = (u_xlatb6.y) ? u_xlat7.y : u_xlat4.y;
					        hlslcc_movcTemp.z = (u_xlatb6.z) ? u_xlat7.z : u_xlat4.z;
					        u_xlat4 = hlslcc_movcTemp;
					    }
					    u_xlat4.xyz = (-u_xlat16.xyz) + u_xlat4.xyz;
					    u_xlat4.xyz = u_xlat8.xyz * u_xlat4.xyz + u_xlat16.xyz;
					    u_xlat34 = (-_Metallic) + _DriedBlood_Metallic;
					    u_xlat34 = u_xlat8.x * u_xlat34 + _Metallic;
					    u_xlat35 = _DriedBloodColorGloss.w + (-_Gloss);
					    u_xlat35 = u_xlat8.x * u_xlat35 + _Gloss;
					    u_xlat36 = u_xlat5.x * u_xlat6.w;
					    u_xlat36 = u_xlat36 * u_xlat36;
					    u_xlat37 = u_xlat36 * u_xlat36;
					    u_xlat36 = u_xlat36 * u_xlat37;
					    u_xlat36 = min(u_xlat36, 1.0);
					    SV_Target0.w = u_xlat36 * _MainColorTintFadeA.w;
					    u_xlat5.xyz = vs_TEXCOORD4.yyy * unity_WorldToLight[1].xyz;
					    u_xlat5.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD4.xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD4.zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToLight[3].xyz;
					    u_xlatb36 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb36){
					        u_xlatb36 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat6.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat6.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat6.xyz;
					        u_xlat6.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat6.xyz;
					        u_xlat6.xyz = u_xlat6.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat6.xyz = (bool(u_xlatb36)) ? u_xlat6.xyz : vs_TEXCOORD4.xyz;
					        u_xlat6.xyz = u_xlat6.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat6.yzw = u_xlat6.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat36 = u_xlat6.y * 0.25 + 0.75;
					        u_xlat37 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat6.x = max(u_xlat36, u_xlat37);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat6.xzw);
					    } else {
					        u_xlat6.x = float(1.0);
					        u_xlat6.y = float(1.0);
					        u_xlat6.z = float(1.0);
					        u_xlat6.w = float(1.0);
					    }
					    u_xlat36 = dot(u_xlat6, unity_OcclusionMaskSelector);
					    u_xlat36 = clamp(u_xlat36, 0.0, 1.0);
					    u_xlat37 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat6 = texture(_LightTextureB0, vec2(u_xlat37));
					    u_xlat5 = texture(_LightTexture0, u_xlat5.xyz);
					    u_xlat37 = u_xlat5.w * u_xlat6.x;
					    u_xlat36 = u_xlat36 * u_xlat37;
					    u_xlat5.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat5.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat5.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat5.xyz;
					    u_xlat5.xyz = vec3(u_xlat36) * _LightColor0.xyz;
					    u_xlat6.xyz = u_xlat4.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat6.xyz = vec3(u_xlat34) * u_xlat6.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat34 = (-u_xlat34) * 0.959999979 + 0.959999979;
					    u_xlat4.xyz = vec3(u_xlat34) * u_xlat4.xyz;
					    u_xlat34 = (-u_xlat35) + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat33) + u_xlat2.xyz;
					    u_xlat33 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat33 = max(u_xlat33, 0.00100000005);
					    u_xlat33 = inversesqrt(u_xlat33);
					    u_xlat0.xyz = vec3(u_xlat33) * u_xlat0.xyz;
					    u_xlat33 = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlat13 = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat13 = clamp(u_xlat13, 0.0, 1.0);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat11.x = u_xlat0.x + u_xlat0.x;
					    u_xlat11.x = u_xlat0.x * u_xlat11.x;
					    u_xlat11.x = u_xlat11.x * u_xlat34 + -0.5;
					    u_xlat22 = (-u_xlat2.x) + 1.0;
					    u_xlat1.x = u_xlat22 * u_xlat22;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat22 = u_xlat22 * u_xlat1.x;
					    u_xlat22 = u_xlat11.x * u_xlat22 + 1.0;
					    u_xlat1.x = -abs(u_xlat33) + 1.0;
					    u_xlat12 = u_xlat1.x * u_xlat1.x;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat1.x = u_xlat1.x * u_xlat12;
					    u_xlat11.x = u_xlat11.x * u_xlat1.x + 1.0;
					    u_xlat11.x = u_xlat11.x * u_xlat22;
					    u_xlat22 = u_xlat34 * u_xlat34;
					    u_xlat22 = max(u_xlat22, 0.00200000009);
					    u_xlat1.x = (-u_xlat22) + 1.0;
					    u_xlat12 = abs(u_xlat33) * u_xlat1.x + u_xlat22;
					    u_xlat1.x = u_xlat2.x * u_xlat1.x + u_xlat22;
					    u_xlat33 = abs(u_xlat33) * u_xlat1.x;
					    u_xlat33 = u_xlat2.x * u_xlat12 + u_xlat33;
					    u_xlat33 = u_xlat33 + 9.99999975e-06;
					    u_xlat33 = 0.5 / u_xlat33;
					    u_xlat22 = u_xlat22 * u_xlat22;
					    u_xlat1.x = u_xlat13 * u_xlat22 + (-u_xlat13);
					    u_xlat1.x = u_xlat1.x * u_xlat13 + 1.0;
					    u_xlat22 = u_xlat22 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat22 = u_xlat22 / u_xlat1.x;
					    u_xlat22 = u_xlat22 * u_xlat33;
					    u_xlat11.y = u_xlat22 * 3.14159274;
					    u_xlat11.xy = u_xlat2.xx * u_xlat11.xy;
					    u_xlat22 = max(u_xlat11.y, 0.0);
					    u_xlat33 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlatb33 = u_xlat33!=0.0;
					    u_xlat33 = u_xlatb33 ? 1.0 : float(0.0);
					    u_xlat22 = u_xlat33 * u_xlat22;
					    u_xlat1.xyz = u_xlat11.xxx * u_xlat5.xyz;
					    u_xlat11.xyz = u_xlat5.xyz * vec3(u_xlat22);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat34 = u_xlat0.x * u_xlat0.x;
					    u_xlat34 = u_xlat34 * u_xlat34;
					    u_xlat0.x = u_xlat0.x * u_xlat34;
					    u_xlat2.xyz = (-u_xlat6.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat0.xxx + u_xlat6.xyz;
					    u_xlat0.xyz = u_xlat11.xyz * u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat4.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" }
					"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];
						mat4x4 unity_WorldToLight;
						vec4 _LightColor0;
						vec4 unused_0_3;
						vec4 _MainNormalMap_ST;
						float _DriedBloodEffect_Tiling;
						float _DriedBloodEffectLevel;
						float _OverallNormalPower;
						float _Noise1;
						float _Noise2;
						vec4 _Noise_Texture_ST;
						float _Bias;
						float _Scale;
						vec4 _MainColorTintFadeA;
						vec4 _MainTexture_ST;
						vec4 _DriedBloodColorGloss;
						float _Metallic;
						float _DriedBlood_Metallic;
						float _Gloss;
						vec4 unused_0_19;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 unused_1_2[4];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainNormalMap;
					uniform  sampler2D _DriedBlood_Normal;
					uniform  sampler2D _Noise_Texture;
					uniform  sampler2D _MainTexture;
					uniform  sampler2D _DriedBlood_Curvature;
					uniform  sampler2D _LightTexture0;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					bvec3 u_xlatb5;
					vec4 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					vec3 u_xlat10;
					float u_xlat11;
					vec3 u_xlat14;
					bvec3 u_xlatb16;
					float u_xlat20;
					float u_xlat21;
					vec2 u_xlat23;
					vec2 u_xlat24;
					float u_xlat30;
					bool u_xlatb30;
					float u_xlat31;
					bool u_xlatb31;
					float u_xlat32;
					bool u_xlatb32;
					float u_xlat33;
					bool u_xlatb33;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat30 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat30 = inversesqrt(u_xlat30);
					    u_xlat1.xyz = vec3(u_xlat30) * u_xlat0.xyz;
					    u_xlat2.xy = vs_TEXCOORD0.xy * _MainNormalMap_ST.xy + _MainNormalMap_ST.zw;
					    u_xlat3 = vs_TEXCOORD0.xyxy * vec4(_DriedBloodEffect_Tiling, _DriedBloodEffect_Tiling, _Noise1, _Noise1);
					    u_xlat2 = texture(_MainNormalMap, u_xlat2.xy);
					    u_xlat2.x = u_xlat2.w * u_xlat2.x;
					    u_xlat2.xy = u_xlat2.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat31 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat31 = min(u_xlat31, 1.0);
					    u_xlat31 = (-u_xlat31) + 1.0;
					    u_xlat2.z = sqrt(u_xlat31);
					    u_xlat4 = texture(_DriedBlood_Normal, u_xlat3.xy);
					    u_xlat4.x = u_xlat4.w * u_xlat4.x;
					    u_xlat4.xy = u_xlat4.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat31 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat31 = min(u_xlat31, 1.0);
					    u_xlat31 = (-u_xlat31) + 1.0;
					    u_xlat4.z = sqrt(u_xlat31);
					    u_xlat4.xyz = (-u_xlat2.xyz) + u_xlat4.xyz;
					    u_xlat2.xyz = vec3(vec3(_DriedBloodEffectLevel, _DriedBloodEffectLevel, _DriedBloodEffectLevel)) * u_xlat4.xyz + u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz + vec3(-0.0, -0.0, -1.0);
					    u_xlat2.xyz = vec3(vec3(_OverallNormalPower, _OverallNormalPower, _OverallNormalPower)) * u_xlat2.xyz + vec3(0.0, 0.0, 1.0);
					    u_xlat31 = dot(u_xlat3.zw, vec2(0.366025418, 0.366025418));
					    u_xlat23.xy = vs_TEXCOORD0.xy * vec2(vec2(_Noise1, _Noise1)) + vec2(u_xlat31);
					    u_xlat23.xy = floor(u_xlat23.xy);
					    u_xlat4.xy = vs_TEXCOORD0.xy * vec2(vec2(_Noise1, _Noise1)) + (-u_xlat23.xy);
					    u_xlat31 = dot(u_xlat23.xy, vec2(0.211324871, 0.211324871));
					    u_xlat4.xy = vec2(u_xlat31) + u_xlat4.xy;
					    u_xlatb31 = u_xlat4.y<u_xlat4.x;
					    u_xlat5 = u_xlat4.xyxy + vec4(0.211324871, 0.211324871, -0.577350259, -0.577350259);
					    u_xlat6 = (bool(u_xlatb31)) ? vec4(0.0, 1.0, -1.0, -0.0) : vec4(1.0, 0.0, -0.0, -1.0);
					    u_xlat5.xy = u_xlat5.xy + u_xlat6.zw;
					    u_xlat24.xy = u_xlat23.xy * vec2(0.00346020772, 0.00346020772);
					    u_xlat24.xy = floor(u_xlat24.xy);
					    u_xlat23.xy = (-u_xlat24.xy) * vec2(289.0, 289.0) + u_xlat23.xy;
					    u_xlat7.x = float(0.0);
					    u_xlat7.z = float(1.0);
					    u_xlat7.y = u_xlat6.x;
					    u_xlat7.xyz = u_xlat23.yyy + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat8.xyz = floor(u_xlat8.xyz);
					    u_xlat7.xyz = (-u_xlat8.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat23.xxx + u_xlat7.xyz;
					    u_xlat6.x = float(0.0);
					    u_xlat6.z = float(1.0);
					    u_xlat6.xyz = u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat6.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat6.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat7.xyz = floor(u_xlat7.xyz);
					    u_xlat6.xyz = (-u_xlat7.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat6.xyz;
					    u_xlat7.x = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat7.y = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat7.z = dot(u_xlat5.zw, u_xlat5.zw);
					    u_xlat7.xyz = (-u_xlat7.xyz) + vec3(0.5, 0.5, 0.5);
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat7.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(0.024390243, 0.024390243, 0.024390243);
					    u_xlat6.xyz = fract(u_xlat6.xyz);
					    u_xlat8.xyz = u_xlat6.xyz * vec3(2.0, 2.0, 2.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat9.xyz = abs(u_xlat8.xyz) + vec3(-0.5, -0.5, -0.5);
					    u_xlat6.xyz = u_xlat6.xyz * vec3(2.0, 2.0, 2.0) + vec3(-0.5, -0.5, -0.5);
					    u_xlat6.xyz = floor(u_xlat6.xyz);
					    u_xlat6.xyz = (-u_xlat6.xyz) + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat9.xyz * u_xlat9.xyz;
					    u_xlat8.xyz = u_xlat6.xyz * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(0.853734732, 0.853734732, 0.853734732) + vec3(1.79284286, 1.79284286, 1.79284286);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat8.xyz;
					    u_xlat31 = u_xlat4.y * u_xlat9.x;
					    u_xlat4.x = u_xlat6.x * u_xlat4.x + u_xlat31;
					    u_xlat23.xy = u_xlat5.yw * u_xlat9.yz;
					    u_xlat4.yz = u_xlat6.yz * u_xlat5.xz + u_xlat23.xy;
					    u_xlat31 = dot(u_xlat7.xyz, u_xlat4.xyz);
					    u_xlat31 = u_xlat31 * 130.0;
					    u_xlat32 = _Noise1 * _Noise2;
					    u_xlat23.xy = vec2(u_xlat32) * vs_TEXCOORD0.xy;
					    u_xlat23.x = dot(u_xlat23.xy, vec2(0.366025418, 0.366025418));
					    u_xlat23.xy = vs_TEXCOORD0.xy * vec2(u_xlat32) + u_xlat23.xx;
					    u_xlat23.xy = floor(u_xlat23.xy);
					    u_xlat4.xy = vs_TEXCOORD0.xy * vec2(u_xlat32) + (-u_xlat23.xy);
					    u_xlat32 = dot(u_xlat23.xy, vec2(0.211324871, 0.211324871));
					    u_xlat4.xy = vec2(u_xlat32) + u_xlat4.xy;
					    u_xlatb32 = u_xlat4.y<u_xlat4.x;
					    u_xlat5 = u_xlat4.xyxy + vec4(0.211324871, 0.211324871, -0.577350259, -0.577350259);
					    u_xlat6 = (bool(u_xlatb32)) ? vec4(0.0, 1.0, -1.0, -0.0) : vec4(1.0, 0.0, -0.0, -1.0);
					    u_xlat5.xy = u_xlat5.xy + u_xlat6.zw;
					    u_xlat24.xy = u_xlat23.xy * vec2(0.00346020772, 0.00346020772);
					    u_xlat24.xy = floor(u_xlat24.xy);
					    u_xlat23.xy = (-u_xlat24.xy) * vec2(289.0, 289.0) + u_xlat23.xy;
					    u_xlat7.x = float(0.0);
					    u_xlat7.z = float(1.0);
					    u_xlat7.y = u_xlat6.x;
					    u_xlat7.xyz = u_xlat23.yyy + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat8.xyz = floor(u_xlat8.xyz);
					    u_xlat7.xyz = (-u_xlat8.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat23.xxx + u_xlat7.xyz;
					    u_xlat6.x = float(0.0);
					    u_xlat6.z = float(1.0);
					    u_xlat6.xyz = u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat6.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat6.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat7.xyz = floor(u_xlat7.xyz);
					    u_xlat6.xyz = (-u_xlat7.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat6.xyz;
					    u_xlat7.x = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat7.y = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat7.z = dot(u_xlat5.zw, u_xlat5.zw);
					    u_xlat7.xyz = (-u_xlat7.xyz) + vec3(0.5, 0.5, 0.5);
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat7.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(0.024390243, 0.024390243, 0.024390243);
					    u_xlat6.xyz = fract(u_xlat6.xyz);
					    u_xlat8.xyz = u_xlat6.xyz * vec3(2.0, 2.0, 2.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat9.xyz = abs(u_xlat8.xyz) + vec3(-0.5, -0.5, -0.5);
					    u_xlat6.xyz = u_xlat6.xyz * vec3(2.0, 2.0, 2.0) + vec3(-0.5, -0.5, -0.5);
					    u_xlat6.xyz = floor(u_xlat6.xyz);
					    u_xlat6.xyz = (-u_xlat6.xyz) + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat9.xyz * u_xlat9.xyz;
					    u_xlat8.xyz = u_xlat6.xyz * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(0.853734732, 0.853734732, 0.853734732) + vec3(1.79284286, 1.79284286, 1.79284286);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat8.xyz;
					    u_xlat32 = u_xlat4.y * u_xlat9.x;
					    u_xlat4.x = u_xlat6.x * u_xlat4.x + u_xlat32;
					    u_xlat23.xy = u_xlat5.yw * u_xlat9.yz;
					    u_xlat4.yz = u_xlat6.yz * u_xlat5.xz + u_xlat23.xy;
					    u_xlat32 = dot(u_xlat7.xyz, u_xlat4.xyz);
					    u_xlat31 = u_xlat31 * u_xlat32;
					    u_xlat23.xy = vs_TEXCOORD0.xy * _Noise_Texture_ST.xy + _Noise_Texture_ST.zw;
					    u_xlat32 = _Bias * 3.0;
					    u_xlat31 = u_xlat31 * 130.0;
					    u_xlat4 = texture(_Noise_Texture, u_xlat23.xy);
					    u_xlat4.xyz = (-vec3(u_xlat31)) * u_xlat4.xyz + vec3(_Bias);
					    u_xlat4.xyz = u_xlat4.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = u_xlat4.xyz * vec3(vec3(_Scale, _Scale, _Scale));
					    u_xlat4.xyz = log2(u_xlat4.xyz);
					    u_xlat4.xyz = vec3(u_xlat32) * u_xlat4.xyz;
					    u_xlat4.xyz = exp2(u_xlat4.xyz);
					    u_xlat14.xyz = min(u_xlat4.xyz, vec3(1.0, 0.0, 0.0));
					    u_xlat23.xy = vs_TEXCOORD0.xy * _MainTexture_ST.xy + _MainTexture_ST.zw;
					    u_xlat5 = texture(_MainTexture, u_xlat23.xy);
					    u_xlat6.xyz = u_xlat5.xxx * _MainColorTintFadeA.xyz;
					    u_xlat3 = texture(_DriedBlood_Curvature, u_xlat3.xy);
					    u_xlat7.xyz = u_xlat14.xyz * vec3(vec3(_DriedBloodEffectLevel, _DriedBloodEffectLevel, _DriedBloodEffectLevel));
					    u_xlatb16.xyz = lessThan(vec4(0.5, 0.5, 0.5, 0.5), u_xlat6.xyzz).xyz;
					    u_xlat5.xyz = _MainColorTintFadeA.xyz * u_xlat5.xxx + vec3(-0.5, -0.5, -0.5);
					    u_xlat5.xyz = (-u_xlat5.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = (-u_xlat14.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat5.xyz = (-u_xlat5.xyz) * u_xlat8.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat31 = u_xlat14.x * u_xlat6.x;
					    u_xlat8.x = u_xlat31 * 2.0;
					    u_xlat8.y = float(0.0);
					    u_xlat8.z = float(0.0);
					    u_xlat14.x = (u_xlatb16.x) ? u_xlat5.x : u_xlat8.x;
					    u_xlat14.y = (u_xlatb16.y) ? u_xlat5.y : u_xlat8.y;
					    u_xlat14.z = (u_xlatb16.z) ? u_xlat5.z : u_xlat8.z;
					    u_xlat14.xyz = clamp(u_xlat14.xyz, 0.0, 1.0);
					    u_xlatb5.xyz = lessThan(vec4(0.5, 0.5, 0.5, 0.0), u_xlat3.xyzx).xyz;
					    u_xlat6.xyz = u_xlat3.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = (-_DriedBloodColorGloss.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat6.xyz = (-u_xlat6.xyz) * u_xlat8.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat3.xyz = u_xlat3.xyz * _DriedBloodColorGloss.xyz;
					    u_xlat3.xyz = u_xlat3.xyz + u_xlat3.xyz;
					    {
					        vec4 hlslcc_movcTemp = u_xlat3;
					        hlslcc_movcTemp.x = (u_xlatb5.x) ? u_xlat6.x : u_xlat3.x;
					        hlslcc_movcTemp.y = (u_xlatb5.y) ? u_xlat6.y : u_xlat3.y;
					        hlslcc_movcTemp.z = (u_xlatb5.z) ? u_xlat6.z : u_xlat3.z;
					        u_xlat3 = hlslcc_movcTemp;
					    }
					    u_xlat3.xyz = (-u_xlat14.xyz) + u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat7.xyz * u_xlat3.xyz + u_xlat14.xyz;
					    u_xlat31 = (-_Metallic) + _DriedBlood_Metallic;
					    u_xlat31 = u_xlat7.x * u_xlat31 + _Metallic;
					    u_xlat32 = _DriedBloodColorGloss.w + (-_Gloss);
					    u_xlat32 = u_xlat7.x * u_xlat32 + _Gloss;
					    u_xlat33 = u_xlat4.x * u_xlat5.w;
					    u_xlat33 = u_xlat33 * u_xlat33;
					    u_xlat4.x = u_xlat33 * u_xlat33;
					    u_xlat33 = u_xlat33 * u_xlat4.x;
					    u_xlat33 = min(u_xlat33, 1.0);
					    SV_Target0.w = u_xlat33 * _MainColorTintFadeA.w;
					    u_xlat4.xy = vs_TEXCOORD4.yy * unity_WorldToLight[1].xy;
					    u_xlat4.xy = unity_WorldToLight[0].xy * vs_TEXCOORD4.xx + u_xlat4.xy;
					    u_xlat4.xy = unity_WorldToLight[2].xy * vs_TEXCOORD4.zz + u_xlat4.xy;
					    u_xlat4.xy = u_xlat4.xy + unity_WorldToLight[3].xy;
					    u_xlatb33 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb33){
					        u_xlatb33 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb33)) ? u_xlat5.xyz : vs_TEXCOORD4.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat33 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat24.x = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat33, u_xlat24.x);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5.x = float(1.0);
					        u_xlat5.y = float(1.0);
					        u_xlat5.z = float(1.0);
					        u_xlat5.w = float(1.0);
					    }
					    u_xlat33 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat33 = clamp(u_xlat33, 0.0, 1.0);
					    u_xlat4 = texture(_LightTexture0, u_xlat4.xy);
					    u_xlat33 = u_xlat33 * u_xlat4.w;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat2.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat2.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat2.x = inversesqrt(u_xlat2.x);
					    u_xlat2.xyz = u_xlat2.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat33) * _LightColor0.xyz;
					    u_xlat5.xyz = u_xlat3.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat5.xyz = vec3(u_xlat31) * u_xlat5.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat31 = (-u_xlat31) * 0.959999979 + 0.959999979;
					    u_xlat3.xyz = vec3(u_xlat31) * u_xlat3.xyz;
					    u_xlat31 = (-u_xlat32) + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat30) + _WorldSpaceLightPos0.xyz;
					    u_xlat30 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat30 = max(u_xlat30, 0.00100000005);
					    u_xlat30 = inversesqrt(u_xlat30);
					    u_xlat0.xyz = vec3(u_xlat30) * u_xlat0.xyz;
					    u_xlat30 = dot(u_xlat2.xyz, u_xlat1.xyz);
					    u_xlat1.x = dot(u_xlat2.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat11 = dot(u_xlat2.xyz, u_xlat0.xyz);
					    u_xlat11 = clamp(u_xlat11, 0.0, 1.0);
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat10.x = u_xlat0.x + u_xlat0.x;
					    u_xlat10.x = u_xlat0.x * u_xlat10.x;
					    u_xlat10.x = u_xlat10.x * u_xlat31 + -0.5;
					    u_xlat20 = (-u_xlat1.x) + 1.0;
					    u_xlat21 = u_xlat20 * u_xlat20;
					    u_xlat21 = u_xlat21 * u_xlat21;
					    u_xlat20 = u_xlat20 * u_xlat21;
					    u_xlat20 = u_xlat10.x * u_xlat20 + 1.0;
					    u_xlat21 = -abs(u_xlat30) + 1.0;
					    u_xlat2.x = u_xlat21 * u_xlat21;
					    u_xlat2.x = u_xlat2.x * u_xlat2.x;
					    u_xlat21 = u_xlat21 * u_xlat2.x;
					    u_xlat10.x = u_xlat10.x * u_xlat21 + 1.0;
					    u_xlat10.x = u_xlat10.x * u_xlat20;
					    u_xlat20 = u_xlat31 * u_xlat31;
					    u_xlat20 = max(u_xlat20, 0.00200000009);
					    u_xlat21 = (-u_xlat20) + 1.0;
					    u_xlat31 = abs(u_xlat30) * u_xlat21 + u_xlat20;
					    u_xlat21 = u_xlat1.x * u_xlat21 + u_xlat20;
					    u_xlat30 = abs(u_xlat30) * u_xlat21;
					    u_xlat30 = u_xlat1.x * u_xlat31 + u_xlat30;
					    u_xlat30 = u_xlat30 + 9.99999975e-06;
					    u_xlat30 = 0.5 / u_xlat30;
					    u_xlat20 = u_xlat20 * u_xlat20;
					    u_xlat21 = u_xlat11 * u_xlat20 + (-u_xlat11);
					    u_xlat11 = u_xlat21 * u_xlat11 + 1.0;
					    u_xlat20 = u_xlat20 * 0.318309873;
					    u_xlat11 = u_xlat11 * u_xlat11 + 1.00000001e-07;
					    u_xlat20 = u_xlat20 / u_xlat11;
					    u_xlat20 = u_xlat20 * u_xlat30;
					    u_xlat10.y = u_xlat20 * 3.14159274;
					    u_xlat10.xy = u_xlat1.xx * u_xlat10.xy;
					    u_xlat20 = max(u_xlat10.y, 0.0);
					    u_xlat30 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlatb30 = u_xlat30!=0.0;
					    u_xlat30 = u_xlatb30 ? 1.0 : float(0.0);
					    u_xlat20 = u_xlat30 * u_xlat20;
					    u_xlat1.xyz = u_xlat10.xxx * u_xlat4.xyz;
					    u_xlat10.xyz = u_xlat4.xyz * vec3(u_xlat20);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat31 = u_xlat0.x * u_xlat0.x;
					    u_xlat31 = u_xlat31 * u_xlat31;
					    u_xlat0.x = u_xlat0.x * u_xlat31;
					    u_xlat2.xyz = (-u_xlat5.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat0.xxx + u_xlat5.xyz;
					    u_xlat0.xyz = u_xlat10.xyz * u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat3.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "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];
						mat4x4 unity_WorldToLight;
						vec4 _LightColor0;
						vec4 unused_0_3;
						vec4 _MainNormalMap_ST;
						float _DriedBloodEffect_Tiling;
						float _DriedBloodEffectLevel;
						float _OverallNormalPower;
						float _Noise1;
						float _Noise2;
						vec4 _Noise_Texture_ST;
						float _Bias;
						float _Scale;
						vec4 _MainColorTintFadeA;
						vec4 _MainTexture_ST;
						vec4 _DriedBloodColorGloss;
						float _Metallic;
						float _DriedBlood_Metallic;
						float _Gloss;
						vec4 unused_0_19;
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_1_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_1_3;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_2_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainNormalMap;
					uniform  sampler2D _DriedBlood_Normal;
					uniform  sampler2D _Noise_Texture;
					uniform  sampler2D _MainTexture;
					uniform  sampler2D _DriedBlood_Curvature;
					uniform  sampler2D _LightTexture0;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					int u_xlati0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					bvec3 u_xlatb5;
					vec4 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					vec3 u_xlat10;
					float u_xlat11;
					vec3 u_xlat14;
					bvec3 u_xlatb16;
					float u_xlat20;
					float u_xlat21;
					vec2 u_xlat23;
					vec2 u_xlat24;
					float u_xlat30;
					bool u_xlatb30;
					float u_xlat31;
					bool u_xlatb31;
					float u_xlat32;
					bool u_xlatb32;
					float u_xlat33;
					bool u_xlatb33;
					void main()
					{
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat30 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat30 = inversesqrt(u_xlat30);
					    u_xlat1.xyz = vec3(u_xlat30) * u_xlat0.xyz;
					    u_xlat2.xy = vs_TEXCOORD0.xy * _MainNormalMap_ST.xy + _MainNormalMap_ST.zw;
					    u_xlat3 = vs_TEXCOORD0.xyxy * vec4(_DriedBloodEffect_Tiling, _DriedBloodEffect_Tiling, _Noise1, _Noise1);
					    u_xlat2 = texture(_MainNormalMap, u_xlat2.xy);
					    u_xlat2.x = u_xlat2.w * u_xlat2.x;
					    u_xlat2.xy = u_xlat2.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat31 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat31 = min(u_xlat31, 1.0);
					    u_xlat31 = (-u_xlat31) + 1.0;
					    u_xlat2.z = sqrt(u_xlat31);
					    u_xlat4 = texture(_DriedBlood_Normal, u_xlat3.xy);
					    u_xlat4.x = u_xlat4.w * u_xlat4.x;
					    u_xlat4.xy = u_xlat4.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat31 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat31 = min(u_xlat31, 1.0);
					    u_xlat31 = (-u_xlat31) + 1.0;
					    u_xlat4.z = sqrt(u_xlat31);
					    u_xlat4.xyz = (-u_xlat2.xyz) + u_xlat4.xyz;
					    u_xlat2.xyz = vec3(vec3(_DriedBloodEffectLevel, _DriedBloodEffectLevel, _DriedBloodEffectLevel)) * u_xlat4.xyz + u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz + vec3(-0.0, -0.0, -1.0);
					    u_xlat2.xyz = vec3(vec3(_OverallNormalPower, _OverallNormalPower, _OverallNormalPower)) * u_xlat2.xyz + vec3(0.0, 0.0, 1.0);
					    u_xlat31 = dot(u_xlat3.zw, vec2(0.366025418, 0.366025418));
					    u_xlat23.xy = vs_TEXCOORD0.xy * vec2(vec2(_Noise1, _Noise1)) + vec2(u_xlat31);
					    u_xlat23.xy = floor(u_xlat23.xy);
					    u_xlat4.xy = vs_TEXCOORD0.xy * vec2(vec2(_Noise1, _Noise1)) + (-u_xlat23.xy);
					    u_xlat31 = dot(u_xlat23.xy, vec2(0.211324871, 0.211324871));
					    u_xlat4.xy = vec2(u_xlat31) + u_xlat4.xy;
					    u_xlatb31 = u_xlat4.y<u_xlat4.x;
					    u_xlat5 = u_xlat4.xyxy + vec4(0.211324871, 0.211324871, -0.577350259, -0.577350259);
					    u_xlat6 = (bool(u_xlatb31)) ? vec4(0.0, 1.0, -1.0, -0.0) : vec4(1.0, 0.0, -0.0, -1.0);
					    u_xlat5.xy = u_xlat5.xy + u_xlat6.zw;
					    u_xlat24.xy = u_xlat23.xy * vec2(0.00346020772, 0.00346020772);
					    u_xlat24.xy = floor(u_xlat24.xy);
					    u_xlat23.xy = (-u_xlat24.xy) * vec2(289.0, 289.0) + u_xlat23.xy;
					    u_xlat7.x = float(0.0);
					    u_xlat7.z = float(1.0);
					    u_xlat7.y = u_xlat6.x;
					    u_xlat7.xyz = u_xlat23.yyy + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat8.xyz = floor(u_xlat8.xyz);
					    u_xlat7.xyz = (-u_xlat8.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat23.xxx + u_xlat7.xyz;
					    u_xlat6.x = float(0.0);
					    u_xlat6.z = float(1.0);
					    u_xlat6.xyz = u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat6.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat6.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat7.xyz = floor(u_xlat7.xyz);
					    u_xlat6.xyz = (-u_xlat7.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat6.xyz;
					    u_xlat7.x = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat7.y = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat7.z = dot(u_xlat5.zw, u_xlat5.zw);
					    u_xlat7.xyz = (-u_xlat7.xyz) + vec3(0.5, 0.5, 0.5);
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat7.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(0.024390243, 0.024390243, 0.024390243);
					    u_xlat6.xyz = fract(u_xlat6.xyz);
					    u_xlat8.xyz = u_xlat6.xyz * vec3(2.0, 2.0, 2.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat9.xyz = abs(u_xlat8.xyz) + vec3(-0.5, -0.5, -0.5);
					    u_xlat6.xyz = u_xlat6.xyz * vec3(2.0, 2.0, 2.0) + vec3(-0.5, -0.5, -0.5);
					    u_xlat6.xyz = floor(u_xlat6.xyz);
					    u_xlat6.xyz = (-u_xlat6.xyz) + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat9.xyz * u_xlat9.xyz;
					    u_xlat8.xyz = u_xlat6.xyz * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(0.853734732, 0.853734732, 0.853734732) + vec3(1.79284286, 1.79284286, 1.79284286);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat8.xyz;
					    u_xlat31 = u_xlat4.y * u_xlat9.x;
					    u_xlat4.x = u_xlat6.x * u_xlat4.x + u_xlat31;
					    u_xlat23.xy = u_xlat5.yw * u_xlat9.yz;
					    u_xlat4.yz = u_xlat6.yz * u_xlat5.xz + u_xlat23.xy;
					    u_xlat31 = dot(u_xlat7.xyz, u_xlat4.xyz);
					    u_xlat31 = u_xlat31 * 130.0;
					    u_xlat32 = _Noise1 * _Noise2;
					    u_xlat23.xy = vec2(u_xlat32) * vs_TEXCOORD0.xy;
					    u_xlat23.x = dot(u_xlat23.xy, vec2(0.366025418, 0.366025418));
					    u_xlat23.xy = vs_TEXCOORD0.xy * vec2(u_xlat32) + u_xlat23.xx;
					    u_xlat23.xy = floor(u_xlat23.xy);
					    u_xlat4.xy = vs_TEXCOORD0.xy * vec2(u_xlat32) + (-u_xlat23.xy);
					    u_xlat32 = dot(u_xlat23.xy, vec2(0.211324871, 0.211324871));
					    u_xlat4.xy = vec2(u_xlat32) + u_xlat4.xy;
					    u_xlatb32 = u_xlat4.y<u_xlat4.x;
					    u_xlat5 = u_xlat4.xyxy + vec4(0.211324871, 0.211324871, -0.577350259, -0.577350259);
					    u_xlat6 = (bool(u_xlatb32)) ? vec4(0.0, 1.0, -1.0, -0.0) : vec4(1.0, 0.0, -0.0, -1.0);
					    u_xlat5.xy = u_xlat5.xy + u_xlat6.zw;
					    u_xlat24.xy = u_xlat23.xy * vec2(0.00346020772, 0.00346020772);
					    u_xlat24.xy = floor(u_xlat24.xy);
					    u_xlat23.xy = (-u_xlat24.xy) * vec2(289.0, 289.0) + u_xlat23.xy;
					    u_xlat7.x = float(0.0);
					    u_xlat7.z = float(1.0);
					    u_xlat7.y = u_xlat6.x;
					    u_xlat7.xyz = u_xlat23.yyy + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat8.xyz = floor(u_xlat8.xyz);
					    u_xlat7.xyz = (-u_xlat8.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat23.xxx + u_xlat7.xyz;
					    u_xlat6.x = float(0.0);
					    u_xlat6.z = float(1.0);
					    u_xlat6.xyz = u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat6.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat6.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat7.xyz = floor(u_xlat7.xyz);
					    u_xlat6.xyz = (-u_xlat7.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat6.xyz;
					    u_xlat7.x = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat7.y = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat7.z = dot(u_xlat5.zw, u_xlat5.zw);
					    u_xlat7.xyz = (-u_xlat7.xyz) + vec3(0.5, 0.5, 0.5);
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat7.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(0.024390243, 0.024390243, 0.024390243);
					    u_xlat6.xyz = fract(u_xlat6.xyz);
					    u_xlat8.xyz = u_xlat6.xyz * vec3(2.0, 2.0, 2.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat9.xyz = abs(u_xlat8.xyz) + vec3(-0.5, -0.5, -0.5);
					    u_xlat6.xyz = u_xlat6.xyz * vec3(2.0, 2.0, 2.0) + vec3(-0.5, -0.5, -0.5);
					    u_xlat6.xyz = floor(u_xlat6.xyz);
					    u_xlat6.xyz = (-u_xlat6.xyz) + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat9.xyz * u_xlat9.xyz;
					    u_xlat8.xyz = u_xlat6.xyz * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(0.853734732, 0.853734732, 0.853734732) + vec3(1.79284286, 1.79284286, 1.79284286);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat8.xyz;
					    u_xlat32 = u_xlat4.y * u_xlat9.x;
					    u_xlat4.x = u_xlat6.x * u_xlat4.x + u_xlat32;
					    u_xlat23.xy = u_xlat5.yw * u_xlat9.yz;
					    u_xlat4.yz = u_xlat6.yz * u_xlat5.xz + u_xlat23.xy;
					    u_xlat32 = dot(u_xlat7.xyz, u_xlat4.xyz);
					    u_xlat31 = u_xlat31 * u_xlat32;
					    u_xlat23.xy = vs_TEXCOORD0.xy * _Noise_Texture_ST.xy + _Noise_Texture_ST.zw;
					    u_xlat32 = _Bias * 3.0;
					    u_xlat31 = u_xlat31 * 130.0;
					    u_xlat4 = texture(_Noise_Texture, u_xlat23.xy);
					    u_xlat4.xyz = (-vec3(u_xlat31)) * u_xlat4.xyz + vec3(_Bias);
					    u_xlat4.xyz = u_xlat4.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = u_xlat4.xyz * vec3(vec3(_Scale, _Scale, _Scale));
					    u_xlat4.xyz = log2(u_xlat4.xyz);
					    u_xlat4.xyz = vec3(u_xlat32) * u_xlat4.xyz;
					    u_xlat4.xyz = exp2(u_xlat4.xyz);
					    u_xlat14.xyz = min(u_xlat4.xyz, vec3(1.0, 0.0, 0.0));
					    u_xlat23.xy = vs_TEXCOORD0.xy * _MainTexture_ST.xy + _MainTexture_ST.zw;
					    u_xlat5 = texture(_MainTexture, u_xlat23.xy);
					    u_xlat6.xyz = u_xlat5.xxx * _MainColorTintFadeA.xyz;
					    u_xlat3 = texture(_DriedBlood_Curvature, u_xlat3.xy);
					    u_xlat7.xyz = u_xlat14.xyz * vec3(vec3(_DriedBloodEffectLevel, _DriedBloodEffectLevel, _DriedBloodEffectLevel));
					    u_xlatb16.xyz = lessThan(vec4(0.5, 0.5, 0.5, 0.5), u_xlat6.xyzz).xyz;
					    u_xlat5.xyz = _MainColorTintFadeA.xyz * u_xlat5.xxx + vec3(-0.5, -0.5, -0.5);
					    u_xlat5.xyz = (-u_xlat5.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = (-u_xlat14.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat5.xyz = (-u_xlat5.xyz) * u_xlat8.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat31 = u_xlat14.x * u_xlat6.x;
					    u_xlat8.x = u_xlat31 * 2.0;
					    u_xlat8.y = float(0.0);
					    u_xlat8.z = float(0.0);
					    u_xlat14.x = (u_xlatb16.x) ? u_xlat5.x : u_xlat8.x;
					    u_xlat14.y = (u_xlatb16.y) ? u_xlat5.y : u_xlat8.y;
					    u_xlat14.z = (u_xlatb16.z) ? u_xlat5.z : u_xlat8.z;
					    u_xlat14.xyz = clamp(u_xlat14.xyz, 0.0, 1.0);
					    u_xlatb5.xyz = lessThan(vec4(0.5, 0.5, 0.5, 0.0), u_xlat3.xyzx).xyz;
					    u_xlat6.xyz = u_xlat3.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = (-_DriedBloodColorGloss.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat6.xyz = (-u_xlat6.xyz) * u_xlat8.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat3.xyz = u_xlat3.xyz * _DriedBloodColorGloss.xyz;
					    u_xlat3.xyz = u_xlat3.xyz + u_xlat3.xyz;
					    {
					        vec4 hlslcc_movcTemp = u_xlat3;
					        hlslcc_movcTemp.x = (u_xlatb5.x) ? u_xlat6.x : u_xlat3.x;
					        hlslcc_movcTemp.y = (u_xlatb5.y) ? u_xlat6.y : u_xlat3.y;
					        hlslcc_movcTemp.z = (u_xlatb5.z) ? u_xlat6.z : u_xlat3.z;
					        u_xlat3 = hlslcc_movcTemp;
					    }
					    u_xlat3.xyz = (-u_xlat14.xyz) + u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat7.xyz * u_xlat3.xyz + u_xlat14.xyz;
					    u_xlat31 = (-_Metallic) + _DriedBlood_Metallic;
					    u_xlat31 = u_xlat7.x * u_xlat31 + _Metallic;
					    u_xlat32 = _DriedBloodColorGloss.w + (-_Gloss);
					    u_xlat32 = u_xlat7.x * u_xlat32 + _Gloss;
					    u_xlat33 = u_xlat4.x * u_xlat5.w;
					    u_xlat33 = u_xlat33 * u_xlat33;
					    u_xlat4.x = u_xlat33 * u_xlat33;
					    u_xlat33 = u_xlat33 * u_xlat4.x;
					    u_xlat33 = min(u_xlat33, 1.0);
					    SV_Target0.w = u_xlat33 * _MainColorTintFadeA.w;
					    u_xlat4.xy = vs_TEXCOORD4.yy * unity_WorldToLight[1].xy;
					    u_xlat4.xy = unity_WorldToLight[0].xy * vs_TEXCOORD4.xx + u_xlat4.xy;
					    u_xlat4.xy = unity_WorldToLight[2].xy * vs_TEXCOORD4.zz + u_xlat4.xy;
					    u_xlat4.xy = u_xlat4.xy + unity_WorldToLight[3].xy;
					    u_xlatb33 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb33){
					        u_xlatb33 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb33)) ? u_xlat5.xyz : vs_TEXCOORD4.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat33 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat24.x = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat33, u_xlat24.x);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5.x = float(1.0);
					        u_xlat5.y = float(1.0);
					        u_xlat5.z = float(1.0);
					        u_xlat5.w = float(1.0);
					    }
					    u_xlat33 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat33 = clamp(u_xlat33, 0.0, 1.0);
					    u_xlat4 = texture(_LightTexture0, u_xlat4.xy);
					    u_xlat33 = u_xlat33 * u_xlat4.w;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat2.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat2.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat2.x = inversesqrt(u_xlat2.x);
					    u_xlat2.xyz = u_xlat2.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat33) * _LightColor0.xyz;
					    u_xlat5.xyz = u_xlat3.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat5.xyz = vec3(u_xlat31) * u_xlat5.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat31 = (-u_xlat31) * 0.959999979 + 0.959999979;
					    u_xlat3.xyz = vec3(u_xlat31) * u_xlat3.xyz;
					    u_xlat31 = (-u_xlat32) + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat30) + _WorldSpaceLightPos0.xyz;
					    u_xlat30 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat30 = max(u_xlat30, 0.00100000005);
					    u_xlat30 = inversesqrt(u_xlat30);
					    u_xlat0.xyz = vec3(u_xlat30) * u_xlat0.xyz;
					    u_xlat30 = dot(u_xlat2.xyz, u_xlat1.xyz);
					    u_xlat1.x = dot(u_xlat2.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat11 = dot(u_xlat2.xyz, u_xlat0.xyz);
					    u_xlat11 = clamp(u_xlat11, 0.0, 1.0);
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat10.x = u_xlat0.x + u_xlat0.x;
					    u_xlat10.x = u_xlat0.x * u_xlat10.x;
					    u_xlat10.x = u_xlat10.x * u_xlat31 + -0.5;
					    u_xlat20 = (-u_xlat1.x) + 1.0;
					    u_xlat21 = u_xlat20 * u_xlat20;
					    u_xlat21 = u_xlat21 * u_xlat21;
					    u_xlat20 = u_xlat20 * u_xlat21;
					    u_xlat20 = u_xlat10.x * u_xlat20 + 1.0;
					    u_xlat21 = -abs(u_xlat30) + 1.0;
					    u_xlat2.x = u_xlat21 * u_xlat21;
					    u_xlat2.x = u_xlat2.x * u_xlat2.x;
					    u_xlat21 = u_xlat21 * u_xlat2.x;
					    u_xlat10.x = u_xlat10.x * u_xlat21 + 1.0;
					    u_xlat10.x = u_xlat10.x * u_xlat20;
					    u_xlat20 = u_xlat31 * u_xlat31;
					    u_xlat20 = max(u_xlat20, 0.00200000009);
					    u_xlat21 = (-u_xlat20) + 1.0;
					    u_xlat31 = abs(u_xlat30) * u_xlat21 + u_xlat20;
					    u_xlat21 = u_xlat1.x * u_xlat21 + u_xlat20;
					    u_xlat30 = abs(u_xlat30) * u_xlat21;
					    u_xlat30 = u_xlat1.x * u_xlat31 + u_xlat30;
					    u_xlat30 = u_xlat30 + 9.99999975e-06;
					    u_xlat30 = 0.5 / u_xlat30;
					    u_xlat20 = u_xlat20 * u_xlat20;
					    u_xlat21 = u_xlat11 * u_xlat20 + (-u_xlat11);
					    u_xlat11 = u_xlat21 * u_xlat11 + 1.0;
					    u_xlat20 = u_xlat20 * 0.318309873;
					    u_xlat11 = u_xlat11 * u_xlat11 + 1.00000001e-07;
					    u_xlat20 = u_xlat20 / u_xlat11;
					    u_xlat20 = u_xlat20 * u_xlat30;
					    u_xlat10.y = u_xlat20 * 3.14159274;
					    u_xlat10.xy = u_xlat1.xx * u_xlat10.xy;
					    u_xlat20 = max(u_xlat10.y, 0.0);
					    u_xlat30 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlatb30 = u_xlat30!=0.0;
					    u_xlat30 = u_xlatb30 ? 1.0 : float(0.0);
					    u_xlat20 = u_xlat30 * u_xlat20;
					    u_xlat1.xyz = u_xlat10.xxx * u_xlat4.xyz;
					    u_xlat10.xyz = u_xlat4.xyz * vec3(u_xlat20);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat31 = u_xlat0.x * u_xlat0.x;
					    u_xlat31 = u_xlat31 * u_xlat31;
					    u_xlat0.x = u_xlat0.x * u_xlat31;
					    u_xlat2.xyz = (-u_xlat5.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat0.xxx + u_xlat5.xyz;
					    u_xlat0.xyz = u_xlat10.xyz * u_xlat2.xyz;
					    SV_Target0.xyz = u_xlat3.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" "POINT" }
					"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];
						mat4x4 unity_WorldToLight;
						vec4 _LightColor0;
						vec4 unused_0_3;
						vec4 _MainNormalMap_ST;
						float _DriedBloodEffect_Tiling;
						float _DriedBloodEffectLevel;
						float _OverallNormalPower;
						float _Noise1;
						float _Noise2;
						vec4 _Noise_Texture_ST;
						float _Bias;
						float _Scale;
						vec4 _MainColorTintFadeA;
						vec4 _MainTexture_ST;
						vec4 _DriedBloodColorGloss;
						float _Metallic;
						float _DriedBlood_Metallic;
						float _Gloss;
						vec4 unused_0_19;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_3_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainNormalMap;
					uniform  sampler2D _DriedBlood_Normal;
					uniform  sampler2D _Noise_Texture;
					uniform  sampler2D _MainTexture;
					uniform  sampler2D _DriedBlood_Curvature;
					uniform  sampler2D _LightTexture0;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD6;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					bvec3 u_xlatb6;
					vec4 u_xlat7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					vec3 u_xlat10;
					vec3 u_xlat11;
					float u_xlat12;
					float u_xlat13;
					vec3 u_xlat16;
					bvec3 u_xlatb18;
					float u_xlat22;
					vec2 u_xlat26;
					vec2 u_xlat27;
					float u_xlat33;
					bool u_xlatb33;
					float u_xlat34;
					bool u_xlatb34;
					float u_xlat35;
					bool u_xlatb35;
					float u_xlat36;
					bool u_xlatb36;
					float u_xlat37;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat33 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat33 = inversesqrt(u_xlat33);
					    u_xlat1.xyz = vec3(u_xlat33) * u_xlat0.xyz;
					    u_xlat2.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat34 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat34 = inversesqrt(u_xlat34);
					    u_xlat2.xyz = vec3(u_xlat34) * u_xlat2.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainNormalMap_ST.xy + _MainNormalMap_ST.zw;
					    u_xlat4 = vs_TEXCOORD0.xyxy * vec4(_DriedBloodEffect_Tiling, _DriedBloodEffect_Tiling, _Noise1, _Noise1);
					    u_xlat3 = texture(_MainNormalMap, u_xlat3.xy);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat34 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat34 = min(u_xlat34, 1.0);
					    u_xlat34 = (-u_xlat34) + 1.0;
					    u_xlat3.z = sqrt(u_xlat34);
					    u_xlat5 = texture(_DriedBlood_Normal, u_xlat4.xy);
					    u_xlat5.x = u_xlat5.w * u_xlat5.x;
					    u_xlat5.xy = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat34 = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat34 = min(u_xlat34, 1.0);
					    u_xlat34 = (-u_xlat34) + 1.0;
					    u_xlat5.z = sqrt(u_xlat34);
					    u_xlat5.xyz = (-u_xlat3.xyz) + u_xlat5.xyz;
					    u_xlat3.xyz = vec3(vec3(_DriedBloodEffectLevel, _DriedBloodEffectLevel, _DriedBloodEffectLevel)) * u_xlat5.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz + vec3(-0.0, -0.0, -1.0);
					    u_xlat3.xyz = vec3(vec3(_OverallNormalPower, _OverallNormalPower, _OverallNormalPower)) * u_xlat3.xyz + vec3(0.0, 0.0, 1.0);
					    u_xlat34 = dot(u_xlat4.zw, vec2(0.366025418, 0.366025418));
					    u_xlat26.xy = vs_TEXCOORD0.xy * vec2(vec2(_Noise1, _Noise1)) + vec2(u_xlat34);
					    u_xlat26.xy = floor(u_xlat26.xy);
					    u_xlat5.xy = vs_TEXCOORD0.xy * vec2(vec2(_Noise1, _Noise1)) + (-u_xlat26.xy);
					    u_xlat34 = dot(u_xlat26.xy, vec2(0.211324871, 0.211324871));
					    u_xlat5.xy = vec2(u_xlat34) + u_xlat5.xy;
					    u_xlatb34 = u_xlat5.y<u_xlat5.x;
					    u_xlat6 = u_xlat5.xyxy + vec4(0.211324871, 0.211324871, -0.577350259, -0.577350259);
					    u_xlat7 = (bool(u_xlatb34)) ? vec4(0.0, 1.0, -1.0, -0.0) : vec4(1.0, 0.0, -0.0, -1.0);
					    u_xlat6.xy = u_xlat6.xy + u_xlat7.zw;
					    u_xlat27.xy = u_xlat26.xy * vec2(0.00346020772, 0.00346020772);
					    u_xlat27.xy = floor(u_xlat27.xy);
					    u_xlat26.xy = (-u_xlat27.xy) * vec2(289.0, 289.0) + u_xlat26.xy;
					    u_xlat8.x = float(0.0);
					    u_xlat8.z = float(1.0);
					    u_xlat8.y = u_xlat7.x;
					    u_xlat8.xyz = u_xlat26.yyy + u_xlat8.xyz;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xyz;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat9.xyz = floor(u_xlat9.xyz);
					    u_xlat8.xyz = (-u_xlat9.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat26.xxx + u_xlat8.xyz;
					    u_xlat7.x = float(0.0);
					    u_xlat7.z = float(1.0);
					    u_xlat7.xyz = u_xlat7.xyz + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat8.xyz = floor(u_xlat8.xyz);
					    u_xlat7.xyz = (-u_xlat8.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat7.xyz;
					    u_xlat8.x = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat8.y = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat8.z = dot(u_xlat6.zw, u_xlat6.zw);
					    u_xlat8.xyz = (-u_xlat8.xyz) + vec3(0.5, 0.5, 0.5);
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat8.xyz;
					    u_xlat7.xyz = u_xlat7.xyz * vec3(0.024390243, 0.024390243, 0.024390243);
					    u_xlat7.xyz = fract(u_xlat7.xyz);
					    u_xlat9.xyz = u_xlat7.xyz * vec3(2.0, 2.0, 2.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat10.xyz = abs(u_xlat9.xyz) + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = u_xlat7.xyz * vec3(2.0, 2.0, 2.0) + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = floor(u_xlat7.xyz);
					    u_xlat7.xyz = (-u_xlat7.xyz) + u_xlat9.xyz;
					    u_xlat9.xyz = u_xlat10.xyz * u_xlat10.xyz;
					    u_xlat9.xyz = u_xlat7.xyz * u_xlat7.xyz + u_xlat9.xyz;
					    u_xlat9.xyz = (-u_xlat9.xyz) * vec3(0.853734732, 0.853734732, 0.853734732) + vec3(1.79284286, 1.79284286, 1.79284286);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xyz;
					    u_xlat34 = u_xlat5.y * u_xlat10.x;
					    u_xlat5.x = u_xlat7.x * u_xlat5.x + u_xlat34;
					    u_xlat26.xy = u_xlat6.yw * u_xlat10.yz;
					    u_xlat5.yz = u_xlat7.yz * u_xlat6.xz + u_xlat26.xy;
					    u_xlat34 = dot(u_xlat8.xyz, u_xlat5.xyz);
					    u_xlat34 = u_xlat34 * 130.0;
					    u_xlat35 = _Noise1 * _Noise2;
					    u_xlat26.xy = vec2(u_xlat35) * vs_TEXCOORD0.xy;
					    u_xlat36 = dot(u_xlat26.xy, vec2(0.366025418, 0.366025418));
					    u_xlat26.xy = vs_TEXCOORD0.xy * vec2(u_xlat35) + vec2(u_xlat36);
					    u_xlat26.xy = floor(u_xlat26.xy);
					    u_xlat5.xy = vs_TEXCOORD0.xy * vec2(u_xlat35) + (-u_xlat26.xy);
					    u_xlat35 = dot(u_xlat26.xy, vec2(0.211324871, 0.211324871));
					    u_xlat5.xy = vec2(u_xlat35) + u_xlat5.xy;
					    u_xlatb35 = u_xlat5.y<u_xlat5.x;
					    u_xlat6 = u_xlat5.xyxy + vec4(0.211324871, 0.211324871, -0.577350259, -0.577350259);
					    u_xlat7 = (bool(u_xlatb35)) ? vec4(0.0, 1.0, -1.0, -0.0) : vec4(1.0, 0.0, -0.0, -1.0);
					    u_xlat6.xy = u_xlat6.xy + u_xlat7.zw;
					    u_xlat27.xy = u_xlat26.xy * vec2(0.00346020772, 0.00346020772);
					    u_xlat27.xy = floor(u_xlat27.xy);
					    u_xlat26.xy = (-u_xlat27.xy) * vec2(289.0, 289.0) + u_xlat26.xy;
					    u_xlat8.x = float(0.0);
					    u_xlat8.z = float(1.0);
					    u_xlat8.y = u_xlat7.x;
					    u_xlat8.xyz = u_xlat26.yyy + u_xlat8.xyz;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xyz;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat9.xyz = floor(u_xlat9.xyz);
					    u_xlat8.xyz = (-u_xlat9.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat26.xxx + u_xlat8.xyz;
					    u_xlat7.x = float(0.0);
					    u_xlat7.z = float(1.0);
					    u_xlat7.xyz = u_xlat7.xyz + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat8.xyz = floor(u_xlat8.xyz);
					    u_xlat7.xyz = (-u_xlat8.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat7.xyz;
					    u_xlat8.x = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat8.y = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat8.z = dot(u_xlat6.zw, u_xlat6.zw);
					    u_xlat8.xyz = (-u_xlat8.xyz) + vec3(0.5, 0.5, 0.5);
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat8.xyz;
					    u_xlat7.xyz = u_xlat7.xyz * vec3(0.024390243, 0.024390243, 0.024390243);
					    u_xlat7.xyz = fract(u_xlat7.xyz);
					    u_xlat9.xyz = u_xlat7.xyz * vec3(2.0, 2.0, 2.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat10.xyz = abs(u_xlat9.xyz) + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = u_xlat7.xyz * vec3(2.0, 2.0, 2.0) + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = floor(u_xlat7.xyz);
					    u_xlat7.xyz = (-u_xlat7.xyz) + u_xlat9.xyz;
					    u_xlat9.xyz = u_xlat10.xyz * u_xlat10.xyz;
					    u_xlat9.xyz = u_xlat7.xyz * u_xlat7.xyz + u_xlat9.xyz;
					    u_xlat9.xyz = (-u_xlat9.xyz) * vec3(0.853734732, 0.853734732, 0.853734732) + vec3(1.79284286, 1.79284286, 1.79284286);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xyz;
					    u_xlat35 = u_xlat5.y * u_xlat10.x;
					    u_xlat5.x = u_xlat7.x * u_xlat5.x + u_xlat35;
					    u_xlat26.xy = u_xlat6.yw * u_xlat10.yz;
					    u_xlat5.yz = u_xlat7.yz * u_xlat6.xz + u_xlat26.xy;
					    u_xlat35 = dot(u_xlat8.xyz, u_xlat5.xyz);
					    u_xlat34 = u_xlat34 * u_xlat35;
					    u_xlat26.xy = vs_TEXCOORD0.xy * _Noise_Texture_ST.xy + _Noise_Texture_ST.zw;
					    u_xlat35 = _Bias * 3.0;
					    u_xlat34 = u_xlat34 * 130.0;
					    u_xlat5 = texture(_Noise_Texture, u_xlat26.xy);
					    u_xlat5.xyz = (-vec3(u_xlat34)) * u_xlat5.xyz + vec3(_Bias);
					    u_xlat5.xyz = u_xlat5.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat5.xyz = u_xlat5.xyz * vec3(vec3(_Scale, _Scale, _Scale));
					    u_xlat5.xyz = log2(u_xlat5.xyz);
					    u_xlat5.xyz = vec3(u_xlat35) * u_xlat5.xyz;
					    u_xlat5.xyz = exp2(u_xlat5.xyz);
					    u_xlat16.xyz = min(u_xlat5.xyz, vec3(1.0, 0.0, 0.0));
					    u_xlat26.xy = vs_TEXCOORD0.xy * _MainTexture_ST.xy + _MainTexture_ST.zw;
					    u_xlat6 = texture(_MainTexture, u_xlat26.xy);
					    u_xlat7.xyz = u_xlat6.xxx * _MainColorTintFadeA.xyz;
					    u_xlat4 = texture(_DriedBlood_Curvature, u_xlat4.xy);
					    u_xlat8.xyz = u_xlat16.xyz * vec3(vec3(_DriedBloodEffectLevel, _DriedBloodEffectLevel, _DriedBloodEffectLevel));
					    u_xlatb18.xyz = lessThan(vec4(0.5, 0.5, 0.5, 0.5), u_xlat7.xyzz).xyz;
					    u_xlat6.xyz = _MainColorTintFadeA.xyz * u_xlat6.xxx + vec3(-0.5, -0.5, -0.5);
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat9.xyz = (-u_xlat16.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat6.xyz = (-u_xlat6.xyz) * u_xlat9.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat34 = u_xlat16.x * u_xlat7.x;
					    u_xlat9.x = u_xlat34 * 2.0;
					    u_xlat9.y = float(0.0);
					    u_xlat9.z = float(0.0);
					    u_xlat16.x = (u_xlatb18.x) ? u_xlat6.x : u_xlat9.x;
					    u_xlat16.y = (u_xlatb18.y) ? u_xlat6.y : u_xlat9.y;
					    u_xlat16.z = (u_xlatb18.z) ? u_xlat6.z : u_xlat9.z;
					    u_xlat16.xyz = clamp(u_xlat16.xyz, 0.0, 1.0);
					    u_xlatb6.xyz = lessThan(vec4(0.5, 0.5, 0.5, 0.0), u_xlat4.xyzx).xyz;
					    u_xlat7.xyz = u_xlat4.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = (-u_xlat7.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat9.xyz = (-_DriedBloodColorGloss.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = (-u_xlat7.xyz) * u_xlat9.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = u_xlat4.xyz * _DriedBloodColorGloss.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + u_xlat4.xyz;
					    {
					        vec4 hlslcc_movcTemp = u_xlat4;
					        hlslcc_movcTemp.x = (u_xlatb6.x) ? u_xlat7.x : u_xlat4.x;
					        hlslcc_movcTemp.y = (u_xlatb6.y) ? u_xlat7.y : u_xlat4.y;
					        hlslcc_movcTemp.z = (u_xlatb6.z) ? u_xlat7.z : u_xlat4.z;
					        u_xlat4 = hlslcc_movcTemp;
					    }
					    u_xlat4.xyz = (-u_xlat16.xyz) + u_xlat4.xyz;
					    u_xlat4.xyz = u_xlat8.xyz * u_xlat4.xyz + u_xlat16.xyz;
					    u_xlat34 = (-_Metallic) + _DriedBlood_Metallic;
					    u_xlat34 = u_xlat8.x * u_xlat34 + _Metallic;
					    u_xlat35 = _DriedBloodColorGloss.w + (-_Gloss);
					    u_xlat35 = u_xlat8.x * u_xlat35 + _Gloss;
					    u_xlat36 = u_xlat5.x * u_xlat6.w;
					    u_xlat36 = u_xlat36 * u_xlat36;
					    u_xlat37 = u_xlat36 * u_xlat36;
					    u_xlat36 = u_xlat36 * u_xlat37;
					    u_xlat36 = min(u_xlat36, 1.0);
					    SV_Target0.w = u_xlat36 * _MainColorTintFadeA.w;
					    u_xlat5.xyz = vs_TEXCOORD4.yyy * unity_WorldToLight[1].xyz;
					    u_xlat5.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD4.xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD4.zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToLight[3].xyz;
					    u_xlatb36 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb36){
					        u_xlatb36 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat6.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat6.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat6.xyz;
					        u_xlat6.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat6.xyz;
					        u_xlat6.xyz = u_xlat6.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat6.xyz = (bool(u_xlatb36)) ? u_xlat6.xyz : vs_TEXCOORD4.xyz;
					        u_xlat6.xyz = u_xlat6.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat6.yzw = u_xlat6.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat36 = u_xlat6.y * 0.25 + 0.75;
					        u_xlat37 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat6.x = max(u_xlat36, u_xlat37);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat6.xzw);
					    } else {
					        u_xlat6.x = float(1.0);
					        u_xlat6.y = float(1.0);
					        u_xlat6.z = float(1.0);
					        u_xlat6.w = float(1.0);
					    }
					    u_xlat36 = dot(u_xlat6, unity_OcclusionMaskSelector);
					    u_xlat36 = clamp(u_xlat36, 0.0, 1.0);
					    u_xlat37 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat5 = texture(_LightTexture0, vec2(u_xlat37));
					    u_xlat36 = u_xlat36 * u_xlat5.x;
					    u_xlat5.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat5.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat5.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat5.xyz;
					    u_xlat5.xyz = vec3(u_xlat36) * _LightColor0.xyz;
					    u_xlat6.xyz = u_xlat4.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat6.xyz = vec3(u_xlat34) * u_xlat6.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat34 = (-u_xlat34) * 0.959999979 + 0.959999979;
					    u_xlat4.xyz = vec3(u_xlat34) * u_xlat4.xyz;
					    u_xlat34 = (-u_xlat35) + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat33) + u_xlat2.xyz;
					    u_xlat33 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat33 = max(u_xlat33, 0.00100000005);
					    u_xlat33 = inversesqrt(u_xlat33);
					    u_xlat0.xyz = vec3(u_xlat33) * u_xlat0.xyz;
					    u_xlat33 = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlat13 = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat13 = clamp(u_xlat13, 0.0, 1.0);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat11.x = u_xlat0.x + u_xlat0.x;
					    u_xlat11.x = u_xlat0.x * u_xlat11.x;
					    u_xlat11.x = u_xlat11.x * u_xlat34 + -0.5;
					    u_xlat22 = (-u_xlat2.x) + 1.0;
					    u_xlat1.x = u_xlat22 * u_xlat22;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat22 = u_xlat22 * u_xlat1.x;
					    u_xlat22 = u_xlat11.x * u_xlat22 + 1.0;
					    u_xlat1.x = -abs(u_xlat33) + 1.0;
					    u_xlat12 = u_xlat1.x * u_xlat1.x;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat1.x = u_xlat1.x * u_xlat12;
					    u_xlat11.x = u_xlat11.x * u_xlat1.x + 1.0;
					    u_xlat11.x = u_xlat11.x * u_xlat22;
					    u_xlat22 = u_xlat34 * u_xlat34;
					    u_xlat22 = max(u_xlat22, 0.00200000009);
					    u_xlat1.x = (-u_xlat22) + 1.0;
					    u_xlat12 = abs(u_xlat33) * u_xlat1.x + u_xlat22;
					    u_xlat1.x = u_xlat2.x * u_xlat1.x + u_xlat22;
					    u_xlat33 = abs(u_xlat33) * u_xlat1.x;
					    u_xlat33 = u_xlat2.x * u_xlat12 + u_xlat33;
					    u_xlat33 = u_xlat33 + 9.99999975e-06;
					    u_xlat33 = 0.5 / u_xlat33;
					    u_xlat22 = u_xlat22 * u_xlat22;
					    u_xlat1.x = u_xlat13 * u_xlat22 + (-u_xlat13);
					    u_xlat1.x = u_xlat1.x * u_xlat13 + 1.0;
					    u_xlat22 = u_xlat22 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat22 = u_xlat22 / u_xlat1.x;
					    u_xlat22 = u_xlat22 * u_xlat33;
					    u_xlat11.y = u_xlat22 * 3.14159274;
					    u_xlat11.xy = u_xlat2.xx * u_xlat11.xy;
					    u_xlat22 = max(u_xlat11.y, 0.0);
					    u_xlat33 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlatb33 = u_xlat33!=0.0;
					    u_xlat33 = u_xlatb33 ? 1.0 : float(0.0);
					    u_xlat22 = u_xlat33 * u_xlat22;
					    u_xlat1.xyz = u_xlat11.xxx * u_xlat5.xyz;
					    u_xlat11.xyz = u_xlat5.xyz * vec3(u_xlat22);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat34 = u_xlat0.x * u_xlat0.x;
					    u_xlat34 = u_xlat34 * u_xlat34;
					    u_xlat0.x = u_xlat0.x * u_xlat34;
					    u_xlat2.xyz = (-u_xlat6.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat0.xxx + u_xlat6.xyz;
					    u_xlat0.xyz = u_xlat11.xyz * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat33 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat33 = (-u_xlat33) + 1.0;
					    u_xlat33 = u_xlat33 * _ProjectionParams.z;
					    u_xlat33 = max(u_xlat33, 0.0);
					    u_xlat33 = u_xlat33 * unity_FogParams.x;
					    u_xlat33 = u_xlat33 * (-u_xlat33);
					    u_xlat33 = exp2(u_xlat33);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat33);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" "POINT" "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];
						mat4x4 unity_WorldToLight;
						vec4 _LightColor0;
						vec4 unused_0_3;
						vec4 _MainNormalMap_ST;
						float _DriedBloodEffect_Tiling;
						float _DriedBloodEffectLevel;
						float _OverallNormalPower;
						float _Noise1;
						float _Noise2;
						vec4 _Noise_Texture_ST;
						float _Bias;
						float _Scale;
						vec4 _MainColorTintFadeA;
						vec4 _MainTexture_ST;
						vec4 _DriedBloodColorGloss;
						float _Metallic;
						float _DriedBlood_Metallic;
						float _Gloss;
						vec4 unused_0_19;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_5_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainNormalMap;
					uniform  sampler2D _DriedBlood_Normal;
					uniform  sampler2D _Noise_Texture;
					uniform  sampler2D _MainTexture;
					uniform  sampler2D _DriedBlood_Curvature;
					uniform  sampler2D _LightTexture0;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD6;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					bvec3 u_xlatb6;
					vec4 u_xlat7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					vec3 u_xlat10;
					vec3 u_xlat11;
					float u_xlat12;
					float u_xlat13;
					vec3 u_xlat16;
					bvec3 u_xlatb18;
					float u_xlat22;
					vec2 u_xlat26;
					vec2 u_xlat27;
					float u_xlat33;
					bool u_xlatb33;
					float u_xlat34;
					int u_xlati34;
					bool u_xlatb34;
					float u_xlat35;
					bool u_xlatb35;
					float u_xlat36;
					bool u_xlatb36;
					float u_xlat37;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat33 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat33 = inversesqrt(u_xlat33);
					    u_xlat1.xyz = vec3(u_xlat33) * u_xlat0.xyz;
					    u_xlati34 = unity_StereoEyeIndex;
					    u_xlat2.xyz = (-vs_TEXCOORD4.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati34].xyz;
					    u_xlat34 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat34 = inversesqrt(u_xlat34);
					    u_xlat2.xyz = vec3(u_xlat34) * u_xlat2.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainNormalMap_ST.xy + _MainNormalMap_ST.zw;
					    u_xlat4 = vs_TEXCOORD0.xyxy * vec4(_DriedBloodEffect_Tiling, _DriedBloodEffect_Tiling, _Noise1, _Noise1);
					    u_xlat3 = texture(_MainNormalMap, u_xlat3.xy);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat34 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat34 = min(u_xlat34, 1.0);
					    u_xlat34 = (-u_xlat34) + 1.0;
					    u_xlat3.z = sqrt(u_xlat34);
					    u_xlat5 = texture(_DriedBlood_Normal, u_xlat4.xy);
					    u_xlat5.x = u_xlat5.w * u_xlat5.x;
					    u_xlat5.xy = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat34 = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat34 = min(u_xlat34, 1.0);
					    u_xlat34 = (-u_xlat34) + 1.0;
					    u_xlat5.z = sqrt(u_xlat34);
					    u_xlat5.xyz = (-u_xlat3.xyz) + u_xlat5.xyz;
					    u_xlat3.xyz = vec3(vec3(_DriedBloodEffectLevel, _DriedBloodEffectLevel, _DriedBloodEffectLevel)) * u_xlat5.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz + vec3(-0.0, -0.0, -1.0);
					    u_xlat3.xyz = vec3(vec3(_OverallNormalPower, _OverallNormalPower, _OverallNormalPower)) * u_xlat3.xyz + vec3(0.0, 0.0, 1.0);
					    u_xlat34 = dot(u_xlat4.zw, vec2(0.366025418, 0.366025418));
					    u_xlat26.xy = vs_TEXCOORD0.xy * vec2(vec2(_Noise1, _Noise1)) + vec2(u_xlat34);
					    u_xlat26.xy = floor(u_xlat26.xy);
					    u_xlat5.xy = vs_TEXCOORD0.xy * vec2(vec2(_Noise1, _Noise1)) + (-u_xlat26.xy);
					    u_xlat34 = dot(u_xlat26.xy, vec2(0.211324871, 0.211324871));
					    u_xlat5.xy = vec2(u_xlat34) + u_xlat5.xy;
					    u_xlatb34 = u_xlat5.y<u_xlat5.x;
					    u_xlat6 = u_xlat5.xyxy + vec4(0.211324871, 0.211324871, -0.577350259, -0.577350259);
					    u_xlat7 = (bool(u_xlatb34)) ? vec4(0.0, 1.0, -1.0, -0.0) : vec4(1.0, 0.0, -0.0, -1.0);
					    u_xlat6.xy = u_xlat6.xy + u_xlat7.zw;
					    u_xlat27.xy = u_xlat26.xy * vec2(0.00346020772, 0.00346020772);
					    u_xlat27.xy = floor(u_xlat27.xy);
					    u_xlat26.xy = (-u_xlat27.xy) * vec2(289.0, 289.0) + u_xlat26.xy;
					    u_xlat8.x = float(0.0);
					    u_xlat8.z = float(1.0);
					    u_xlat8.y = u_xlat7.x;
					    u_xlat8.xyz = u_xlat26.yyy + u_xlat8.xyz;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xyz;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat9.xyz = floor(u_xlat9.xyz);
					    u_xlat8.xyz = (-u_xlat9.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat26.xxx + u_xlat8.xyz;
					    u_xlat7.x = float(0.0);
					    u_xlat7.z = float(1.0);
					    u_xlat7.xyz = u_xlat7.xyz + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat8.xyz = floor(u_xlat8.xyz);
					    u_xlat7.xyz = (-u_xlat8.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat7.xyz;
					    u_xlat8.x = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat8.y = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat8.z = dot(u_xlat6.zw, u_xlat6.zw);
					    u_xlat8.xyz = (-u_xlat8.xyz) + vec3(0.5, 0.5, 0.5);
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat8.xyz;
					    u_xlat7.xyz = u_xlat7.xyz * vec3(0.024390243, 0.024390243, 0.024390243);
					    u_xlat7.xyz = fract(u_xlat7.xyz);
					    u_xlat9.xyz = u_xlat7.xyz * vec3(2.0, 2.0, 2.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat10.xyz = abs(u_xlat9.xyz) + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = u_xlat7.xyz * vec3(2.0, 2.0, 2.0) + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = floor(u_xlat7.xyz);
					    u_xlat7.xyz = (-u_xlat7.xyz) + u_xlat9.xyz;
					    u_xlat9.xyz = u_xlat10.xyz * u_xlat10.xyz;
					    u_xlat9.xyz = u_xlat7.xyz * u_xlat7.xyz + u_xlat9.xyz;
					    u_xlat9.xyz = (-u_xlat9.xyz) * vec3(0.853734732, 0.853734732, 0.853734732) + vec3(1.79284286, 1.79284286, 1.79284286);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xyz;
					    u_xlat34 = u_xlat5.y * u_xlat10.x;
					    u_xlat5.x = u_xlat7.x * u_xlat5.x + u_xlat34;
					    u_xlat26.xy = u_xlat6.yw * u_xlat10.yz;
					    u_xlat5.yz = u_xlat7.yz * u_xlat6.xz + u_xlat26.xy;
					    u_xlat34 = dot(u_xlat8.xyz, u_xlat5.xyz);
					    u_xlat34 = u_xlat34 * 130.0;
					    u_xlat35 = _Noise1 * _Noise2;
					    u_xlat26.xy = vec2(u_xlat35) * vs_TEXCOORD0.xy;
					    u_xlat36 = dot(u_xlat26.xy, vec2(0.366025418, 0.366025418));
					    u_xlat26.xy = vs_TEXCOORD0.xy * vec2(u_xlat35) + vec2(u_xlat36);
					    u_xlat26.xy = floor(u_xlat26.xy);
					    u_xlat5.xy = vs_TEXCOORD0.xy * vec2(u_xlat35) + (-u_xlat26.xy);
					    u_xlat35 = dot(u_xlat26.xy, vec2(0.211324871, 0.211324871));
					    u_xlat5.xy = vec2(u_xlat35) + u_xlat5.xy;
					    u_xlatb35 = u_xlat5.y<u_xlat5.x;
					    u_xlat6 = u_xlat5.xyxy + vec4(0.211324871, 0.211324871, -0.577350259, -0.577350259);
					    u_xlat7 = (bool(u_xlatb35)) ? vec4(0.0, 1.0, -1.0, -0.0) : vec4(1.0, 0.0, -0.0, -1.0);
					    u_xlat6.xy = u_xlat6.xy + u_xlat7.zw;
					    u_xlat27.xy = u_xlat26.xy * vec2(0.00346020772, 0.00346020772);
					    u_xlat27.xy = floor(u_xlat27.xy);
					    u_xlat26.xy = (-u_xlat27.xy) * vec2(289.0, 289.0) + u_xlat26.xy;
					    u_xlat8.x = float(0.0);
					    u_xlat8.z = float(1.0);
					    u_xlat8.y = u_xlat7.x;
					    u_xlat8.xyz = u_xlat26.yyy + u_xlat8.xyz;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xyz;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat9.xyz = floor(u_xlat9.xyz);
					    u_xlat8.xyz = (-u_xlat9.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat26.xxx + u_xlat8.xyz;
					    u_xlat7.x = float(0.0);
					    u_xlat7.z = float(1.0);
					    u_xlat7.xyz = u_xlat7.xyz + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat8.xyz = floor(u_xlat8.xyz);
					    u_xlat7.xyz = (-u_xlat8.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat7.xyz;
					    u_xlat8.x = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat8.y = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat8.z = dot(u_xlat6.zw, u_xlat6.zw);
					    u_xlat8.xyz = (-u_xlat8.xyz) + vec3(0.5, 0.5, 0.5);
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat8.xyz;
					    u_xlat7.xyz = u_xlat7.xyz * vec3(0.024390243, 0.024390243, 0.024390243);
					    u_xlat7.xyz = fract(u_xlat7.xyz);
					    u_xlat9.xyz = u_xlat7.xyz * vec3(2.0, 2.0, 2.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat10.xyz = abs(u_xlat9.xyz) + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = u_xlat7.xyz * vec3(2.0, 2.0, 2.0) + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = floor(u_xlat7.xyz);
					    u_xlat7.xyz = (-u_xlat7.xyz) + u_xlat9.xyz;
					    u_xlat9.xyz = u_xlat10.xyz * u_xlat10.xyz;
					    u_xlat9.xyz = u_xlat7.xyz * u_xlat7.xyz + u_xlat9.xyz;
					    u_xlat9.xyz = (-u_xlat9.xyz) * vec3(0.853734732, 0.853734732, 0.853734732) + vec3(1.79284286, 1.79284286, 1.79284286);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xyz;
					    u_xlat35 = u_xlat5.y * u_xlat10.x;
					    u_xlat5.x = u_xlat7.x * u_xlat5.x + u_xlat35;
					    u_xlat26.xy = u_xlat6.yw * u_xlat10.yz;
					    u_xlat5.yz = u_xlat7.yz * u_xlat6.xz + u_xlat26.xy;
					    u_xlat35 = dot(u_xlat8.xyz, u_xlat5.xyz);
					    u_xlat34 = u_xlat34 * u_xlat35;
					    u_xlat26.xy = vs_TEXCOORD0.xy * _Noise_Texture_ST.xy + _Noise_Texture_ST.zw;
					    u_xlat35 = _Bias * 3.0;
					    u_xlat34 = u_xlat34 * 130.0;
					    u_xlat5 = texture(_Noise_Texture, u_xlat26.xy);
					    u_xlat5.xyz = (-vec3(u_xlat34)) * u_xlat5.xyz + vec3(_Bias);
					    u_xlat5.xyz = u_xlat5.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat5.xyz = u_xlat5.xyz * vec3(vec3(_Scale, _Scale, _Scale));
					    u_xlat5.xyz = log2(u_xlat5.xyz);
					    u_xlat5.xyz = vec3(u_xlat35) * u_xlat5.xyz;
					    u_xlat5.xyz = exp2(u_xlat5.xyz);
					    u_xlat16.xyz = min(u_xlat5.xyz, vec3(1.0, 0.0, 0.0));
					    u_xlat26.xy = vs_TEXCOORD0.xy * _MainTexture_ST.xy + _MainTexture_ST.zw;
					    u_xlat6 = texture(_MainTexture, u_xlat26.xy);
					    u_xlat7.xyz = u_xlat6.xxx * _MainColorTintFadeA.xyz;
					    u_xlat4 = texture(_DriedBlood_Curvature, u_xlat4.xy);
					    u_xlat8.xyz = u_xlat16.xyz * vec3(vec3(_DriedBloodEffectLevel, _DriedBloodEffectLevel, _DriedBloodEffectLevel));
					    u_xlatb18.xyz = lessThan(vec4(0.5, 0.5, 0.5, 0.5), u_xlat7.xyzz).xyz;
					    u_xlat6.xyz = _MainColorTintFadeA.xyz * u_xlat6.xxx + vec3(-0.5, -0.5, -0.5);
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat9.xyz = (-u_xlat16.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat6.xyz = (-u_xlat6.xyz) * u_xlat9.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat34 = u_xlat16.x * u_xlat7.x;
					    u_xlat9.x = u_xlat34 * 2.0;
					    u_xlat9.y = float(0.0);
					    u_xlat9.z = float(0.0);
					    u_xlat16.x = (u_xlatb18.x) ? u_xlat6.x : u_xlat9.x;
					    u_xlat16.y = (u_xlatb18.y) ? u_xlat6.y : u_xlat9.y;
					    u_xlat16.z = (u_xlatb18.z) ? u_xlat6.z : u_xlat9.z;
					    u_xlat16.xyz = clamp(u_xlat16.xyz, 0.0, 1.0);
					    u_xlatb6.xyz = lessThan(vec4(0.5, 0.5, 0.5, 0.0), u_xlat4.xyzx).xyz;
					    u_xlat7.xyz = u_xlat4.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = (-u_xlat7.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat9.xyz = (-_DriedBloodColorGloss.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = (-u_xlat7.xyz) * u_xlat9.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = u_xlat4.xyz * _DriedBloodColorGloss.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + u_xlat4.xyz;
					    {
					        vec4 hlslcc_movcTemp = u_xlat4;
					        hlslcc_movcTemp.x = (u_xlatb6.x) ? u_xlat7.x : u_xlat4.x;
					        hlslcc_movcTemp.y = (u_xlatb6.y) ? u_xlat7.y : u_xlat4.y;
					        hlslcc_movcTemp.z = (u_xlatb6.z) ? u_xlat7.z : u_xlat4.z;
					        u_xlat4 = hlslcc_movcTemp;
					    }
					    u_xlat4.xyz = (-u_xlat16.xyz) + u_xlat4.xyz;
					    u_xlat4.xyz = u_xlat8.xyz * u_xlat4.xyz + u_xlat16.xyz;
					    u_xlat34 = (-_Metallic) + _DriedBlood_Metallic;
					    u_xlat34 = u_xlat8.x * u_xlat34 + _Metallic;
					    u_xlat35 = _DriedBloodColorGloss.w + (-_Gloss);
					    u_xlat35 = u_xlat8.x * u_xlat35 + _Gloss;
					    u_xlat36 = u_xlat5.x * u_xlat6.w;
					    u_xlat36 = u_xlat36 * u_xlat36;
					    u_xlat37 = u_xlat36 * u_xlat36;
					    u_xlat36 = u_xlat36 * u_xlat37;
					    u_xlat36 = min(u_xlat36, 1.0);
					    SV_Target0.w = u_xlat36 * _MainColorTintFadeA.w;
					    u_xlat5.xyz = vs_TEXCOORD4.yyy * unity_WorldToLight[1].xyz;
					    u_xlat5.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD4.xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD4.zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToLight[3].xyz;
					    u_xlatb36 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb36){
					        u_xlatb36 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat6.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat6.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat6.xyz;
					        u_xlat6.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat6.xyz;
					        u_xlat6.xyz = u_xlat6.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat6.xyz = (bool(u_xlatb36)) ? u_xlat6.xyz : vs_TEXCOORD4.xyz;
					        u_xlat6.xyz = u_xlat6.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat6.yzw = u_xlat6.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat36 = u_xlat6.y * 0.25 + 0.75;
					        u_xlat37 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat6.x = max(u_xlat36, u_xlat37);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat6.xzw);
					    } else {
					        u_xlat6.x = float(1.0);
					        u_xlat6.y = float(1.0);
					        u_xlat6.z = float(1.0);
					        u_xlat6.w = float(1.0);
					    }
					    u_xlat36 = dot(u_xlat6, unity_OcclusionMaskSelector);
					    u_xlat36 = clamp(u_xlat36, 0.0, 1.0);
					    u_xlat37 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat5 = texture(_LightTexture0, vec2(u_xlat37));
					    u_xlat36 = u_xlat36 * u_xlat5.x;
					    u_xlat5.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat5.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat5.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat5.xyz;
					    u_xlat5.xyz = vec3(u_xlat36) * _LightColor0.xyz;
					    u_xlat6.xyz = u_xlat4.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat6.xyz = vec3(u_xlat34) * u_xlat6.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat34 = (-u_xlat34) * 0.959999979 + 0.959999979;
					    u_xlat4.xyz = vec3(u_xlat34) * u_xlat4.xyz;
					    u_xlat34 = (-u_xlat35) + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat33) + u_xlat2.xyz;
					    u_xlat33 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat33 = max(u_xlat33, 0.00100000005);
					    u_xlat33 = inversesqrt(u_xlat33);
					    u_xlat0.xyz = vec3(u_xlat33) * u_xlat0.xyz;
					    u_xlat33 = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlat13 = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat13 = clamp(u_xlat13, 0.0, 1.0);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat11.x = u_xlat0.x + u_xlat0.x;
					    u_xlat11.x = u_xlat0.x * u_xlat11.x;
					    u_xlat11.x = u_xlat11.x * u_xlat34 + -0.5;
					    u_xlat22 = (-u_xlat2.x) + 1.0;
					    u_xlat1.x = u_xlat22 * u_xlat22;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat22 = u_xlat22 * u_xlat1.x;
					    u_xlat22 = u_xlat11.x * u_xlat22 + 1.0;
					    u_xlat1.x = -abs(u_xlat33) + 1.0;
					    u_xlat12 = u_xlat1.x * u_xlat1.x;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat1.x = u_xlat1.x * u_xlat12;
					    u_xlat11.x = u_xlat11.x * u_xlat1.x + 1.0;
					    u_xlat11.x = u_xlat11.x * u_xlat22;
					    u_xlat22 = u_xlat34 * u_xlat34;
					    u_xlat22 = max(u_xlat22, 0.00200000009);
					    u_xlat1.x = (-u_xlat22) + 1.0;
					    u_xlat12 = abs(u_xlat33) * u_xlat1.x + u_xlat22;
					    u_xlat1.x = u_xlat2.x * u_xlat1.x + u_xlat22;
					    u_xlat33 = abs(u_xlat33) * u_xlat1.x;
					    u_xlat33 = u_xlat2.x * u_xlat12 + u_xlat33;
					    u_xlat33 = u_xlat33 + 9.99999975e-06;
					    u_xlat33 = 0.5 / u_xlat33;
					    u_xlat22 = u_xlat22 * u_xlat22;
					    u_xlat1.x = u_xlat13 * u_xlat22 + (-u_xlat13);
					    u_xlat1.x = u_xlat1.x * u_xlat13 + 1.0;
					    u_xlat22 = u_xlat22 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat22 = u_xlat22 / u_xlat1.x;
					    u_xlat22 = u_xlat22 * u_xlat33;
					    u_xlat11.y = u_xlat22 * 3.14159274;
					    u_xlat11.xy = u_xlat2.xx * u_xlat11.xy;
					    u_xlat22 = max(u_xlat11.y, 0.0);
					    u_xlat33 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlatb33 = u_xlat33!=0.0;
					    u_xlat33 = u_xlatb33 ? 1.0 : float(0.0);
					    u_xlat22 = u_xlat33 * u_xlat22;
					    u_xlat1.xyz = u_xlat11.xxx * u_xlat5.xyz;
					    u_xlat11.xyz = u_xlat5.xyz * vec3(u_xlat22);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat34 = u_xlat0.x * u_xlat0.x;
					    u_xlat34 = u_xlat34 * u_xlat34;
					    u_xlat0.x = u_xlat0.x * u_xlat34;
					    u_xlat2.xyz = (-u_xlat6.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat0.xxx + u_xlat6.xyz;
					    u_xlat0.xyz = u_xlat11.xyz * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat33 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat33 = (-u_xlat33) + 1.0;
					    u_xlat33 = u_xlat33 * _ProjectionParams.z;
					    u_xlat33 = max(u_xlat33, 0.0);
					    u_xlat33 = u_xlat33 * unity_FogParams.x;
					    u_xlat33 = u_xlat33 * (-u_xlat33);
					    u_xlat33 = exp2(u_xlat33);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat33);
					    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 _LightColor0;
						vec4 unused_0_2;
						vec4 _MainNormalMap_ST;
						float _DriedBloodEffect_Tiling;
						float _DriedBloodEffectLevel;
						float _OverallNormalPower;
						float _Noise1;
						float _Noise2;
						vec4 _Noise_Texture_ST;
						float _Bias;
						float _Scale;
						vec4 _MainColorTintFadeA;
						vec4 _MainTexture_ST;
						vec4 _DriedBloodColorGloss;
						float _Metallic;
						float _DriedBlood_Metallic;
						float _Gloss;
						vec4 unused_0_18;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_3_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainNormalMap;
					uniform  sampler2D _DriedBlood_Normal;
					uniform  sampler2D _Noise_Texture;
					uniform  sampler2D _MainTexture;
					uniform  sampler2D _DriedBlood_Curvature;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD6;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					bvec3 u_xlatb5;
					vec4 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					vec3 u_xlat10;
					float u_xlat11;
					vec3 u_xlat14;
					bvec3 u_xlatb16;
					float u_xlat20;
					float u_xlat21;
					vec2 u_xlat23;
					vec2 u_xlat24;
					float u_xlat30;
					bool u_xlatb30;
					float u_xlat31;
					bool u_xlatb31;
					float u_xlat32;
					bool u_xlatb32;
					float u_xlat33;
					bool u_xlatb33;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat30 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat30 = inversesqrt(u_xlat30);
					    u_xlat1.xyz = vec3(u_xlat30) * u_xlat0.xyz;
					    u_xlat2.xy = vs_TEXCOORD0.xy * _MainNormalMap_ST.xy + _MainNormalMap_ST.zw;
					    u_xlat3 = vs_TEXCOORD0.xyxy * vec4(_DriedBloodEffect_Tiling, _DriedBloodEffect_Tiling, _Noise1, _Noise1);
					    u_xlat2 = texture(_MainNormalMap, u_xlat2.xy);
					    u_xlat2.x = u_xlat2.w * u_xlat2.x;
					    u_xlat2.xy = u_xlat2.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat31 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat31 = min(u_xlat31, 1.0);
					    u_xlat31 = (-u_xlat31) + 1.0;
					    u_xlat2.z = sqrt(u_xlat31);
					    u_xlat4 = texture(_DriedBlood_Normal, u_xlat3.xy);
					    u_xlat4.x = u_xlat4.w * u_xlat4.x;
					    u_xlat4.xy = u_xlat4.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat31 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat31 = min(u_xlat31, 1.0);
					    u_xlat31 = (-u_xlat31) + 1.0;
					    u_xlat4.z = sqrt(u_xlat31);
					    u_xlat4.xyz = (-u_xlat2.xyz) + u_xlat4.xyz;
					    u_xlat2.xyz = vec3(vec3(_DriedBloodEffectLevel, _DriedBloodEffectLevel, _DriedBloodEffectLevel)) * u_xlat4.xyz + u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz + vec3(-0.0, -0.0, -1.0);
					    u_xlat2.xyz = vec3(vec3(_OverallNormalPower, _OverallNormalPower, _OverallNormalPower)) * u_xlat2.xyz + vec3(0.0, 0.0, 1.0);
					    u_xlat31 = dot(u_xlat3.zw, vec2(0.366025418, 0.366025418));
					    u_xlat23.xy = vs_TEXCOORD0.xy * vec2(vec2(_Noise1, _Noise1)) + vec2(u_xlat31);
					    u_xlat23.xy = floor(u_xlat23.xy);
					    u_xlat4.xy = vs_TEXCOORD0.xy * vec2(vec2(_Noise1, _Noise1)) + (-u_xlat23.xy);
					    u_xlat31 = dot(u_xlat23.xy, vec2(0.211324871, 0.211324871));
					    u_xlat4.xy = vec2(u_xlat31) + u_xlat4.xy;
					    u_xlatb31 = u_xlat4.y<u_xlat4.x;
					    u_xlat5 = u_xlat4.xyxy + vec4(0.211324871, 0.211324871, -0.577350259, -0.577350259);
					    u_xlat6 = (bool(u_xlatb31)) ? vec4(0.0, 1.0, -1.0, -0.0) : vec4(1.0, 0.0, -0.0, -1.0);
					    u_xlat5.xy = u_xlat5.xy + u_xlat6.zw;
					    u_xlat24.xy = u_xlat23.xy * vec2(0.00346020772, 0.00346020772);
					    u_xlat24.xy = floor(u_xlat24.xy);
					    u_xlat23.xy = (-u_xlat24.xy) * vec2(289.0, 289.0) + u_xlat23.xy;
					    u_xlat7.x = float(0.0);
					    u_xlat7.z = float(1.0);
					    u_xlat7.y = u_xlat6.x;
					    u_xlat7.xyz = u_xlat23.yyy + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat8.xyz = floor(u_xlat8.xyz);
					    u_xlat7.xyz = (-u_xlat8.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat23.xxx + u_xlat7.xyz;
					    u_xlat6.x = float(0.0);
					    u_xlat6.z = float(1.0);
					    u_xlat6.xyz = u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat6.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat6.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat7.xyz = floor(u_xlat7.xyz);
					    u_xlat6.xyz = (-u_xlat7.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat6.xyz;
					    u_xlat7.x = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat7.y = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat7.z = dot(u_xlat5.zw, u_xlat5.zw);
					    u_xlat7.xyz = (-u_xlat7.xyz) + vec3(0.5, 0.5, 0.5);
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat7.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(0.024390243, 0.024390243, 0.024390243);
					    u_xlat6.xyz = fract(u_xlat6.xyz);
					    u_xlat8.xyz = u_xlat6.xyz * vec3(2.0, 2.0, 2.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat9.xyz = abs(u_xlat8.xyz) + vec3(-0.5, -0.5, -0.5);
					    u_xlat6.xyz = u_xlat6.xyz * vec3(2.0, 2.0, 2.0) + vec3(-0.5, -0.5, -0.5);
					    u_xlat6.xyz = floor(u_xlat6.xyz);
					    u_xlat6.xyz = (-u_xlat6.xyz) + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat9.xyz * u_xlat9.xyz;
					    u_xlat8.xyz = u_xlat6.xyz * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(0.853734732, 0.853734732, 0.853734732) + vec3(1.79284286, 1.79284286, 1.79284286);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat8.xyz;
					    u_xlat31 = u_xlat4.y * u_xlat9.x;
					    u_xlat4.x = u_xlat6.x * u_xlat4.x + u_xlat31;
					    u_xlat23.xy = u_xlat5.yw * u_xlat9.yz;
					    u_xlat4.yz = u_xlat6.yz * u_xlat5.xz + u_xlat23.xy;
					    u_xlat31 = dot(u_xlat7.xyz, u_xlat4.xyz);
					    u_xlat31 = u_xlat31 * 130.0;
					    u_xlat32 = _Noise1 * _Noise2;
					    u_xlat23.xy = vec2(u_xlat32) * vs_TEXCOORD0.xy;
					    u_xlat23.x = dot(u_xlat23.xy, vec2(0.366025418, 0.366025418));
					    u_xlat23.xy = vs_TEXCOORD0.xy * vec2(u_xlat32) + u_xlat23.xx;
					    u_xlat23.xy = floor(u_xlat23.xy);
					    u_xlat4.xy = vs_TEXCOORD0.xy * vec2(u_xlat32) + (-u_xlat23.xy);
					    u_xlat32 = dot(u_xlat23.xy, vec2(0.211324871, 0.211324871));
					    u_xlat4.xy = vec2(u_xlat32) + u_xlat4.xy;
					    u_xlatb32 = u_xlat4.y<u_xlat4.x;
					    u_xlat5 = u_xlat4.xyxy + vec4(0.211324871, 0.211324871, -0.577350259, -0.577350259);
					    u_xlat6 = (bool(u_xlatb32)) ? vec4(0.0, 1.0, -1.0, -0.0) : vec4(1.0, 0.0, -0.0, -1.0);
					    u_xlat5.xy = u_xlat5.xy + u_xlat6.zw;
					    u_xlat24.xy = u_xlat23.xy * vec2(0.00346020772, 0.00346020772);
					    u_xlat24.xy = floor(u_xlat24.xy);
					    u_xlat23.xy = (-u_xlat24.xy) * vec2(289.0, 289.0) + u_xlat23.xy;
					    u_xlat7.x = float(0.0);
					    u_xlat7.z = float(1.0);
					    u_xlat7.y = u_xlat6.x;
					    u_xlat7.xyz = u_xlat23.yyy + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat8.xyz = floor(u_xlat8.xyz);
					    u_xlat7.xyz = (-u_xlat8.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat23.xxx + u_xlat7.xyz;
					    u_xlat6.x = float(0.0);
					    u_xlat6.z = float(1.0);
					    u_xlat6.xyz = u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat6.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat6.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat7.xyz = floor(u_xlat7.xyz);
					    u_xlat6.xyz = (-u_xlat7.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat6.xyz;
					    u_xlat7.x = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat7.y = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat7.z = dot(u_xlat5.zw, u_xlat5.zw);
					    u_xlat7.xyz = (-u_xlat7.xyz) + vec3(0.5, 0.5, 0.5);
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat7.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(0.024390243, 0.024390243, 0.024390243);
					    u_xlat6.xyz = fract(u_xlat6.xyz);
					    u_xlat8.xyz = u_xlat6.xyz * vec3(2.0, 2.0, 2.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat9.xyz = abs(u_xlat8.xyz) + vec3(-0.5, -0.5, -0.5);
					    u_xlat6.xyz = u_xlat6.xyz * vec3(2.0, 2.0, 2.0) + vec3(-0.5, -0.5, -0.5);
					    u_xlat6.xyz = floor(u_xlat6.xyz);
					    u_xlat6.xyz = (-u_xlat6.xyz) + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat9.xyz * u_xlat9.xyz;
					    u_xlat8.xyz = u_xlat6.xyz * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(0.853734732, 0.853734732, 0.853734732) + vec3(1.79284286, 1.79284286, 1.79284286);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat8.xyz;
					    u_xlat32 = u_xlat4.y * u_xlat9.x;
					    u_xlat4.x = u_xlat6.x * u_xlat4.x + u_xlat32;
					    u_xlat23.xy = u_xlat5.yw * u_xlat9.yz;
					    u_xlat4.yz = u_xlat6.yz * u_xlat5.xz + u_xlat23.xy;
					    u_xlat32 = dot(u_xlat7.xyz, u_xlat4.xyz);
					    u_xlat31 = u_xlat31 * u_xlat32;
					    u_xlat23.xy = vs_TEXCOORD0.xy * _Noise_Texture_ST.xy + _Noise_Texture_ST.zw;
					    u_xlat32 = _Bias * 3.0;
					    u_xlat31 = u_xlat31 * 130.0;
					    u_xlat4 = texture(_Noise_Texture, u_xlat23.xy);
					    u_xlat4.xyz = (-vec3(u_xlat31)) * u_xlat4.xyz + vec3(_Bias);
					    u_xlat4.xyz = u_xlat4.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = u_xlat4.xyz * vec3(vec3(_Scale, _Scale, _Scale));
					    u_xlat4.xyz = log2(u_xlat4.xyz);
					    u_xlat4.xyz = vec3(u_xlat32) * u_xlat4.xyz;
					    u_xlat4.xyz = exp2(u_xlat4.xyz);
					    u_xlat14.xyz = min(u_xlat4.xyz, vec3(1.0, 0.0, 0.0));
					    u_xlat23.xy = vs_TEXCOORD0.xy * _MainTexture_ST.xy + _MainTexture_ST.zw;
					    u_xlat5 = texture(_MainTexture, u_xlat23.xy);
					    u_xlat6.xyz = u_xlat5.xxx * _MainColorTintFadeA.xyz;
					    u_xlat3 = texture(_DriedBlood_Curvature, u_xlat3.xy);
					    u_xlat7.xyz = u_xlat14.xyz * vec3(vec3(_DriedBloodEffectLevel, _DriedBloodEffectLevel, _DriedBloodEffectLevel));
					    u_xlatb16.xyz = lessThan(vec4(0.5, 0.5, 0.5, 0.5), u_xlat6.xyzz).xyz;
					    u_xlat5.xyz = _MainColorTintFadeA.xyz * u_xlat5.xxx + vec3(-0.5, -0.5, -0.5);
					    u_xlat5.xyz = (-u_xlat5.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = (-u_xlat14.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat5.xyz = (-u_xlat5.xyz) * u_xlat8.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat31 = u_xlat14.x * u_xlat6.x;
					    u_xlat8.x = u_xlat31 * 2.0;
					    u_xlat8.y = float(0.0);
					    u_xlat8.z = float(0.0);
					    u_xlat14.x = (u_xlatb16.x) ? u_xlat5.x : u_xlat8.x;
					    u_xlat14.y = (u_xlatb16.y) ? u_xlat5.y : u_xlat8.y;
					    u_xlat14.z = (u_xlatb16.z) ? u_xlat5.z : u_xlat8.z;
					    u_xlat14.xyz = clamp(u_xlat14.xyz, 0.0, 1.0);
					    u_xlatb5.xyz = lessThan(vec4(0.5, 0.5, 0.5, 0.0), u_xlat3.xyzx).xyz;
					    u_xlat6.xyz = u_xlat3.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = (-_DriedBloodColorGloss.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat6.xyz = (-u_xlat6.xyz) * u_xlat8.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat3.xyz = u_xlat3.xyz * _DriedBloodColorGloss.xyz;
					    u_xlat3.xyz = u_xlat3.xyz + u_xlat3.xyz;
					    {
					        vec4 hlslcc_movcTemp = u_xlat3;
					        hlslcc_movcTemp.x = (u_xlatb5.x) ? u_xlat6.x : u_xlat3.x;
					        hlslcc_movcTemp.y = (u_xlatb5.y) ? u_xlat6.y : u_xlat3.y;
					        hlslcc_movcTemp.z = (u_xlatb5.z) ? u_xlat6.z : u_xlat3.z;
					        u_xlat3 = hlslcc_movcTemp;
					    }
					    u_xlat3.xyz = (-u_xlat14.xyz) + u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat7.xyz * u_xlat3.xyz + u_xlat14.xyz;
					    u_xlat31 = (-_Metallic) + _DriedBlood_Metallic;
					    u_xlat31 = u_xlat7.x * u_xlat31 + _Metallic;
					    u_xlat32 = _DriedBloodColorGloss.w + (-_Gloss);
					    u_xlat32 = u_xlat7.x * u_xlat32 + _Gloss;
					    u_xlat33 = u_xlat4.x * u_xlat5.w;
					    u_xlat33 = u_xlat33 * u_xlat33;
					    u_xlat4.x = u_xlat33 * u_xlat33;
					    u_xlat33 = u_xlat33 * u_xlat4.x;
					    u_xlat33 = min(u_xlat33, 1.0);
					    SV_Target0.w = u_xlat33 * _MainColorTintFadeA.w;
					    u_xlatb33 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb33){
					        u_xlatb33 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat4.xyz = (bool(u_xlatb33)) ? u_xlat4.xyz : vs_TEXCOORD4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat4.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat33 = u_xlat4.y * 0.25 + 0.75;
					        u_xlat14.x = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat33, u_xlat14.x);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4.x = float(1.0);
					        u_xlat4.y = float(1.0);
					        u_xlat4.z = float(1.0);
					        u_xlat4.w = float(1.0);
					    }
					    u_xlat33 = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat33 = clamp(u_xlat33, 0.0, 1.0);
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat2.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat2.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat2.x = inversesqrt(u_xlat2.x);
					    u_xlat2.xyz = u_xlat2.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat33) * _LightColor0.xyz;
					    u_xlat5.xyz = u_xlat3.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat5.xyz = vec3(u_xlat31) * u_xlat5.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat31 = (-u_xlat31) * 0.959999979 + 0.959999979;
					    u_xlat3.xyz = vec3(u_xlat31) * u_xlat3.xyz;
					    u_xlat31 = (-u_xlat32) + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat30) + _WorldSpaceLightPos0.xyz;
					    u_xlat30 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat30 = max(u_xlat30, 0.00100000005);
					    u_xlat30 = inversesqrt(u_xlat30);
					    u_xlat0.xyz = vec3(u_xlat30) * u_xlat0.xyz;
					    u_xlat30 = dot(u_xlat2.xyz, u_xlat1.xyz);
					    u_xlat1.x = dot(u_xlat2.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat11 = dot(u_xlat2.xyz, u_xlat0.xyz);
					    u_xlat11 = clamp(u_xlat11, 0.0, 1.0);
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat10.x = u_xlat0.x + u_xlat0.x;
					    u_xlat10.x = u_xlat0.x * u_xlat10.x;
					    u_xlat10.x = u_xlat10.x * u_xlat31 + -0.5;
					    u_xlat20 = (-u_xlat1.x) + 1.0;
					    u_xlat21 = u_xlat20 * u_xlat20;
					    u_xlat21 = u_xlat21 * u_xlat21;
					    u_xlat20 = u_xlat20 * u_xlat21;
					    u_xlat20 = u_xlat10.x * u_xlat20 + 1.0;
					    u_xlat21 = -abs(u_xlat30) + 1.0;
					    u_xlat2.x = u_xlat21 * u_xlat21;
					    u_xlat2.x = u_xlat2.x * u_xlat2.x;
					    u_xlat21 = u_xlat21 * u_xlat2.x;
					    u_xlat10.x = u_xlat10.x * u_xlat21 + 1.0;
					    u_xlat10.x = u_xlat10.x * u_xlat20;
					    u_xlat20 = u_xlat31 * u_xlat31;
					    u_xlat20 = max(u_xlat20, 0.00200000009);
					    u_xlat21 = (-u_xlat20) + 1.0;
					    u_xlat31 = abs(u_xlat30) * u_xlat21 + u_xlat20;
					    u_xlat21 = u_xlat1.x * u_xlat21 + u_xlat20;
					    u_xlat30 = abs(u_xlat30) * u_xlat21;
					    u_xlat30 = u_xlat1.x * u_xlat31 + u_xlat30;
					    u_xlat30 = u_xlat30 + 9.99999975e-06;
					    u_xlat30 = 0.5 / u_xlat30;
					    u_xlat20 = u_xlat20 * u_xlat20;
					    u_xlat21 = u_xlat11 * u_xlat20 + (-u_xlat11);
					    u_xlat11 = u_xlat21 * u_xlat11 + 1.0;
					    u_xlat20 = u_xlat20 * 0.318309873;
					    u_xlat11 = u_xlat11 * u_xlat11 + 1.00000001e-07;
					    u_xlat20 = u_xlat20 / u_xlat11;
					    u_xlat20 = u_xlat20 * u_xlat30;
					    u_xlat10.y = u_xlat20 * 3.14159274;
					    u_xlat10.xy = u_xlat1.xx * u_xlat10.xy;
					    u_xlat20 = max(u_xlat10.y, 0.0);
					    u_xlat30 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlatb30 = u_xlat30!=0.0;
					    u_xlat30 = u_xlatb30 ? 1.0 : float(0.0);
					    u_xlat20 = u_xlat30 * u_xlat20;
					    u_xlat1.xyz = u_xlat10.xxx * u_xlat4.xyz;
					    u_xlat10.xyz = u_xlat4.xyz * vec3(u_xlat20);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat31 = u_xlat0.x * u_xlat0.x;
					    u_xlat31 = u_xlat31 * u_xlat31;
					    u_xlat0.x = u_xlat0.x * u_xlat31;
					    u_xlat2.xyz = (-u_xlat5.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat0.xxx + u_xlat5.xyz;
					    u_xlat0.xyz = u_xlat10.xyz * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat3.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat30 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat30 = (-u_xlat30) + 1.0;
					    u_xlat30 = u_xlat30 * _ProjectionParams.z;
					    u_xlat30 = max(u_xlat30, 0.0);
					    u_xlat30 = u_xlat30 * unity_FogParams.x;
					    u_xlat30 = u_xlat30 * (-u_xlat30);
					    u_xlat30 = exp2(u_xlat30);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat30);
					    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 _LightColor0;
						vec4 unused_0_2;
						vec4 _MainNormalMap_ST;
						float _DriedBloodEffect_Tiling;
						float _DriedBloodEffectLevel;
						float _OverallNormalPower;
						float _Noise1;
						float _Noise2;
						vec4 _Noise_Texture_ST;
						float _Bias;
						float _Scale;
						vec4 _MainColorTintFadeA;
						vec4 _MainTexture_ST;
						vec4 _DriedBloodColorGloss;
						float _Metallic;
						float _DriedBlood_Metallic;
						float _Gloss;
						vec4 unused_0_18;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_5_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainNormalMap;
					uniform  sampler2D _DriedBlood_Normal;
					uniform  sampler2D _Noise_Texture;
					uniform  sampler2D _MainTexture;
					uniform  sampler2D _DriedBlood_Curvature;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD6;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					int u_xlati0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					bvec3 u_xlatb5;
					vec4 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					vec3 u_xlat10;
					float u_xlat11;
					vec3 u_xlat14;
					bvec3 u_xlatb16;
					float u_xlat20;
					float u_xlat21;
					vec2 u_xlat23;
					vec2 u_xlat24;
					float u_xlat30;
					bool u_xlatb30;
					float u_xlat31;
					bool u_xlatb31;
					float u_xlat32;
					bool u_xlatb32;
					float u_xlat33;
					bool u_xlatb33;
					void main()
					{
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat30 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat30 = inversesqrt(u_xlat30);
					    u_xlat1.xyz = vec3(u_xlat30) * u_xlat0.xyz;
					    u_xlat2.xy = vs_TEXCOORD0.xy * _MainNormalMap_ST.xy + _MainNormalMap_ST.zw;
					    u_xlat3 = vs_TEXCOORD0.xyxy * vec4(_DriedBloodEffect_Tiling, _DriedBloodEffect_Tiling, _Noise1, _Noise1);
					    u_xlat2 = texture(_MainNormalMap, u_xlat2.xy);
					    u_xlat2.x = u_xlat2.w * u_xlat2.x;
					    u_xlat2.xy = u_xlat2.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat31 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat31 = min(u_xlat31, 1.0);
					    u_xlat31 = (-u_xlat31) + 1.0;
					    u_xlat2.z = sqrt(u_xlat31);
					    u_xlat4 = texture(_DriedBlood_Normal, u_xlat3.xy);
					    u_xlat4.x = u_xlat4.w * u_xlat4.x;
					    u_xlat4.xy = u_xlat4.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat31 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat31 = min(u_xlat31, 1.0);
					    u_xlat31 = (-u_xlat31) + 1.0;
					    u_xlat4.z = sqrt(u_xlat31);
					    u_xlat4.xyz = (-u_xlat2.xyz) + u_xlat4.xyz;
					    u_xlat2.xyz = vec3(vec3(_DriedBloodEffectLevel, _DriedBloodEffectLevel, _DriedBloodEffectLevel)) * u_xlat4.xyz + u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz + vec3(-0.0, -0.0, -1.0);
					    u_xlat2.xyz = vec3(vec3(_OverallNormalPower, _OverallNormalPower, _OverallNormalPower)) * u_xlat2.xyz + vec3(0.0, 0.0, 1.0);
					    u_xlat31 = dot(u_xlat3.zw, vec2(0.366025418, 0.366025418));
					    u_xlat23.xy = vs_TEXCOORD0.xy * vec2(vec2(_Noise1, _Noise1)) + vec2(u_xlat31);
					    u_xlat23.xy = floor(u_xlat23.xy);
					    u_xlat4.xy = vs_TEXCOORD0.xy * vec2(vec2(_Noise1, _Noise1)) + (-u_xlat23.xy);
					    u_xlat31 = dot(u_xlat23.xy, vec2(0.211324871, 0.211324871));
					    u_xlat4.xy = vec2(u_xlat31) + u_xlat4.xy;
					    u_xlatb31 = u_xlat4.y<u_xlat4.x;
					    u_xlat5 = u_xlat4.xyxy + vec4(0.211324871, 0.211324871, -0.577350259, -0.577350259);
					    u_xlat6 = (bool(u_xlatb31)) ? vec4(0.0, 1.0, -1.0, -0.0) : vec4(1.0, 0.0, -0.0, -1.0);
					    u_xlat5.xy = u_xlat5.xy + u_xlat6.zw;
					    u_xlat24.xy = u_xlat23.xy * vec2(0.00346020772, 0.00346020772);
					    u_xlat24.xy = floor(u_xlat24.xy);
					    u_xlat23.xy = (-u_xlat24.xy) * vec2(289.0, 289.0) + u_xlat23.xy;
					    u_xlat7.x = float(0.0);
					    u_xlat7.z = float(1.0);
					    u_xlat7.y = u_xlat6.x;
					    u_xlat7.xyz = u_xlat23.yyy + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat8.xyz = floor(u_xlat8.xyz);
					    u_xlat7.xyz = (-u_xlat8.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat23.xxx + u_xlat7.xyz;
					    u_xlat6.x = float(0.0);
					    u_xlat6.z = float(1.0);
					    u_xlat6.xyz = u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat6.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat6.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat7.xyz = floor(u_xlat7.xyz);
					    u_xlat6.xyz = (-u_xlat7.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat6.xyz;
					    u_xlat7.x = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat7.y = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat7.z = dot(u_xlat5.zw, u_xlat5.zw);
					    u_xlat7.xyz = (-u_xlat7.xyz) + vec3(0.5, 0.5, 0.5);
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat7.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(0.024390243, 0.024390243, 0.024390243);
					    u_xlat6.xyz = fract(u_xlat6.xyz);
					    u_xlat8.xyz = u_xlat6.xyz * vec3(2.0, 2.0, 2.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat9.xyz = abs(u_xlat8.xyz) + vec3(-0.5, -0.5, -0.5);
					    u_xlat6.xyz = u_xlat6.xyz * vec3(2.0, 2.0, 2.0) + vec3(-0.5, -0.5, -0.5);
					    u_xlat6.xyz = floor(u_xlat6.xyz);
					    u_xlat6.xyz = (-u_xlat6.xyz) + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat9.xyz * u_xlat9.xyz;
					    u_xlat8.xyz = u_xlat6.xyz * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(0.853734732, 0.853734732, 0.853734732) + vec3(1.79284286, 1.79284286, 1.79284286);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat8.xyz;
					    u_xlat31 = u_xlat4.y * u_xlat9.x;
					    u_xlat4.x = u_xlat6.x * u_xlat4.x + u_xlat31;
					    u_xlat23.xy = u_xlat5.yw * u_xlat9.yz;
					    u_xlat4.yz = u_xlat6.yz * u_xlat5.xz + u_xlat23.xy;
					    u_xlat31 = dot(u_xlat7.xyz, u_xlat4.xyz);
					    u_xlat31 = u_xlat31 * 130.0;
					    u_xlat32 = _Noise1 * _Noise2;
					    u_xlat23.xy = vec2(u_xlat32) * vs_TEXCOORD0.xy;
					    u_xlat23.x = dot(u_xlat23.xy, vec2(0.366025418, 0.366025418));
					    u_xlat23.xy = vs_TEXCOORD0.xy * vec2(u_xlat32) + u_xlat23.xx;
					    u_xlat23.xy = floor(u_xlat23.xy);
					    u_xlat4.xy = vs_TEXCOORD0.xy * vec2(u_xlat32) + (-u_xlat23.xy);
					    u_xlat32 = dot(u_xlat23.xy, vec2(0.211324871, 0.211324871));
					    u_xlat4.xy = vec2(u_xlat32) + u_xlat4.xy;
					    u_xlatb32 = u_xlat4.y<u_xlat4.x;
					    u_xlat5 = u_xlat4.xyxy + vec4(0.211324871, 0.211324871, -0.577350259, -0.577350259);
					    u_xlat6 = (bool(u_xlatb32)) ? vec4(0.0, 1.0, -1.0, -0.0) : vec4(1.0, 0.0, -0.0, -1.0);
					    u_xlat5.xy = u_xlat5.xy + u_xlat6.zw;
					    u_xlat24.xy = u_xlat23.xy * vec2(0.00346020772, 0.00346020772);
					    u_xlat24.xy = floor(u_xlat24.xy);
					    u_xlat23.xy = (-u_xlat24.xy) * vec2(289.0, 289.0) + u_xlat23.xy;
					    u_xlat7.x = float(0.0);
					    u_xlat7.z = float(1.0);
					    u_xlat7.y = u_xlat6.x;
					    u_xlat7.xyz = u_xlat23.yyy + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat8.xyz = floor(u_xlat8.xyz);
					    u_xlat7.xyz = (-u_xlat8.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat23.xxx + u_xlat7.xyz;
					    u_xlat6.x = float(0.0);
					    u_xlat6.z = float(1.0);
					    u_xlat6.xyz = u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat6.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat6.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat7.xyz = floor(u_xlat7.xyz);
					    u_xlat6.xyz = (-u_xlat7.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat6.xyz;
					    u_xlat7.x = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat7.y = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat7.z = dot(u_xlat5.zw, u_xlat5.zw);
					    u_xlat7.xyz = (-u_xlat7.xyz) + vec3(0.5, 0.5, 0.5);
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat7.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(0.024390243, 0.024390243, 0.024390243);
					    u_xlat6.xyz = fract(u_xlat6.xyz);
					    u_xlat8.xyz = u_xlat6.xyz * vec3(2.0, 2.0, 2.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat9.xyz = abs(u_xlat8.xyz) + vec3(-0.5, -0.5, -0.5);
					    u_xlat6.xyz = u_xlat6.xyz * vec3(2.0, 2.0, 2.0) + vec3(-0.5, -0.5, -0.5);
					    u_xlat6.xyz = floor(u_xlat6.xyz);
					    u_xlat6.xyz = (-u_xlat6.xyz) + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat9.xyz * u_xlat9.xyz;
					    u_xlat8.xyz = u_xlat6.xyz * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(0.853734732, 0.853734732, 0.853734732) + vec3(1.79284286, 1.79284286, 1.79284286);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat8.xyz;
					    u_xlat32 = u_xlat4.y * u_xlat9.x;
					    u_xlat4.x = u_xlat6.x * u_xlat4.x + u_xlat32;
					    u_xlat23.xy = u_xlat5.yw * u_xlat9.yz;
					    u_xlat4.yz = u_xlat6.yz * u_xlat5.xz + u_xlat23.xy;
					    u_xlat32 = dot(u_xlat7.xyz, u_xlat4.xyz);
					    u_xlat31 = u_xlat31 * u_xlat32;
					    u_xlat23.xy = vs_TEXCOORD0.xy * _Noise_Texture_ST.xy + _Noise_Texture_ST.zw;
					    u_xlat32 = _Bias * 3.0;
					    u_xlat31 = u_xlat31 * 130.0;
					    u_xlat4 = texture(_Noise_Texture, u_xlat23.xy);
					    u_xlat4.xyz = (-vec3(u_xlat31)) * u_xlat4.xyz + vec3(_Bias);
					    u_xlat4.xyz = u_xlat4.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = u_xlat4.xyz * vec3(vec3(_Scale, _Scale, _Scale));
					    u_xlat4.xyz = log2(u_xlat4.xyz);
					    u_xlat4.xyz = vec3(u_xlat32) * u_xlat4.xyz;
					    u_xlat4.xyz = exp2(u_xlat4.xyz);
					    u_xlat14.xyz = min(u_xlat4.xyz, vec3(1.0, 0.0, 0.0));
					    u_xlat23.xy = vs_TEXCOORD0.xy * _MainTexture_ST.xy + _MainTexture_ST.zw;
					    u_xlat5 = texture(_MainTexture, u_xlat23.xy);
					    u_xlat6.xyz = u_xlat5.xxx * _MainColorTintFadeA.xyz;
					    u_xlat3 = texture(_DriedBlood_Curvature, u_xlat3.xy);
					    u_xlat7.xyz = u_xlat14.xyz * vec3(vec3(_DriedBloodEffectLevel, _DriedBloodEffectLevel, _DriedBloodEffectLevel));
					    u_xlatb16.xyz = lessThan(vec4(0.5, 0.5, 0.5, 0.5), u_xlat6.xyzz).xyz;
					    u_xlat5.xyz = _MainColorTintFadeA.xyz * u_xlat5.xxx + vec3(-0.5, -0.5, -0.5);
					    u_xlat5.xyz = (-u_xlat5.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = (-u_xlat14.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat5.xyz = (-u_xlat5.xyz) * u_xlat8.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat31 = u_xlat14.x * u_xlat6.x;
					    u_xlat8.x = u_xlat31 * 2.0;
					    u_xlat8.y = float(0.0);
					    u_xlat8.z = float(0.0);
					    u_xlat14.x = (u_xlatb16.x) ? u_xlat5.x : u_xlat8.x;
					    u_xlat14.y = (u_xlatb16.y) ? u_xlat5.y : u_xlat8.y;
					    u_xlat14.z = (u_xlatb16.z) ? u_xlat5.z : u_xlat8.z;
					    u_xlat14.xyz = clamp(u_xlat14.xyz, 0.0, 1.0);
					    u_xlatb5.xyz = lessThan(vec4(0.5, 0.5, 0.5, 0.0), u_xlat3.xyzx).xyz;
					    u_xlat6.xyz = u_xlat3.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = (-_DriedBloodColorGloss.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat6.xyz = (-u_xlat6.xyz) * u_xlat8.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat3.xyz = u_xlat3.xyz * _DriedBloodColorGloss.xyz;
					    u_xlat3.xyz = u_xlat3.xyz + u_xlat3.xyz;
					    {
					        vec4 hlslcc_movcTemp = u_xlat3;
					        hlslcc_movcTemp.x = (u_xlatb5.x) ? u_xlat6.x : u_xlat3.x;
					        hlslcc_movcTemp.y = (u_xlatb5.y) ? u_xlat6.y : u_xlat3.y;
					        hlslcc_movcTemp.z = (u_xlatb5.z) ? u_xlat6.z : u_xlat3.z;
					        u_xlat3 = hlslcc_movcTemp;
					    }
					    u_xlat3.xyz = (-u_xlat14.xyz) + u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat7.xyz * u_xlat3.xyz + u_xlat14.xyz;
					    u_xlat31 = (-_Metallic) + _DriedBlood_Metallic;
					    u_xlat31 = u_xlat7.x * u_xlat31 + _Metallic;
					    u_xlat32 = _DriedBloodColorGloss.w + (-_Gloss);
					    u_xlat32 = u_xlat7.x * u_xlat32 + _Gloss;
					    u_xlat33 = u_xlat4.x * u_xlat5.w;
					    u_xlat33 = u_xlat33 * u_xlat33;
					    u_xlat4.x = u_xlat33 * u_xlat33;
					    u_xlat33 = u_xlat33 * u_xlat4.x;
					    u_xlat33 = min(u_xlat33, 1.0);
					    SV_Target0.w = u_xlat33 * _MainColorTintFadeA.w;
					    u_xlatb33 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb33){
					        u_xlatb33 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat4.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat4.xyz;
					        u_xlat4.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat4.xyz = (bool(u_xlatb33)) ? u_xlat4.xyz : vs_TEXCOORD4.xyz;
					        u_xlat4.xyz = u_xlat4.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat4.yzw = u_xlat4.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat33 = u_xlat4.y * 0.25 + 0.75;
					        u_xlat14.x = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat4.x = max(u_xlat33, u_xlat14.x);
					        u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
					    } else {
					        u_xlat4.x = float(1.0);
					        u_xlat4.y = float(1.0);
					        u_xlat4.z = float(1.0);
					        u_xlat4.w = float(1.0);
					    }
					    u_xlat33 = dot(u_xlat4, unity_OcclusionMaskSelector);
					    u_xlat33 = clamp(u_xlat33, 0.0, 1.0);
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat2.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat2.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat2.x = inversesqrt(u_xlat2.x);
					    u_xlat2.xyz = u_xlat2.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat33) * _LightColor0.xyz;
					    u_xlat5.xyz = u_xlat3.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat5.xyz = vec3(u_xlat31) * u_xlat5.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat31 = (-u_xlat31) * 0.959999979 + 0.959999979;
					    u_xlat3.xyz = vec3(u_xlat31) * u_xlat3.xyz;
					    u_xlat31 = (-u_xlat32) + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat30) + _WorldSpaceLightPos0.xyz;
					    u_xlat30 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat30 = max(u_xlat30, 0.00100000005);
					    u_xlat30 = inversesqrt(u_xlat30);
					    u_xlat0.xyz = vec3(u_xlat30) * u_xlat0.xyz;
					    u_xlat30 = dot(u_xlat2.xyz, u_xlat1.xyz);
					    u_xlat1.x = dot(u_xlat2.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat11 = dot(u_xlat2.xyz, u_xlat0.xyz);
					    u_xlat11 = clamp(u_xlat11, 0.0, 1.0);
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat10.x = u_xlat0.x + u_xlat0.x;
					    u_xlat10.x = u_xlat0.x * u_xlat10.x;
					    u_xlat10.x = u_xlat10.x * u_xlat31 + -0.5;
					    u_xlat20 = (-u_xlat1.x) + 1.0;
					    u_xlat21 = u_xlat20 * u_xlat20;
					    u_xlat21 = u_xlat21 * u_xlat21;
					    u_xlat20 = u_xlat20 * u_xlat21;
					    u_xlat20 = u_xlat10.x * u_xlat20 + 1.0;
					    u_xlat21 = -abs(u_xlat30) + 1.0;
					    u_xlat2.x = u_xlat21 * u_xlat21;
					    u_xlat2.x = u_xlat2.x * u_xlat2.x;
					    u_xlat21 = u_xlat21 * u_xlat2.x;
					    u_xlat10.x = u_xlat10.x * u_xlat21 + 1.0;
					    u_xlat10.x = u_xlat10.x * u_xlat20;
					    u_xlat20 = u_xlat31 * u_xlat31;
					    u_xlat20 = max(u_xlat20, 0.00200000009);
					    u_xlat21 = (-u_xlat20) + 1.0;
					    u_xlat31 = abs(u_xlat30) * u_xlat21 + u_xlat20;
					    u_xlat21 = u_xlat1.x * u_xlat21 + u_xlat20;
					    u_xlat30 = abs(u_xlat30) * u_xlat21;
					    u_xlat30 = u_xlat1.x * u_xlat31 + u_xlat30;
					    u_xlat30 = u_xlat30 + 9.99999975e-06;
					    u_xlat30 = 0.5 / u_xlat30;
					    u_xlat20 = u_xlat20 * u_xlat20;
					    u_xlat21 = u_xlat11 * u_xlat20 + (-u_xlat11);
					    u_xlat11 = u_xlat21 * u_xlat11 + 1.0;
					    u_xlat20 = u_xlat20 * 0.318309873;
					    u_xlat11 = u_xlat11 * u_xlat11 + 1.00000001e-07;
					    u_xlat20 = u_xlat20 / u_xlat11;
					    u_xlat20 = u_xlat20 * u_xlat30;
					    u_xlat10.y = u_xlat20 * 3.14159274;
					    u_xlat10.xy = u_xlat1.xx * u_xlat10.xy;
					    u_xlat20 = max(u_xlat10.y, 0.0);
					    u_xlat30 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlatb30 = u_xlat30!=0.0;
					    u_xlat30 = u_xlatb30 ? 1.0 : float(0.0);
					    u_xlat20 = u_xlat30 * u_xlat20;
					    u_xlat1.xyz = u_xlat10.xxx * u_xlat4.xyz;
					    u_xlat10.xyz = u_xlat4.xyz * vec3(u_xlat20);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat31 = u_xlat0.x * u_xlat0.x;
					    u_xlat31 = u_xlat31 * u_xlat31;
					    u_xlat0.x = u_xlat0.x * u_xlat31;
					    u_xlat2.xyz = (-u_xlat5.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat0.xxx + u_xlat5.xyz;
					    u_xlat0.xyz = u_xlat10.xyz * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat3.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat30 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat30 = (-u_xlat30) + 1.0;
					    u_xlat30 = u_xlat30 * _ProjectionParams.z;
					    u_xlat30 = max(u_xlat30, 0.0);
					    u_xlat30 = u_xlat30 * unity_FogParams.x;
					    u_xlat30 = u_xlat30 * (-u_xlat30);
					    u_xlat30 = exp2(u_xlat30);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat30);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" "SPOT" }
					"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];
						mat4x4 unity_WorldToLight;
						vec4 _LightColor0;
						vec4 unused_0_3;
						vec4 _MainNormalMap_ST;
						float _DriedBloodEffect_Tiling;
						float _DriedBloodEffectLevel;
						float _OverallNormalPower;
						float _Noise1;
						float _Noise2;
						vec4 _Noise_Texture_ST;
						float _Bias;
						float _Scale;
						vec4 _MainColorTintFadeA;
						vec4 _MainTexture_ST;
						vec4 _DriedBloodColorGloss;
						float _Metallic;
						float _DriedBlood_Metallic;
						float _Gloss;
						vec4 unused_0_19;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_3_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainNormalMap;
					uniform  sampler2D _DriedBlood_Normal;
					uniform  sampler2D _Noise_Texture;
					uniform  sampler2D _MainTexture;
					uniform  sampler2D _DriedBlood_Curvature;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _LightTextureB0;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD6;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					bvec3 u_xlatb6;
					vec4 u_xlat7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					vec3 u_xlat10;
					vec3 u_xlat11;
					float u_xlat12;
					float u_xlat13;
					vec3 u_xlat16;
					bvec3 u_xlatb18;
					float u_xlat22;
					vec2 u_xlat26;
					vec2 u_xlat27;
					float u_xlat33;
					bool u_xlatb33;
					float u_xlat34;
					bool u_xlatb34;
					float u_xlat35;
					bool u_xlatb35;
					float u_xlat36;
					bool u_xlatb36;
					float u_xlat37;
					bool u_xlatb37;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat33 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat33 = inversesqrt(u_xlat33);
					    u_xlat1.xyz = vec3(u_xlat33) * u_xlat0.xyz;
					    u_xlat2.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat34 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat34 = inversesqrt(u_xlat34);
					    u_xlat2.xyz = vec3(u_xlat34) * u_xlat2.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainNormalMap_ST.xy + _MainNormalMap_ST.zw;
					    u_xlat4 = vs_TEXCOORD0.xyxy * vec4(_DriedBloodEffect_Tiling, _DriedBloodEffect_Tiling, _Noise1, _Noise1);
					    u_xlat3 = texture(_MainNormalMap, u_xlat3.xy);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat34 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat34 = min(u_xlat34, 1.0);
					    u_xlat34 = (-u_xlat34) + 1.0;
					    u_xlat3.z = sqrt(u_xlat34);
					    u_xlat5 = texture(_DriedBlood_Normal, u_xlat4.xy);
					    u_xlat5.x = u_xlat5.w * u_xlat5.x;
					    u_xlat5.xy = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat34 = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat34 = min(u_xlat34, 1.0);
					    u_xlat34 = (-u_xlat34) + 1.0;
					    u_xlat5.z = sqrt(u_xlat34);
					    u_xlat5.xyz = (-u_xlat3.xyz) + u_xlat5.xyz;
					    u_xlat3.xyz = vec3(vec3(_DriedBloodEffectLevel, _DriedBloodEffectLevel, _DriedBloodEffectLevel)) * u_xlat5.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz + vec3(-0.0, -0.0, -1.0);
					    u_xlat3.xyz = vec3(vec3(_OverallNormalPower, _OverallNormalPower, _OverallNormalPower)) * u_xlat3.xyz + vec3(0.0, 0.0, 1.0);
					    u_xlat34 = dot(u_xlat4.zw, vec2(0.366025418, 0.366025418));
					    u_xlat26.xy = vs_TEXCOORD0.xy * vec2(vec2(_Noise1, _Noise1)) + vec2(u_xlat34);
					    u_xlat26.xy = floor(u_xlat26.xy);
					    u_xlat5.xy = vs_TEXCOORD0.xy * vec2(vec2(_Noise1, _Noise1)) + (-u_xlat26.xy);
					    u_xlat34 = dot(u_xlat26.xy, vec2(0.211324871, 0.211324871));
					    u_xlat5.xy = vec2(u_xlat34) + u_xlat5.xy;
					    u_xlatb34 = u_xlat5.y<u_xlat5.x;
					    u_xlat6 = u_xlat5.xyxy + vec4(0.211324871, 0.211324871, -0.577350259, -0.577350259);
					    u_xlat7 = (bool(u_xlatb34)) ? vec4(0.0, 1.0, -1.0, -0.0) : vec4(1.0, 0.0, -0.0, -1.0);
					    u_xlat6.xy = u_xlat6.xy + u_xlat7.zw;
					    u_xlat27.xy = u_xlat26.xy * vec2(0.00346020772, 0.00346020772);
					    u_xlat27.xy = floor(u_xlat27.xy);
					    u_xlat26.xy = (-u_xlat27.xy) * vec2(289.0, 289.0) + u_xlat26.xy;
					    u_xlat8.x = float(0.0);
					    u_xlat8.z = float(1.0);
					    u_xlat8.y = u_xlat7.x;
					    u_xlat8.xyz = u_xlat26.yyy + u_xlat8.xyz;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xyz;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat9.xyz = floor(u_xlat9.xyz);
					    u_xlat8.xyz = (-u_xlat9.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat26.xxx + u_xlat8.xyz;
					    u_xlat7.x = float(0.0);
					    u_xlat7.z = float(1.0);
					    u_xlat7.xyz = u_xlat7.xyz + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat8.xyz = floor(u_xlat8.xyz);
					    u_xlat7.xyz = (-u_xlat8.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat7.xyz;
					    u_xlat8.x = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat8.y = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat8.z = dot(u_xlat6.zw, u_xlat6.zw);
					    u_xlat8.xyz = (-u_xlat8.xyz) + vec3(0.5, 0.5, 0.5);
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat8.xyz;
					    u_xlat7.xyz = u_xlat7.xyz * vec3(0.024390243, 0.024390243, 0.024390243);
					    u_xlat7.xyz = fract(u_xlat7.xyz);
					    u_xlat9.xyz = u_xlat7.xyz * vec3(2.0, 2.0, 2.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat10.xyz = abs(u_xlat9.xyz) + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = u_xlat7.xyz * vec3(2.0, 2.0, 2.0) + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = floor(u_xlat7.xyz);
					    u_xlat7.xyz = (-u_xlat7.xyz) + u_xlat9.xyz;
					    u_xlat9.xyz = u_xlat10.xyz * u_xlat10.xyz;
					    u_xlat9.xyz = u_xlat7.xyz * u_xlat7.xyz + u_xlat9.xyz;
					    u_xlat9.xyz = (-u_xlat9.xyz) * vec3(0.853734732, 0.853734732, 0.853734732) + vec3(1.79284286, 1.79284286, 1.79284286);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xyz;
					    u_xlat34 = u_xlat5.y * u_xlat10.x;
					    u_xlat5.x = u_xlat7.x * u_xlat5.x + u_xlat34;
					    u_xlat26.xy = u_xlat6.yw * u_xlat10.yz;
					    u_xlat5.yz = u_xlat7.yz * u_xlat6.xz + u_xlat26.xy;
					    u_xlat34 = dot(u_xlat8.xyz, u_xlat5.xyz);
					    u_xlat34 = u_xlat34 * 130.0;
					    u_xlat35 = _Noise1 * _Noise2;
					    u_xlat26.xy = vec2(u_xlat35) * vs_TEXCOORD0.xy;
					    u_xlat36 = dot(u_xlat26.xy, vec2(0.366025418, 0.366025418));
					    u_xlat26.xy = vs_TEXCOORD0.xy * vec2(u_xlat35) + vec2(u_xlat36);
					    u_xlat26.xy = floor(u_xlat26.xy);
					    u_xlat5.xy = vs_TEXCOORD0.xy * vec2(u_xlat35) + (-u_xlat26.xy);
					    u_xlat35 = dot(u_xlat26.xy, vec2(0.211324871, 0.211324871));
					    u_xlat5.xy = vec2(u_xlat35) + u_xlat5.xy;
					    u_xlatb35 = u_xlat5.y<u_xlat5.x;
					    u_xlat6 = u_xlat5.xyxy + vec4(0.211324871, 0.211324871, -0.577350259, -0.577350259);
					    u_xlat7 = (bool(u_xlatb35)) ? vec4(0.0, 1.0, -1.0, -0.0) : vec4(1.0, 0.0, -0.0, -1.0);
					    u_xlat6.xy = u_xlat6.xy + u_xlat7.zw;
					    u_xlat27.xy = u_xlat26.xy * vec2(0.00346020772, 0.00346020772);
					    u_xlat27.xy = floor(u_xlat27.xy);
					    u_xlat26.xy = (-u_xlat27.xy) * vec2(289.0, 289.0) + u_xlat26.xy;
					    u_xlat8.x = float(0.0);
					    u_xlat8.z = float(1.0);
					    u_xlat8.y = u_xlat7.x;
					    u_xlat8.xyz = u_xlat26.yyy + u_xlat8.xyz;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xyz;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat9.xyz = floor(u_xlat9.xyz);
					    u_xlat8.xyz = (-u_xlat9.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat26.xxx + u_xlat8.xyz;
					    u_xlat7.x = float(0.0);
					    u_xlat7.z = float(1.0);
					    u_xlat7.xyz = u_xlat7.xyz + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat8.xyz = floor(u_xlat8.xyz);
					    u_xlat7.xyz = (-u_xlat8.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat7.xyz;
					    u_xlat8.x = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat8.y = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat8.z = dot(u_xlat6.zw, u_xlat6.zw);
					    u_xlat8.xyz = (-u_xlat8.xyz) + vec3(0.5, 0.5, 0.5);
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat8.xyz;
					    u_xlat7.xyz = u_xlat7.xyz * vec3(0.024390243, 0.024390243, 0.024390243);
					    u_xlat7.xyz = fract(u_xlat7.xyz);
					    u_xlat9.xyz = u_xlat7.xyz * vec3(2.0, 2.0, 2.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat10.xyz = abs(u_xlat9.xyz) + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = u_xlat7.xyz * vec3(2.0, 2.0, 2.0) + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = floor(u_xlat7.xyz);
					    u_xlat7.xyz = (-u_xlat7.xyz) + u_xlat9.xyz;
					    u_xlat9.xyz = u_xlat10.xyz * u_xlat10.xyz;
					    u_xlat9.xyz = u_xlat7.xyz * u_xlat7.xyz + u_xlat9.xyz;
					    u_xlat9.xyz = (-u_xlat9.xyz) * vec3(0.853734732, 0.853734732, 0.853734732) + vec3(1.79284286, 1.79284286, 1.79284286);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xyz;
					    u_xlat35 = u_xlat5.y * u_xlat10.x;
					    u_xlat5.x = u_xlat7.x * u_xlat5.x + u_xlat35;
					    u_xlat26.xy = u_xlat6.yw * u_xlat10.yz;
					    u_xlat5.yz = u_xlat7.yz * u_xlat6.xz + u_xlat26.xy;
					    u_xlat35 = dot(u_xlat8.xyz, u_xlat5.xyz);
					    u_xlat34 = u_xlat34 * u_xlat35;
					    u_xlat26.xy = vs_TEXCOORD0.xy * _Noise_Texture_ST.xy + _Noise_Texture_ST.zw;
					    u_xlat35 = _Bias * 3.0;
					    u_xlat34 = u_xlat34 * 130.0;
					    u_xlat5 = texture(_Noise_Texture, u_xlat26.xy);
					    u_xlat5.xyz = (-vec3(u_xlat34)) * u_xlat5.xyz + vec3(_Bias);
					    u_xlat5.xyz = u_xlat5.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat5.xyz = u_xlat5.xyz * vec3(vec3(_Scale, _Scale, _Scale));
					    u_xlat5.xyz = log2(u_xlat5.xyz);
					    u_xlat5.xyz = vec3(u_xlat35) * u_xlat5.xyz;
					    u_xlat5.xyz = exp2(u_xlat5.xyz);
					    u_xlat16.xyz = min(u_xlat5.xyz, vec3(1.0, 0.0, 0.0));
					    u_xlat26.xy = vs_TEXCOORD0.xy * _MainTexture_ST.xy + _MainTexture_ST.zw;
					    u_xlat6 = texture(_MainTexture, u_xlat26.xy);
					    u_xlat7.xyz = u_xlat6.xxx * _MainColorTintFadeA.xyz;
					    u_xlat4 = texture(_DriedBlood_Curvature, u_xlat4.xy);
					    u_xlat8.xyz = u_xlat16.xyz * vec3(vec3(_DriedBloodEffectLevel, _DriedBloodEffectLevel, _DriedBloodEffectLevel));
					    u_xlatb18.xyz = lessThan(vec4(0.5, 0.5, 0.5, 0.5), u_xlat7.xyzz).xyz;
					    u_xlat6.xyz = _MainColorTintFadeA.xyz * u_xlat6.xxx + vec3(-0.5, -0.5, -0.5);
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat9.xyz = (-u_xlat16.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat6.xyz = (-u_xlat6.xyz) * u_xlat9.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat34 = u_xlat16.x * u_xlat7.x;
					    u_xlat9.x = u_xlat34 * 2.0;
					    u_xlat9.y = float(0.0);
					    u_xlat9.z = float(0.0);
					    u_xlat16.x = (u_xlatb18.x) ? u_xlat6.x : u_xlat9.x;
					    u_xlat16.y = (u_xlatb18.y) ? u_xlat6.y : u_xlat9.y;
					    u_xlat16.z = (u_xlatb18.z) ? u_xlat6.z : u_xlat9.z;
					    u_xlat16.xyz = clamp(u_xlat16.xyz, 0.0, 1.0);
					    u_xlatb6.xyz = lessThan(vec4(0.5, 0.5, 0.5, 0.0), u_xlat4.xyzx).xyz;
					    u_xlat7.xyz = u_xlat4.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = (-u_xlat7.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat9.xyz = (-_DriedBloodColorGloss.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = (-u_xlat7.xyz) * u_xlat9.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = u_xlat4.xyz * _DriedBloodColorGloss.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + u_xlat4.xyz;
					    {
					        vec4 hlslcc_movcTemp = u_xlat4;
					        hlslcc_movcTemp.x = (u_xlatb6.x) ? u_xlat7.x : u_xlat4.x;
					        hlslcc_movcTemp.y = (u_xlatb6.y) ? u_xlat7.y : u_xlat4.y;
					        hlslcc_movcTemp.z = (u_xlatb6.z) ? u_xlat7.z : u_xlat4.z;
					        u_xlat4 = hlslcc_movcTemp;
					    }
					    u_xlat4.xyz = (-u_xlat16.xyz) + u_xlat4.xyz;
					    u_xlat4.xyz = u_xlat8.xyz * u_xlat4.xyz + u_xlat16.xyz;
					    u_xlat34 = (-_Metallic) + _DriedBlood_Metallic;
					    u_xlat34 = u_xlat8.x * u_xlat34 + _Metallic;
					    u_xlat35 = _DriedBloodColorGloss.w + (-_Gloss);
					    u_xlat35 = u_xlat8.x * u_xlat35 + _Gloss;
					    u_xlat36 = u_xlat5.x * u_xlat6.w;
					    u_xlat36 = u_xlat36 * u_xlat36;
					    u_xlat37 = u_xlat36 * u_xlat36;
					    u_xlat36 = u_xlat36 * u_xlat37;
					    u_xlat36 = min(u_xlat36, 1.0);
					    SV_Target0.w = u_xlat36 * _MainColorTintFadeA.w;
					    u_xlat5 = vs_TEXCOORD4.yyyy * unity_WorldToLight[1];
					    u_xlat5 = unity_WorldToLight[0] * vs_TEXCOORD4.xxxx + u_xlat5;
					    u_xlat5 = unity_WorldToLight[2] * vs_TEXCOORD4.zzzz + u_xlat5;
					    u_xlat5 = u_xlat5 + unity_WorldToLight[3];
					    u_xlatb36 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb36){
					        u_xlatb36 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat6.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat6.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat6.xyz;
					        u_xlat6.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat6.xyz;
					        u_xlat6.xyz = u_xlat6.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat6.xyz = (bool(u_xlatb36)) ? u_xlat6.xyz : vs_TEXCOORD4.xyz;
					        u_xlat6.xyz = u_xlat6.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat6.yzw = u_xlat6.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat36 = u_xlat6.y * 0.25 + 0.75;
					        u_xlat37 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat6.x = max(u_xlat36, u_xlat37);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat6.xzw);
					    } else {
					        u_xlat6.x = float(1.0);
					        u_xlat6.y = float(1.0);
					        u_xlat6.z = float(1.0);
					        u_xlat6.w = float(1.0);
					    }
					    u_xlat36 = dot(u_xlat6, unity_OcclusionMaskSelector);
					    u_xlat36 = clamp(u_xlat36, 0.0, 1.0);
					    u_xlatb37 = 0.0<u_xlat5.z;
					    u_xlat37 = u_xlatb37 ? 1.0 : float(0.0);
					    u_xlat6.xy = u_xlat5.xy / u_xlat5.ww;
					    u_xlat6.xy = u_xlat6.xy + vec2(0.5, 0.5);
					    u_xlat6 = texture(_LightTexture0, u_xlat6.xy);
					    u_xlat37 = u_xlat37 * u_xlat6.w;
					    u_xlat5.x = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat5 = texture(_LightTextureB0, u_xlat5.xx);
					    u_xlat37 = u_xlat37 * u_xlat5.x;
					    u_xlat36 = u_xlat36 * u_xlat37;
					    u_xlat5.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat5.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat5.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat5.xyz;
					    u_xlat5.xyz = vec3(u_xlat36) * _LightColor0.xyz;
					    u_xlat6.xyz = u_xlat4.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat6.xyz = vec3(u_xlat34) * u_xlat6.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat34 = (-u_xlat34) * 0.959999979 + 0.959999979;
					    u_xlat4.xyz = vec3(u_xlat34) * u_xlat4.xyz;
					    u_xlat34 = (-u_xlat35) + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat33) + u_xlat2.xyz;
					    u_xlat33 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat33 = max(u_xlat33, 0.00100000005);
					    u_xlat33 = inversesqrt(u_xlat33);
					    u_xlat0.xyz = vec3(u_xlat33) * u_xlat0.xyz;
					    u_xlat33 = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlat13 = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat13 = clamp(u_xlat13, 0.0, 1.0);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat11.x = u_xlat0.x + u_xlat0.x;
					    u_xlat11.x = u_xlat0.x * u_xlat11.x;
					    u_xlat11.x = u_xlat11.x * u_xlat34 + -0.5;
					    u_xlat22 = (-u_xlat2.x) + 1.0;
					    u_xlat1.x = u_xlat22 * u_xlat22;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat22 = u_xlat22 * u_xlat1.x;
					    u_xlat22 = u_xlat11.x * u_xlat22 + 1.0;
					    u_xlat1.x = -abs(u_xlat33) + 1.0;
					    u_xlat12 = u_xlat1.x * u_xlat1.x;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat1.x = u_xlat1.x * u_xlat12;
					    u_xlat11.x = u_xlat11.x * u_xlat1.x + 1.0;
					    u_xlat11.x = u_xlat11.x * u_xlat22;
					    u_xlat22 = u_xlat34 * u_xlat34;
					    u_xlat22 = max(u_xlat22, 0.00200000009);
					    u_xlat1.x = (-u_xlat22) + 1.0;
					    u_xlat12 = abs(u_xlat33) * u_xlat1.x + u_xlat22;
					    u_xlat1.x = u_xlat2.x * u_xlat1.x + u_xlat22;
					    u_xlat33 = abs(u_xlat33) * u_xlat1.x;
					    u_xlat33 = u_xlat2.x * u_xlat12 + u_xlat33;
					    u_xlat33 = u_xlat33 + 9.99999975e-06;
					    u_xlat33 = 0.5 / u_xlat33;
					    u_xlat22 = u_xlat22 * u_xlat22;
					    u_xlat1.x = u_xlat13 * u_xlat22 + (-u_xlat13);
					    u_xlat1.x = u_xlat1.x * u_xlat13 + 1.0;
					    u_xlat22 = u_xlat22 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat22 = u_xlat22 / u_xlat1.x;
					    u_xlat22 = u_xlat22 * u_xlat33;
					    u_xlat11.y = u_xlat22 * 3.14159274;
					    u_xlat11.xy = u_xlat2.xx * u_xlat11.xy;
					    u_xlat22 = max(u_xlat11.y, 0.0);
					    u_xlat33 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlatb33 = u_xlat33!=0.0;
					    u_xlat33 = u_xlatb33 ? 1.0 : float(0.0);
					    u_xlat22 = u_xlat33 * u_xlat22;
					    u_xlat1.xyz = u_xlat11.xxx * u_xlat5.xyz;
					    u_xlat11.xyz = u_xlat5.xyz * vec3(u_xlat22);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat34 = u_xlat0.x * u_xlat0.x;
					    u_xlat34 = u_xlat34 * u_xlat34;
					    u_xlat0.x = u_xlat0.x * u_xlat34;
					    u_xlat2.xyz = (-u_xlat6.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat0.xxx + u_xlat6.xyz;
					    u_xlat0.xyz = u_xlat11.xyz * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat33 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat33 = (-u_xlat33) + 1.0;
					    u_xlat33 = u_xlat33 * _ProjectionParams.z;
					    u_xlat33 = max(u_xlat33, 0.0);
					    u_xlat33 = u_xlat33 * unity_FogParams.x;
					    u_xlat33 = u_xlat33 * (-u_xlat33);
					    u_xlat33 = exp2(u_xlat33);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat33);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" "SPOT" "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];
						mat4x4 unity_WorldToLight;
						vec4 _LightColor0;
						vec4 unused_0_3;
						vec4 _MainNormalMap_ST;
						float _DriedBloodEffect_Tiling;
						float _DriedBloodEffectLevel;
						float _OverallNormalPower;
						float _Noise1;
						float _Noise2;
						vec4 _Noise_Texture_ST;
						float _Bias;
						float _Scale;
						vec4 _MainColorTintFadeA;
						vec4 _MainTexture_ST;
						vec4 _DriedBloodColorGloss;
						float _Metallic;
						float _DriedBlood_Metallic;
						float _Gloss;
						vec4 unused_0_19;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_5_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainNormalMap;
					uniform  sampler2D _DriedBlood_Normal;
					uniform  sampler2D _Noise_Texture;
					uniform  sampler2D _MainTexture;
					uniform  sampler2D _DriedBlood_Curvature;
					uniform  sampler2D _LightTexture0;
					uniform  sampler2D _LightTextureB0;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD6;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					bvec3 u_xlatb6;
					vec4 u_xlat7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					vec3 u_xlat10;
					vec3 u_xlat11;
					float u_xlat12;
					float u_xlat13;
					vec3 u_xlat16;
					bvec3 u_xlatb18;
					float u_xlat22;
					vec2 u_xlat26;
					vec2 u_xlat27;
					float u_xlat33;
					bool u_xlatb33;
					float u_xlat34;
					int u_xlati34;
					bool u_xlatb34;
					float u_xlat35;
					bool u_xlatb35;
					float u_xlat36;
					bool u_xlatb36;
					float u_xlat37;
					bool u_xlatb37;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat33 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat33 = inversesqrt(u_xlat33);
					    u_xlat1.xyz = vec3(u_xlat33) * u_xlat0.xyz;
					    u_xlati34 = unity_StereoEyeIndex;
					    u_xlat2.xyz = (-vs_TEXCOORD4.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati34].xyz;
					    u_xlat34 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat34 = inversesqrt(u_xlat34);
					    u_xlat2.xyz = vec3(u_xlat34) * u_xlat2.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainNormalMap_ST.xy + _MainNormalMap_ST.zw;
					    u_xlat4 = vs_TEXCOORD0.xyxy * vec4(_DriedBloodEffect_Tiling, _DriedBloodEffect_Tiling, _Noise1, _Noise1);
					    u_xlat3 = texture(_MainNormalMap, u_xlat3.xy);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat34 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat34 = min(u_xlat34, 1.0);
					    u_xlat34 = (-u_xlat34) + 1.0;
					    u_xlat3.z = sqrt(u_xlat34);
					    u_xlat5 = texture(_DriedBlood_Normal, u_xlat4.xy);
					    u_xlat5.x = u_xlat5.w * u_xlat5.x;
					    u_xlat5.xy = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat34 = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat34 = min(u_xlat34, 1.0);
					    u_xlat34 = (-u_xlat34) + 1.0;
					    u_xlat5.z = sqrt(u_xlat34);
					    u_xlat5.xyz = (-u_xlat3.xyz) + u_xlat5.xyz;
					    u_xlat3.xyz = vec3(vec3(_DriedBloodEffectLevel, _DriedBloodEffectLevel, _DriedBloodEffectLevel)) * u_xlat5.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz + vec3(-0.0, -0.0, -1.0);
					    u_xlat3.xyz = vec3(vec3(_OverallNormalPower, _OverallNormalPower, _OverallNormalPower)) * u_xlat3.xyz + vec3(0.0, 0.0, 1.0);
					    u_xlat34 = dot(u_xlat4.zw, vec2(0.366025418, 0.366025418));
					    u_xlat26.xy = vs_TEXCOORD0.xy * vec2(vec2(_Noise1, _Noise1)) + vec2(u_xlat34);
					    u_xlat26.xy = floor(u_xlat26.xy);
					    u_xlat5.xy = vs_TEXCOORD0.xy * vec2(vec2(_Noise1, _Noise1)) + (-u_xlat26.xy);
					    u_xlat34 = dot(u_xlat26.xy, vec2(0.211324871, 0.211324871));
					    u_xlat5.xy = vec2(u_xlat34) + u_xlat5.xy;
					    u_xlatb34 = u_xlat5.y<u_xlat5.x;
					    u_xlat6 = u_xlat5.xyxy + vec4(0.211324871, 0.211324871, -0.577350259, -0.577350259);
					    u_xlat7 = (bool(u_xlatb34)) ? vec4(0.0, 1.0, -1.0, -0.0) : vec4(1.0, 0.0, -0.0, -1.0);
					    u_xlat6.xy = u_xlat6.xy + u_xlat7.zw;
					    u_xlat27.xy = u_xlat26.xy * vec2(0.00346020772, 0.00346020772);
					    u_xlat27.xy = floor(u_xlat27.xy);
					    u_xlat26.xy = (-u_xlat27.xy) * vec2(289.0, 289.0) + u_xlat26.xy;
					    u_xlat8.x = float(0.0);
					    u_xlat8.z = float(1.0);
					    u_xlat8.y = u_xlat7.x;
					    u_xlat8.xyz = u_xlat26.yyy + u_xlat8.xyz;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xyz;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat9.xyz = floor(u_xlat9.xyz);
					    u_xlat8.xyz = (-u_xlat9.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat26.xxx + u_xlat8.xyz;
					    u_xlat7.x = float(0.0);
					    u_xlat7.z = float(1.0);
					    u_xlat7.xyz = u_xlat7.xyz + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat8.xyz = floor(u_xlat8.xyz);
					    u_xlat7.xyz = (-u_xlat8.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat7.xyz;
					    u_xlat8.x = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat8.y = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat8.z = dot(u_xlat6.zw, u_xlat6.zw);
					    u_xlat8.xyz = (-u_xlat8.xyz) + vec3(0.5, 0.5, 0.5);
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat8.xyz;
					    u_xlat7.xyz = u_xlat7.xyz * vec3(0.024390243, 0.024390243, 0.024390243);
					    u_xlat7.xyz = fract(u_xlat7.xyz);
					    u_xlat9.xyz = u_xlat7.xyz * vec3(2.0, 2.0, 2.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat10.xyz = abs(u_xlat9.xyz) + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = u_xlat7.xyz * vec3(2.0, 2.0, 2.0) + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = floor(u_xlat7.xyz);
					    u_xlat7.xyz = (-u_xlat7.xyz) + u_xlat9.xyz;
					    u_xlat9.xyz = u_xlat10.xyz * u_xlat10.xyz;
					    u_xlat9.xyz = u_xlat7.xyz * u_xlat7.xyz + u_xlat9.xyz;
					    u_xlat9.xyz = (-u_xlat9.xyz) * vec3(0.853734732, 0.853734732, 0.853734732) + vec3(1.79284286, 1.79284286, 1.79284286);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xyz;
					    u_xlat34 = u_xlat5.y * u_xlat10.x;
					    u_xlat5.x = u_xlat7.x * u_xlat5.x + u_xlat34;
					    u_xlat26.xy = u_xlat6.yw * u_xlat10.yz;
					    u_xlat5.yz = u_xlat7.yz * u_xlat6.xz + u_xlat26.xy;
					    u_xlat34 = dot(u_xlat8.xyz, u_xlat5.xyz);
					    u_xlat34 = u_xlat34 * 130.0;
					    u_xlat35 = _Noise1 * _Noise2;
					    u_xlat26.xy = vec2(u_xlat35) * vs_TEXCOORD0.xy;
					    u_xlat36 = dot(u_xlat26.xy, vec2(0.366025418, 0.366025418));
					    u_xlat26.xy = vs_TEXCOORD0.xy * vec2(u_xlat35) + vec2(u_xlat36);
					    u_xlat26.xy = floor(u_xlat26.xy);
					    u_xlat5.xy = vs_TEXCOORD0.xy * vec2(u_xlat35) + (-u_xlat26.xy);
					    u_xlat35 = dot(u_xlat26.xy, vec2(0.211324871, 0.211324871));
					    u_xlat5.xy = vec2(u_xlat35) + u_xlat5.xy;
					    u_xlatb35 = u_xlat5.y<u_xlat5.x;
					    u_xlat6 = u_xlat5.xyxy + vec4(0.211324871, 0.211324871, -0.577350259, -0.577350259);
					    u_xlat7 = (bool(u_xlatb35)) ? vec4(0.0, 1.0, -1.0, -0.0) : vec4(1.0, 0.0, -0.0, -1.0);
					    u_xlat6.xy = u_xlat6.xy + u_xlat7.zw;
					    u_xlat27.xy = u_xlat26.xy * vec2(0.00346020772, 0.00346020772);
					    u_xlat27.xy = floor(u_xlat27.xy);
					    u_xlat26.xy = (-u_xlat27.xy) * vec2(289.0, 289.0) + u_xlat26.xy;
					    u_xlat8.x = float(0.0);
					    u_xlat8.z = float(1.0);
					    u_xlat8.y = u_xlat7.x;
					    u_xlat8.xyz = u_xlat26.yyy + u_xlat8.xyz;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xyz;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat9.xyz = floor(u_xlat9.xyz);
					    u_xlat8.xyz = (-u_xlat9.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat26.xxx + u_xlat8.xyz;
					    u_xlat7.x = float(0.0);
					    u_xlat7.z = float(1.0);
					    u_xlat7.xyz = u_xlat7.xyz + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat8.xyz = floor(u_xlat8.xyz);
					    u_xlat7.xyz = (-u_xlat8.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat7.xyz;
					    u_xlat8.x = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat8.y = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat8.z = dot(u_xlat6.zw, u_xlat6.zw);
					    u_xlat8.xyz = (-u_xlat8.xyz) + vec3(0.5, 0.5, 0.5);
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat8.xyz;
					    u_xlat7.xyz = u_xlat7.xyz * vec3(0.024390243, 0.024390243, 0.024390243);
					    u_xlat7.xyz = fract(u_xlat7.xyz);
					    u_xlat9.xyz = u_xlat7.xyz * vec3(2.0, 2.0, 2.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat10.xyz = abs(u_xlat9.xyz) + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = u_xlat7.xyz * vec3(2.0, 2.0, 2.0) + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = floor(u_xlat7.xyz);
					    u_xlat7.xyz = (-u_xlat7.xyz) + u_xlat9.xyz;
					    u_xlat9.xyz = u_xlat10.xyz * u_xlat10.xyz;
					    u_xlat9.xyz = u_xlat7.xyz * u_xlat7.xyz + u_xlat9.xyz;
					    u_xlat9.xyz = (-u_xlat9.xyz) * vec3(0.853734732, 0.853734732, 0.853734732) + vec3(1.79284286, 1.79284286, 1.79284286);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xyz;
					    u_xlat35 = u_xlat5.y * u_xlat10.x;
					    u_xlat5.x = u_xlat7.x * u_xlat5.x + u_xlat35;
					    u_xlat26.xy = u_xlat6.yw * u_xlat10.yz;
					    u_xlat5.yz = u_xlat7.yz * u_xlat6.xz + u_xlat26.xy;
					    u_xlat35 = dot(u_xlat8.xyz, u_xlat5.xyz);
					    u_xlat34 = u_xlat34 * u_xlat35;
					    u_xlat26.xy = vs_TEXCOORD0.xy * _Noise_Texture_ST.xy + _Noise_Texture_ST.zw;
					    u_xlat35 = _Bias * 3.0;
					    u_xlat34 = u_xlat34 * 130.0;
					    u_xlat5 = texture(_Noise_Texture, u_xlat26.xy);
					    u_xlat5.xyz = (-vec3(u_xlat34)) * u_xlat5.xyz + vec3(_Bias);
					    u_xlat5.xyz = u_xlat5.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat5.xyz = u_xlat5.xyz * vec3(vec3(_Scale, _Scale, _Scale));
					    u_xlat5.xyz = log2(u_xlat5.xyz);
					    u_xlat5.xyz = vec3(u_xlat35) * u_xlat5.xyz;
					    u_xlat5.xyz = exp2(u_xlat5.xyz);
					    u_xlat16.xyz = min(u_xlat5.xyz, vec3(1.0, 0.0, 0.0));
					    u_xlat26.xy = vs_TEXCOORD0.xy * _MainTexture_ST.xy + _MainTexture_ST.zw;
					    u_xlat6 = texture(_MainTexture, u_xlat26.xy);
					    u_xlat7.xyz = u_xlat6.xxx * _MainColorTintFadeA.xyz;
					    u_xlat4 = texture(_DriedBlood_Curvature, u_xlat4.xy);
					    u_xlat8.xyz = u_xlat16.xyz * vec3(vec3(_DriedBloodEffectLevel, _DriedBloodEffectLevel, _DriedBloodEffectLevel));
					    u_xlatb18.xyz = lessThan(vec4(0.5, 0.5, 0.5, 0.5), u_xlat7.xyzz).xyz;
					    u_xlat6.xyz = _MainColorTintFadeA.xyz * u_xlat6.xxx + vec3(-0.5, -0.5, -0.5);
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat9.xyz = (-u_xlat16.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat6.xyz = (-u_xlat6.xyz) * u_xlat9.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat34 = u_xlat16.x * u_xlat7.x;
					    u_xlat9.x = u_xlat34 * 2.0;
					    u_xlat9.y = float(0.0);
					    u_xlat9.z = float(0.0);
					    u_xlat16.x = (u_xlatb18.x) ? u_xlat6.x : u_xlat9.x;
					    u_xlat16.y = (u_xlatb18.y) ? u_xlat6.y : u_xlat9.y;
					    u_xlat16.z = (u_xlatb18.z) ? u_xlat6.z : u_xlat9.z;
					    u_xlat16.xyz = clamp(u_xlat16.xyz, 0.0, 1.0);
					    u_xlatb6.xyz = lessThan(vec4(0.5, 0.5, 0.5, 0.0), u_xlat4.xyzx).xyz;
					    u_xlat7.xyz = u_xlat4.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = (-u_xlat7.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat9.xyz = (-_DriedBloodColorGloss.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = (-u_xlat7.xyz) * u_xlat9.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = u_xlat4.xyz * _DriedBloodColorGloss.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + u_xlat4.xyz;
					    {
					        vec4 hlslcc_movcTemp = u_xlat4;
					        hlslcc_movcTemp.x = (u_xlatb6.x) ? u_xlat7.x : u_xlat4.x;
					        hlslcc_movcTemp.y = (u_xlatb6.y) ? u_xlat7.y : u_xlat4.y;
					        hlslcc_movcTemp.z = (u_xlatb6.z) ? u_xlat7.z : u_xlat4.z;
					        u_xlat4 = hlslcc_movcTemp;
					    }
					    u_xlat4.xyz = (-u_xlat16.xyz) + u_xlat4.xyz;
					    u_xlat4.xyz = u_xlat8.xyz * u_xlat4.xyz + u_xlat16.xyz;
					    u_xlat34 = (-_Metallic) + _DriedBlood_Metallic;
					    u_xlat34 = u_xlat8.x * u_xlat34 + _Metallic;
					    u_xlat35 = _DriedBloodColorGloss.w + (-_Gloss);
					    u_xlat35 = u_xlat8.x * u_xlat35 + _Gloss;
					    u_xlat36 = u_xlat5.x * u_xlat6.w;
					    u_xlat36 = u_xlat36 * u_xlat36;
					    u_xlat37 = u_xlat36 * u_xlat36;
					    u_xlat36 = u_xlat36 * u_xlat37;
					    u_xlat36 = min(u_xlat36, 1.0);
					    SV_Target0.w = u_xlat36 * _MainColorTintFadeA.w;
					    u_xlat5 = vs_TEXCOORD4.yyyy * unity_WorldToLight[1];
					    u_xlat5 = unity_WorldToLight[0] * vs_TEXCOORD4.xxxx + u_xlat5;
					    u_xlat5 = unity_WorldToLight[2] * vs_TEXCOORD4.zzzz + u_xlat5;
					    u_xlat5 = u_xlat5 + unity_WorldToLight[3];
					    u_xlatb36 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb36){
					        u_xlatb36 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat6.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat6.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat6.xyz;
					        u_xlat6.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat6.xyz;
					        u_xlat6.xyz = u_xlat6.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat6.xyz = (bool(u_xlatb36)) ? u_xlat6.xyz : vs_TEXCOORD4.xyz;
					        u_xlat6.xyz = u_xlat6.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat6.yzw = u_xlat6.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat36 = u_xlat6.y * 0.25 + 0.75;
					        u_xlat37 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat6.x = max(u_xlat36, u_xlat37);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat6.xzw);
					    } else {
					        u_xlat6.x = float(1.0);
					        u_xlat6.y = float(1.0);
					        u_xlat6.z = float(1.0);
					        u_xlat6.w = float(1.0);
					    }
					    u_xlat36 = dot(u_xlat6, unity_OcclusionMaskSelector);
					    u_xlat36 = clamp(u_xlat36, 0.0, 1.0);
					    u_xlatb37 = 0.0<u_xlat5.z;
					    u_xlat37 = u_xlatb37 ? 1.0 : float(0.0);
					    u_xlat6.xy = u_xlat5.xy / u_xlat5.ww;
					    u_xlat6.xy = u_xlat6.xy + vec2(0.5, 0.5);
					    u_xlat6 = texture(_LightTexture0, u_xlat6.xy);
					    u_xlat37 = u_xlat37 * u_xlat6.w;
					    u_xlat5.x = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat5 = texture(_LightTextureB0, u_xlat5.xx);
					    u_xlat37 = u_xlat37 * u_xlat5.x;
					    u_xlat36 = u_xlat36 * u_xlat37;
					    u_xlat5.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat5.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat5.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat5.xyz;
					    u_xlat5.xyz = vec3(u_xlat36) * _LightColor0.xyz;
					    u_xlat6.xyz = u_xlat4.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat6.xyz = vec3(u_xlat34) * u_xlat6.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat34 = (-u_xlat34) * 0.959999979 + 0.959999979;
					    u_xlat4.xyz = vec3(u_xlat34) * u_xlat4.xyz;
					    u_xlat34 = (-u_xlat35) + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat33) + u_xlat2.xyz;
					    u_xlat33 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat33 = max(u_xlat33, 0.00100000005);
					    u_xlat33 = inversesqrt(u_xlat33);
					    u_xlat0.xyz = vec3(u_xlat33) * u_xlat0.xyz;
					    u_xlat33 = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlat13 = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat13 = clamp(u_xlat13, 0.0, 1.0);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat11.x = u_xlat0.x + u_xlat0.x;
					    u_xlat11.x = u_xlat0.x * u_xlat11.x;
					    u_xlat11.x = u_xlat11.x * u_xlat34 + -0.5;
					    u_xlat22 = (-u_xlat2.x) + 1.0;
					    u_xlat1.x = u_xlat22 * u_xlat22;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat22 = u_xlat22 * u_xlat1.x;
					    u_xlat22 = u_xlat11.x * u_xlat22 + 1.0;
					    u_xlat1.x = -abs(u_xlat33) + 1.0;
					    u_xlat12 = u_xlat1.x * u_xlat1.x;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat1.x = u_xlat1.x * u_xlat12;
					    u_xlat11.x = u_xlat11.x * u_xlat1.x + 1.0;
					    u_xlat11.x = u_xlat11.x * u_xlat22;
					    u_xlat22 = u_xlat34 * u_xlat34;
					    u_xlat22 = max(u_xlat22, 0.00200000009);
					    u_xlat1.x = (-u_xlat22) + 1.0;
					    u_xlat12 = abs(u_xlat33) * u_xlat1.x + u_xlat22;
					    u_xlat1.x = u_xlat2.x * u_xlat1.x + u_xlat22;
					    u_xlat33 = abs(u_xlat33) * u_xlat1.x;
					    u_xlat33 = u_xlat2.x * u_xlat12 + u_xlat33;
					    u_xlat33 = u_xlat33 + 9.99999975e-06;
					    u_xlat33 = 0.5 / u_xlat33;
					    u_xlat22 = u_xlat22 * u_xlat22;
					    u_xlat1.x = u_xlat13 * u_xlat22 + (-u_xlat13);
					    u_xlat1.x = u_xlat1.x * u_xlat13 + 1.0;
					    u_xlat22 = u_xlat22 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat22 = u_xlat22 / u_xlat1.x;
					    u_xlat22 = u_xlat22 * u_xlat33;
					    u_xlat11.y = u_xlat22 * 3.14159274;
					    u_xlat11.xy = u_xlat2.xx * u_xlat11.xy;
					    u_xlat22 = max(u_xlat11.y, 0.0);
					    u_xlat33 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlatb33 = u_xlat33!=0.0;
					    u_xlat33 = u_xlatb33 ? 1.0 : float(0.0);
					    u_xlat22 = u_xlat33 * u_xlat22;
					    u_xlat1.xyz = u_xlat11.xxx * u_xlat5.xyz;
					    u_xlat11.xyz = u_xlat5.xyz * vec3(u_xlat22);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat34 = u_xlat0.x * u_xlat0.x;
					    u_xlat34 = u_xlat34 * u_xlat34;
					    u_xlat0.x = u_xlat0.x * u_xlat34;
					    u_xlat2.xyz = (-u_xlat6.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat0.xxx + u_xlat6.xyz;
					    u_xlat0.xyz = u_xlat11.xyz * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat33 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat33 = (-u_xlat33) + 1.0;
					    u_xlat33 = u_xlat33 * _ProjectionParams.z;
					    u_xlat33 = max(u_xlat33, 0.0);
					    u_xlat33 = u_xlat33 * unity_FogParams.x;
					    u_xlat33 = u_xlat33 * (-u_xlat33);
					    u_xlat33 = exp2(u_xlat33);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat33);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" "POINT_COOKIE" }
					"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];
						mat4x4 unity_WorldToLight;
						vec4 _LightColor0;
						vec4 unused_0_3;
						vec4 _MainNormalMap_ST;
						float _DriedBloodEffect_Tiling;
						float _DriedBloodEffectLevel;
						float _OverallNormalPower;
						float _Noise1;
						float _Noise2;
						vec4 _Noise_Texture_ST;
						float _Bias;
						float _Scale;
						vec4 _MainColorTintFadeA;
						vec4 _MainTexture_ST;
						vec4 _DriedBloodColorGloss;
						float _Metallic;
						float _DriedBlood_Metallic;
						float _Gloss;
						vec4 unused_0_19;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_3_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainNormalMap;
					uniform  sampler2D _DriedBlood_Normal;
					uniform  sampler2D _Noise_Texture;
					uniform  sampler2D _MainTexture;
					uniform  sampler2D _DriedBlood_Curvature;
					uniform  sampler2D _LightTextureB0;
					uniform  samplerCube _LightTexture0;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD6;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					bvec3 u_xlatb6;
					vec4 u_xlat7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					vec3 u_xlat10;
					vec3 u_xlat11;
					float u_xlat12;
					float u_xlat13;
					vec3 u_xlat16;
					bvec3 u_xlatb18;
					float u_xlat22;
					vec2 u_xlat26;
					vec2 u_xlat27;
					float u_xlat33;
					bool u_xlatb33;
					float u_xlat34;
					bool u_xlatb34;
					float u_xlat35;
					bool u_xlatb35;
					float u_xlat36;
					bool u_xlatb36;
					float u_xlat37;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat33 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat33 = inversesqrt(u_xlat33);
					    u_xlat1.xyz = vec3(u_xlat33) * u_xlat0.xyz;
					    u_xlat2.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat34 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat34 = inversesqrt(u_xlat34);
					    u_xlat2.xyz = vec3(u_xlat34) * u_xlat2.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainNormalMap_ST.xy + _MainNormalMap_ST.zw;
					    u_xlat4 = vs_TEXCOORD0.xyxy * vec4(_DriedBloodEffect_Tiling, _DriedBloodEffect_Tiling, _Noise1, _Noise1);
					    u_xlat3 = texture(_MainNormalMap, u_xlat3.xy);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat34 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat34 = min(u_xlat34, 1.0);
					    u_xlat34 = (-u_xlat34) + 1.0;
					    u_xlat3.z = sqrt(u_xlat34);
					    u_xlat5 = texture(_DriedBlood_Normal, u_xlat4.xy);
					    u_xlat5.x = u_xlat5.w * u_xlat5.x;
					    u_xlat5.xy = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat34 = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat34 = min(u_xlat34, 1.0);
					    u_xlat34 = (-u_xlat34) + 1.0;
					    u_xlat5.z = sqrt(u_xlat34);
					    u_xlat5.xyz = (-u_xlat3.xyz) + u_xlat5.xyz;
					    u_xlat3.xyz = vec3(vec3(_DriedBloodEffectLevel, _DriedBloodEffectLevel, _DriedBloodEffectLevel)) * u_xlat5.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz + vec3(-0.0, -0.0, -1.0);
					    u_xlat3.xyz = vec3(vec3(_OverallNormalPower, _OverallNormalPower, _OverallNormalPower)) * u_xlat3.xyz + vec3(0.0, 0.0, 1.0);
					    u_xlat34 = dot(u_xlat4.zw, vec2(0.366025418, 0.366025418));
					    u_xlat26.xy = vs_TEXCOORD0.xy * vec2(vec2(_Noise1, _Noise1)) + vec2(u_xlat34);
					    u_xlat26.xy = floor(u_xlat26.xy);
					    u_xlat5.xy = vs_TEXCOORD0.xy * vec2(vec2(_Noise1, _Noise1)) + (-u_xlat26.xy);
					    u_xlat34 = dot(u_xlat26.xy, vec2(0.211324871, 0.211324871));
					    u_xlat5.xy = vec2(u_xlat34) + u_xlat5.xy;
					    u_xlatb34 = u_xlat5.y<u_xlat5.x;
					    u_xlat6 = u_xlat5.xyxy + vec4(0.211324871, 0.211324871, -0.577350259, -0.577350259);
					    u_xlat7 = (bool(u_xlatb34)) ? vec4(0.0, 1.0, -1.0, -0.0) : vec4(1.0, 0.0, -0.0, -1.0);
					    u_xlat6.xy = u_xlat6.xy + u_xlat7.zw;
					    u_xlat27.xy = u_xlat26.xy * vec2(0.00346020772, 0.00346020772);
					    u_xlat27.xy = floor(u_xlat27.xy);
					    u_xlat26.xy = (-u_xlat27.xy) * vec2(289.0, 289.0) + u_xlat26.xy;
					    u_xlat8.x = float(0.0);
					    u_xlat8.z = float(1.0);
					    u_xlat8.y = u_xlat7.x;
					    u_xlat8.xyz = u_xlat26.yyy + u_xlat8.xyz;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xyz;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat9.xyz = floor(u_xlat9.xyz);
					    u_xlat8.xyz = (-u_xlat9.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat26.xxx + u_xlat8.xyz;
					    u_xlat7.x = float(0.0);
					    u_xlat7.z = float(1.0);
					    u_xlat7.xyz = u_xlat7.xyz + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat8.xyz = floor(u_xlat8.xyz);
					    u_xlat7.xyz = (-u_xlat8.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat7.xyz;
					    u_xlat8.x = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat8.y = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat8.z = dot(u_xlat6.zw, u_xlat6.zw);
					    u_xlat8.xyz = (-u_xlat8.xyz) + vec3(0.5, 0.5, 0.5);
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat8.xyz;
					    u_xlat7.xyz = u_xlat7.xyz * vec3(0.024390243, 0.024390243, 0.024390243);
					    u_xlat7.xyz = fract(u_xlat7.xyz);
					    u_xlat9.xyz = u_xlat7.xyz * vec3(2.0, 2.0, 2.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat10.xyz = abs(u_xlat9.xyz) + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = u_xlat7.xyz * vec3(2.0, 2.0, 2.0) + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = floor(u_xlat7.xyz);
					    u_xlat7.xyz = (-u_xlat7.xyz) + u_xlat9.xyz;
					    u_xlat9.xyz = u_xlat10.xyz * u_xlat10.xyz;
					    u_xlat9.xyz = u_xlat7.xyz * u_xlat7.xyz + u_xlat9.xyz;
					    u_xlat9.xyz = (-u_xlat9.xyz) * vec3(0.853734732, 0.853734732, 0.853734732) + vec3(1.79284286, 1.79284286, 1.79284286);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xyz;
					    u_xlat34 = u_xlat5.y * u_xlat10.x;
					    u_xlat5.x = u_xlat7.x * u_xlat5.x + u_xlat34;
					    u_xlat26.xy = u_xlat6.yw * u_xlat10.yz;
					    u_xlat5.yz = u_xlat7.yz * u_xlat6.xz + u_xlat26.xy;
					    u_xlat34 = dot(u_xlat8.xyz, u_xlat5.xyz);
					    u_xlat34 = u_xlat34 * 130.0;
					    u_xlat35 = _Noise1 * _Noise2;
					    u_xlat26.xy = vec2(u_xlat35) * vs_TEXCOORD0.xy;
					    u_xlat36 = dot(u_xlat26.xy, vec2(0.366025418, 0.366025418));
					    u_xlat26.xy = vs_TEXCOORD0.xy * vec2(u_xlat35) + vec2(u_xlat36);
					    u_xlat26.xy = floor(u_xlat26.xy);
					    u_xlat5.xy = vs_TEXCOORD0.xy * vec2(u_xlat35) + (-u_xlat26.xy);
					    u_xlat35 = dot(u_xlat26.xy, vec2(0.211324871, 0.211324871));
					    u_xlat5.xy = vec2(u_xlat35) + u_xlat5.xy;
					    u_xlatb35 = u_xlat5.y<u_xlat5.x;
					    u_xlat6 = u_xlat5.xyxy + vec4(0.211324871, 0.211324871, -0.577350259, -0.577350259);
					    u_xlat7 = (bool(u_xlatb35)) ? vec4(0.0, 1.0, -1.0, -0.0) : vec4(1.0, 0.0, -0.0, -1.0);
					    u_xlat6.xy = u_xlat6.xy + u_xlat7.zw;
					    u_xlat27.xy = u_xlat26.xy * vec2(0.00346020772, 0.00346020772);
					    u_xlat27.xy = floor(u_xlat27.xy);
					    u_xlat26.xy = (-u_xlat27.xy) * vec2(289.0, 289.0) + u_xlat26.xy;
					    u_xlat8.x = float(0.0);
					    u_xlat8.z = float(1.0);
					    u_xlat8.y = u_xlat7.x;
					    u_xlat8.xyz = u_xlat26.yyy + u_xlat8.xyz;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xyz;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat9.xyz = floor(u_xlat9.xyz);
					    u_xlat8.xyz = (-u_xlat9.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat26.xxx + u_xlat8.xyz;
					    u_xlat7.x = float(0.0);
					    u_xlat7.z = float(1.0);
					    u_xlat7.xyz = u_xlat7.xyz + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat8.xyz = floor(u_xlat8.xyz);
					    u_xlat7.xyz = (-u_xlat8.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat7.xyz;
					    u_xlat8.x = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat8.y = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat8.z = dot(u_xlat6.zw, u_xlat6.zw);
					    u_xlat8.xyz = (-u_xlat8.xyz) + vec3(0.5, 0.5, 0.5);
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat8.xyz;
					    u_xlat7.xyz = u_xlat7.xyz * vec3(0.024390243, 0.024390243, 0.024390243);
					    u_xlat7.xyz = fract(u_xlat7.xyz);
					    u_xlat9.xyz = u_xlat7.xyz * vec3(2.0, 2.0, 2.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat10.xyz = abs(u_xlat9.xyz) + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = u_xlat7.xyz * vec3(2.0, 2.0, 2.0) + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = floor(u_xlat7.xyz);
					    u_xlat7.xyz = (-u_xlat7.xyz) + u_xlat9.xyz;
					    u_xlat9.xyz = u_xlat10.xyz * u_xlat10.xyz;
					    u_xlat9.xyz = u_xlat7.xyz * u_xlat7.xyz + u_xlat9.xyz;
					    u_xlat9.xyz = (-u_xlat9.xyz) * vec3(0.853734732, 0.853734732, 0.853734732) + vec3(1.79284286, 1.79284286, 1.79284286);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xyz;
					    u_xlat35 = u_xlat5.y * u_xlat10.x;
					    u_xlat5.x = u_xlat7.x * u_xlat5.x + u_xlat35;
					    u_xlat26.xy = u_xlat6.yw * u_xlat10.yz;
					    u_xlat5.yz = u_xlat7.yz * u_xlat6.xz + u_xlat26.xy;
					    u_xlat35 = dot(u_xlat8.xyz, u_xlat5.xyz);
					    u_xlat34 = u_xlat34 * u_xlat35;
					    u_xlat26.xy = vs_TEXCOORD0.xy * _Noise_Texture_ST.xy + _Noise_Texture_ST.zw;
					    u_xlat35 = _Bias * 3.0;
					    u_xlat34 = u_xlat34 * 130.0;
					    u_xlat5 = texture(_Noise_Texture, u_xlat26.xy);
					    u_xlat5.xyz = (-vec3(u_xlat34)) * u_xlat5.xyz + vec3(_Bias);
					    u_xlat5.xyz = u_xlat5.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat5.xyz = u_xlat5.xyz * vec3(vec3(_Scale, _Scale, _Scale));
					    u_xlat5.xyz = log2(u_xlat5.xyz);
					    u_xlat5.xyz = vec3(u_xlat35) * u_xlat5.xyz;
					    u_xlat5.xyz = exp2(u_xlat5.xyz);
					    u_xlat16.xyz = min(u_xlat5.xyz, vec3(1.0, 0.0, 0.0));
					    u_xlat26.xy = vs_TEXCOORD0.xy * _MainTexture_ST.xy + _MainTexture_ST.zw;
					    u_xlat6 = texture(_MainTexture, u_xlat26.xy);
					    u_xlat7.xyz = u_xlat6.xxx * _MainColorTintFadeA.xyz;
					    u_xlat4 = texture(_DriedBlood_Curvature, u_xlat4.xy);
					    u_xlat8.xyz = u_xlat16.xyz * vec3(vec3(_DriedBloodEffectLevel, _DriedBloodEffectLevel, _DriedBloodEffectLevel));
					    u_xlatb18.xyz = lessThan(vec4(0.5, 0.5, 0.5, 0.5), u_xlat7.xyzz).xyz;
					    u_xlat6.xyz = _MainColorTintFadeA.xyz * u_xlat6.xxx + vec3(-0.5, -0.5, -0.5);
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat9.xyz = (-u_xlat16.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat6.xyz = (-u_xlat6.xyz) * u_xlat9.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat34 = u_xlat16.x * u_xlat7.x;
					    u_xlat9.x = u_xlat34 * 2.0;
					    u_xlat9.y = float(0.0);
					    u_xlat9.z = float(0.0);
					    u_xlat16.x = (u_xlatb18.x) ? u_xlat6.x : u_xlat9.x;
					    u_xlat16.y = (u_xlatb18.y) ? u_xlat6.y : u_xlat9.y;
					    u_xlat16.z = (u_xlatb18.z) ? u_xlat6.z : u_xlat9.z;
					    u_xlat16.xyz = clamp(u_xlat16.xyz, 0.0, 1.0);
					    u_xlatb6.xyz = lessThan(vec4(0.5, 0.5, 0.5, 0.0), u_xlat4.xyzx).xyz;
					    u_xlat7.xyz = u_xlat4.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = (-u_xlat7.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat9.xyz = (-_DriedBloodColorGloss.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = (-u_xlat7.xyz) * u_xlat9.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = u_xlat4.xyz * _DriedBloodColorGloss.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + u_xlat4.xyz;
					    {
					        vec4 hlslcc_movcTemp = u_xlat4;
					        hlslcc_movcTemp.x = (u_xlatb6.x) ? u_xlat7.x : u_xlat4.x;
					        hlslcc_movcTemp.y = (u_xlatb6.y) ? u_xlat7.y : u_xlat4.y;
					        hlslcc_movcTemp.z = (u_xlatb6.z) ? u_xlat7.z : u_xlat4.z;
					        u_xlat4 = hlslcc_movcTemp;
					    }
					    u_xlat4.xyz = (-u_xlat16.xyz) + u_xlat4.xyz;
					    u_xlat4.xyz = u_xlat8.xyz * u_xlat4.xyz + u_xlat16.xyz;
					    u_xlat34 = (-_Metallic) + _DriedBlood_Metallic;
					    u_xlat34 = u_xlat8.x * u_xlat34 + _Metallic;
					    u_xlat35 = _DriedBloodColorGloss.w + (-_Gloss);
					    u_xlat35 = u_xlat8.x * u_xlat35 + _Gloss;
					    u_xlat36 = u_xlat5.x * u_xlat6.w;
					    u_xlat36 = u_xlat36 * u_xlat36;
					    u_xlat37 = u_xlat36 * u_xlat36;
					    u_xlat36 = u_xlat36 * u_xlat37;
					    u_xlat36 = min(u_xlat36, 1.0);
					    SV_Target0.w = u_xlat36 * _MainColorTintFadeA.w;
					    u_xlat5.xyz = vs_TEXCOORD4.yyy * unity_WorldToLight[1].xyz;
					    u_xlat5.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD4.xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD4.zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToLight[3].xyz;
					    u_xlatb36 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb36){
					        u_xlatb36 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat6.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat6.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat6.xyz;
					        u_xlat6.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat6.xyz;
					        u_xlat6.xyz = u_xlat6.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat6.xyz = (bool(u_xlatb36)) ? u_xlat6.xyz : vs_TEXCOORD4.xyz;
					        u_xlat6.xyz = u_xlat6.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat6.yzw = u_xlat6.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat36 = u_xlat6.y * 0.25 + 0.75;
					        u_xlat37 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat6.x = max(u_xlat36, u_xlat37);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat6.xzw);
					    } else {
					        u_xlat6.x = float(1.0);
					        u_xlat6.y = float(1.0);
					        u_xlat6.z = float(1.0);
					        u_xlat6.w = float(1.0);
					    }
					    u_xlat36 = dot(u_xlat6, unity_OcclusionMaskSelector);
					    u_xlat36 = clamp(u_xlat36, 0.0, 1.0);
					    u_xlat37 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat6 = texture(_LightTextureB0, vec2(u_xlat37));
					    u_xlat5 = texture(_LightTexture0, u_xlat5.xyz);
					    u_xlat37 = u_xlat5.w * u_xlat6.x;
					    u_xlat36 = u_xlat36 * u_xlat37;
					    u_xlat5.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat5.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat5.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat5.xyz;
					    u_xlat5.xyz = vec3(u_xlat36) * _LightColor0.xyz;
					    u_xlat6.xyz = u_xlat4.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat6.xyz = vec3(u_xlat34) * u_xlat6.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat34 = (-u_xlat34) * 0.959999979 + 0.959999979;
					    u_xlat4.xyz = vec3(u_xlat34) * u_xlat4.xyz;
					    u_xlat34 = (-u_xlat35) + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat33) + u_xlat2.xyz;
					    u_xlat33 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat33 = max(u_xlat33, 0.00100000005);
					    u_xlat33 = inversesqrt(u_xlat33);
					    u_xlat0.xyz = vec3(u_xlat33) * u_xlat0.xyz;
					    u_xlat33 = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlat13 = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat13 = clamp(u_xlat13, 0.0, 1.0);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat11.x = u_xlat0.x + u_xlat0.x;
					    u_xlat11.x = u_xlat0.x * u_xlat11.x;
					    u_xlat11.x = u_xlat11.x * u_xlat34 + -0.5;
					    u_xlat22 = (-u_xlat2.x) + 1.0;
					    u_xlat1.x = u_xlat22 * u_xlat22;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat22 = u_xlat22 * u_xlat1.x;
					    u_xlat22 = u_xlat11.x * u_xlat22 + 1.0;
					    u_xlat1.x = -abs(u_xlat33) + 1.0;
					    u_xlat12 = u_xlat1.x * u_xlat1.x;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat1.x = u_xlat1.x * u_xlat12;
					    u_xlat11.x = u_xlat11.x * u_xlat1.x + 1.0;
					    u_xlat11.x = u_xlat11.x * u_xlat22;
					    u_xlat22 = u_xlat34 * u_xlat34;
					    u_xlat22 = max(u_xlat22, 0.00200000009);
					    u_xlat1.x = (-u_xlat22) + 1.0;
					    u_xlat12 = abs(u_xlat33) * u_xlat1.x + u_xlat22;
					    u_xlat1.x = u_xlat2.x * u_xlat1.x + u_xlat22;
					    u_xlat33 = abs(u_xlat33) * u_xlat1.x;
					    u_xlat33 = u_xlat2.x * u_xlat12 + u_xlat33;
					    u_xlat33 = u_xlat33 + 9.99999975e-06;
					    u_xlat33 = 0.5 / u_xlat33;
					    u_xlat22 = u_xlat22 * u_xlat22;
					    u_xlat1.x = u_xlat13 * u_xlat22 + (-u_xlat13);
					    u_xlat1.x = u_xlat1.x * u_xlat13 + 1.0;
					    u_xlat22 = u_xlat22 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat22 = u_xlat22 / u_xlat1.x;
					    u_xlat22 = u_xlat22 * u_xlat33;
					    u_xlat11.y = u_xlat22 * 3.14159274;
					    u_xlat11.xy = u_xlat2.xx * u_xlat11.xy;
					    u_xlat22 = max(u_xlat11.y, 0.0);
					    u_xlat33 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlatb33 = u_xlat33!=0.0;
					    u_xlat33 = u_xlatb33 ? 1.0 : float(0.0);
					    u_xlat22 = u_xlat33 * u_xlat22;
					    u_xlat1.xyz = u_xlat11.xxx * u_xlat5.xyz;
					    u_xlat11.xyz = u_xlat5.xyz * vec3(u_xlat22);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat34 = u_xlat0.x * u_xlat0.x;
					    u_xlat34 = u_xlat34 * u_xlat34;
					    u_xlat0.x = u_xlat0.x * u_xlat34;
					    u_xlat2.xyz = (-u_xlat6.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat0.xxx + u_xlat6.xyz;
					    u_xlat0.xyz = u_xlat11.xyz * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat33 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat33 = (-u_xlat33) + 1.0;
					    u_xlat33 = u_xlat33 * _ProjectionParams.z;
					    u_xlat33 = max(u_xlat33, 0.0);
					    u_xlat33 = u_xlat33 * unity_FogParams.x;
					    u_xlat33 = u_xlat33 * (-u_xlat33);
					    u_xlat33 = exp2(u_xlat33);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat33);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "FOG_EXP2" "POINT_COOKIE" "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];
						mat4x4 unity_WorldToLight;
						vec4 _LightColor0;
						vec4 unused_0_3;
						vec4 _MainNormalMap_ST;
						float _DriedBloodEffect_Tiling;
						float _DriedBloodEffectLevel;
						float _OverallNormalPower;
						float _Noise1;
						float _Noise2;
						vec4 _Noise_Texture_ST;
						float _Bias;
						float _Scale;
						vec4 _MainColorTintFadeA;
						vec4 _MainTexture_ST;
						vec4 _DriedBloodColorGloss;
						float _Metallic;
						float _DriedBlood_Metallic;
						float _Gloss;
						vec4 unused_0_19;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_5_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainNormalMap;
					uniform  sampler2D _DriedBlood_Normal;
					uniform  sampler2D _Noise_Texture;
					uniform  sampler2D _MainTexture;
					uniform  sampler2D _DriedBlood_Curvature;
					uniform  sampler2D _LightTextureB0;
					uniform  samplerCube _LightTexture0;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  float vs_TEXCOORD6;
					in  vec3 vs_TEXCOORD1;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					vec4 u_xlat6;
					bvec3 u_xlatb6;
					vec4 u_xlat7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					vec3 u_xlat10;
					vec3 u_xlat11;
					float u_xlat12;
					float u_xlat13;
					vec3 u_xlat16;
					bvec3 u_xlatb18;
					float u_xlat22;
					vec2 u_xlat26;
					vec2 u_xlat27;
					float u_xlat33;
					bool u_xlatb33;
					float u_xlat34;
					int u_xlati34;
					bool u_xlatb34;
					float u_xlat35;
					bool u_xlatb35;
					float u_xlat36;
					bool u_xlatb36;
					float u_xlat37;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceLightPos0.xyz;
					    u_xlat33 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat33 = inversesqrt(u_xlat33);
					    u_xlat1.xyz = vec3(u_xlat33) * u_xlat0.xyz;
					    u_xlati34 = unity_StereoEyeIndex;
					    u_xlat2.xyz = (-vs_TEXCOORD4.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati34].xyz;
					    u_xlat34 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat34 = inversesqrt(u_xlat34);
					    u_xlat2.xyz = vec3(u_xlat34) * u_xlat2.xyz;
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainNormalMap_ST.xy + _MainNormalMap_ST.zw;
					    u_xlat4 = vs_TEXCOORD0.xyxy * vec4(_DriedBloodEffect_Tiling, _DriedBloodEffect_Tiling, _Noise1, _Noise1);
					    u_xlat3 = texture(_MainNormalMap, u_xlat3.xy);
					    u_xlat3.x = u_xlat3.w * u_xlat3.x;
					    u_xlat3.xy = u_xlat3.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat34 = dot(u_xlat3.xy, u_xlat3.xy);
					    u_xlat34 = min(u_xlat34, 1.0);
					    u_xlat34 = (-u_xlat34) + 1.0;
					    u_xlat3.z = sqrt(u_xlat34);
					    u_xlat5 = texture(_DriedBlood_Normal, u_xlat4.xy);
					    u_xlat5.x = u_xlat5.w * u_xlat5.x;
					    u_xlat5.xy = u_xlat5.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat34 = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat34 = min(u_xlat34, 1.0);
					    u_xlat34 = (-u_xlat34) + 1.0;
					    u_xlat5.z = sqrt(u_xlat34);
					    u_xlat5.xyz = (-u_xlat3.xyz) + u_xlat5.xyz;
					    u_xlat3.xyz = vec3(vec3(_DriedBloodEffectLevel, _DriedBloodEffectLevel, _DriedBloodEffectLevel)) * u_xlat5.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz + vec3(-0.0, -0.0, -1.0);
					    u_xlat3.xyz = vec3(vec3(_OverallNormalPower, _OverallNormalPower, _OverallNormalPower)) * u_xlat3.xyz + vec3(0.0, 0.0, 1.0);
					    u_xlat34 = dot(u_xlat4.zw, vec2(0.366025418, 0.366025418));
					    u_xlat26.xy = vs_TEXCOORD0.xy * vec2(vec2(_Noise1, _Noise1)) + vec2(u_xlat34);
					    u_xlat26.xy = floor(u_xlat26.xy);
					    u_xlat5.xy = vs_TEXCOORD0.xy * vec2(vec2(_Noise1, _Noise1)) + (-u_xlat26.xy);
					    u_xlat34 = dot(u_xlat26.xy, vec2(0.211324871, 0.211324871));
					    u_xlat5.xy = vec2(u_xlat34) + u_xlat5.xy;
					    u_xlatb34 = u_xlat5.y<u_xlat5.x;
					    u_xlat6 = u_xlat5.xyxy + vec4(0.211324871, 0.211324871, -0.577350259, -0.577350259);
					    u_xlat7 = (bool(u_xlatb34)) ? vec4(0.0, 1.0, -1.0, -0.0) : vec4(1.0, 0.0, -0.0, -1.0);
					    u_xlat6.xy = u_xlat6.xy + u_xlat7.zw;
					    u_xlat27.xy = u_xlat26.xy * vec2(0.00346020772, 0.00346020772);
					    u_xlat27.xy = floor(u_xlat27.xy);
					    u_xlat26.xy = (-u_xlat27.xy) * vec2(289.0, 289.0) + u_xlat26.xy;
					    u_xlat8.x = float(0.0);
					    u_xlat8.z = float(1.0);
					    u_xlat8.y = u_xlat7.x;
					    u_xlat8.xyz = u_xlat26.yyy + u_xlat8.xyz;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xyz;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat9.xyz = floor(u_xlat9.xyz);
					    u_xlat8.xyz = (-u_xlat9.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat26.xxx + u_xlat8.xyz;
					    u_xlat7.x = float(0.0);
					    u_xlat7.z = float(1.0);
					    u_xlat7.xyz = u_xlat7.xyz + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat8.xyz = floor(u_xlat8.xyz);
					    u_xlat7.xyz = (-u_xlat8.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat7.xyz;
					    u_xlat8.x = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat8.y = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat8.z = dot(u_xlat6.zw, u_xlat6.zw);
					    u_xlat8.xyz = (-u_xlat8.xyz) + vec3(0.5, 0.5, 0.5);
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat8.xyz;
					    u_xlat7.xyz = u_xlat7.xyz * vec3(0.024390243, 0.024390243, 0.024390243);
					    u_xlat7.xyz = fract(u_xlat7.xyz);
					    u_xlat9.xyz = u_xlat7.xyz * vec3(2.0, 2.0, 2.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat10.xyz = abs(u_xlat9.xyz) + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = u_xlat7.xyz * vec3(2.0, 2.0, 2.0) + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = floor(u_xlat7.xyz);
					    u_xlat7.xyz = (-u_xlat7.xyz) + u_xlat9.xyz;
					    u_xlat9.xyz = u_xlat10.xyz * u_xlat10.xyz;
					    u_xlat9.xyz = u_xlat7.xyz * u_xlat7.xyz + u_xlat9.xyz;
					    u_xlat9.xyz = (-u_xlat9.xyz) * vec3(0.853734732, 0.853734732, 0.853734732) + vec3(1.79284286, 1.79284286, 1.79284286);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xyz;
					    u_xlat34 = u_xlat5.y * u_xlat10.x;
					    u_xlat5.x = u_xlat7.x * u_xlat5.x + u_xlat34;
					    u_xlat26.xy = u_xlat6.yw * u_xlat10.yz;
					    u_xlat5.yz = u_xlat7.yz * u_xlat6.xz + u_xlat26.xy;
					    u_xlat34 = dot(u_xlat8.xyz, u_xlat5.xyz);
					    u_xlat34 = u_xlat34 * 130.0;
					    u_xlat35 = _Noise1 * _Noise2;
					    u_xlat26.xy = vec2(u_xlat35) * vs_TEXCOORD0.xy;
					    u_xlat36 = dot(u_xlat26.xy, vec2(0.366025418, 0.366025418));
					    u_xlat26.xy = vs_TEXCOORD0.xy * vec2(u_xlat35) + vec2(u_xlat36);
					    u_xlat26.xy = floor(u_xlat26.xy);
					    u_xlat5.xy = vs_TEXCOORD0.xy * vec2(u_xlat35) + (-u_xlat26.xy);
					    u_xlat35 = dot(u_xlat26.xy, vec2(0.211324871, 0.211324871));
					    u_xlat5.xy = vec2(u_xlat35) + u_xlat5.xy;
					    u_xlatb35 = u_xlat5.y<u_xlat5.x;
					    u_xlat6 = u_xlat5.xyxy + vec4(0.211324871, 0.211324871, -0.577350259, -0.577350259);
					    u_xlat7 = (bool(u_xlatb35)) ? vec4(0.0, 1.0, -1.0, -0.0) : vec4(1.0, 0.0, -0.0, -1.0);
					    u_xlat6.xy = u_xlat6.xy + u_xlat7.zw;
					    u_xlat27.xy = u_xlat26.xy * vec2(0.00346020772, 0.00346020772);
					    u_xlat27.xy = floor(u_xlat27.xy);
					    u_xlat26.xy = (-u_xlat27.xy) * vec2(289.0, 289.0) + u_xlat26.xy;
					    u_xlat8.x = float(0.0);
					    u_xlat8.z = float(1.0);
					    u_xlat8.y = u_xlat7.x;
					    u_xlat8.xyz = u_xlat26.yyy + u_xlat8.xyz;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xyz;
					    u_xlat9.xyz = u_xlat8.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat9.xyz = floor(u_xlat9.xyz);
					    u_xlat8.xyz = (-u_xlat9.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat26.xxx + u_xlat8.xyz;
					    u_xlat7.x = float(0.0);
					    u_xlat7.z = float(1.0);
					    u_xlat7.xyz = u_xlat7.xyz + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat8.xyz = floor(u_xlat8.xyz);
					    u_xlat7.xyz = (-u_xlat8.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat7.xyz;
					    u_xlat8.x = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat8.y = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat8.z = dot(u_xlat6.zw, u_xlat6.zw);
					    u_xlat8.xyz = (-u_xlat8.xyz) + vec3(0.5, 0.5, 0.5);
					    u_xlat8.xyz = max(u_xlat8.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat8.xyz;
					    u_xlat7.xyz = u_xlat7.xyz * vec3(0.024390243, 0.024390243, 0.024390243);
					    u_xlat7.xyz = fract(u_xlat7.xyz);
					    u_xlat9.xyz = u_xlat7.xyz * vec3(2.0, 2.0, 2.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat10.xyz = abs(u_xlat9.xyz) + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = u_xlat7.xyz * vec3(2.0, 2.0, 2.0) + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = floor(u_xlat7.xyz);
					    u_xlat7.xyz = (-u_xlat7.xyz) + u_xlat9.xyz;
					    u_xlat9.xyz = u_xlat10.xyz * u_xlat10.xyz;
					    u_xlat9.xyz = u_xlat7.xyz * u_xlat7.xyz + u_xlat9.xyz;
					    u_xlat9.xyz = (-u_xlat9.xyz) * vec3(0.853734732, 0.853734732, 0.853734732) + vec3(1.79284286, 1.79284286, 1.79284286);
					    u_xlat8.xyz = u_xlat8.xyz * u_xlat9.xyz;
					    u_xlat35 = u_xlat5.y * u_xlat10.x;
					    u_xlat5.x = u_xlat7.x * u_xlat5.x + u_xlat35;
					    u_xlat26.xy = u_xlat6.yw * u_xlat10.yz;
					    u_xlat5.yz = u_xlat7.yz * u_xlat6.xz + u_xlat26.xy;
					    u_xlat35 = dot(u_xlat8.xyz, u_xlat5.xyz);
					    u_xlat34 = u_xlat34 * u_xlat35;
					    u_xlat26.xy = vs_TEXCOORD0.xy * _Noise_Texture_ST.xy + _Noise_Texture_ST.zw;
					    u_xlat35 = _Bias * 3.0;
					    u_xlat34 = u_xlat34 * 130.0;
					    u_xlat5 = texture(_Noise_Texture, u_xlat26.xy);
					    u_xlat5.xyz = (-vec3(u_xlat34)) * u_xlat5.xyz + vec3(_Bias);
					    u_xlat5.xyz = u_xlat5.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat5.xyz = u_xlat5.xyz * vec3(vec3(_Scale, _Scale, _Scale));
					    u_xlat5.xyz = log2(u_xlat5.xyz);
					    u_xlat5.xyz = vec3(u_xlat35) * u_xlat5.xyz;
					    u_xlat5.xyz = exp2(u_xlat5.xyz);
					    u_xlat16.xyz = min(u_xlat5.xyz, vec3(1.0, 0.0, 0.0));
					    u_xlat26.xy = vs_TEXCOORD0.xy * _MainTexture_ST.xy + _MainTexture_ST.zw;
					    u_xlat6 = texture(_MainTexture, u_xlat26.xy);
					    u_xlat7.xyz = u_xlat6.xxx * _MainColorTintFadeA.xyz;
					    u_xlat4 = texture(_DriedBlood_Curvature, u_xlat4.xy);
					    u_xlat8.xyz = u_xlat16.xyz * vec3(vec3(_DriedBloodEffectLevel, _DriedBloodEffectLevel, _DriedBloodEffectLevel));
					    u_xlatb18.xyz = lessThan(vec4(0.5, 0.5, 0.5, 0.5), u_xlat7.xyzz).xyz;
					    u_xlat6.xyz = _MainColorTintFadeA.xyz * u_xlat6.xxx + vec3(-0.5, -0.5, -0.5);
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat9.xyz = (-u_xlat16.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat6.xyz = (-u_xlat6.xyz) * u_xlat9.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat34 = u_xlat16.x * u_xlat7.x;
					    u_xlat9.x = u_xlat34 * 2.0;
					    u_xlat9.y = float(0.0);
					    u_xlat9.z = float(0.0);
					    u_xlat16.x = (u_xlatb18.x) ? u_xlat6.x : u_xlat9.x;
					    u_xlat16.y = (u_xlatb18.y) ? u_xlat6.y : u_xlat9.y;
					    u_xlat16.z = (u_xlatb18.z) ? u_xlat6.z : u_xlat9.z;
					    u_xlat16.xyz = clamp(u_xlat16.xyz, 0.0, 1.0);
					    u_xlatb6.xyz = lessThan(vec4(0.5, 0.5, 0.5, 0.0), u_xlat4.xyzx).xyz;
					    u_xlat7.xyz = u_xlat4.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat7.xyz = (-u_xlat7.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat9.xyz = (-_DriedBloodColorGloss.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = (-u_xlat7.xyz) * u_xlat9.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = u_xlat4.xyz * _DriedBloodColorGloss.xyz;
					    u_xlat4.xyz = u_xlat4.xyz + u_xlat4.xyz;
					    {
					        vec4 hlslcc_movcTemp = u_xlat4;
					        hlslcc_movcTemp.x = (u_xlatb6.x) ? u_xlat7.x : u_xlat4.x;
					        hlslcc_movcTemp.y = (u_xlatb6.y) ? u_xlat7.y : u_xlat4.y;
					        hlslcc_movcTemp.z = (u_xlatb6.z) ? u_xlat7.z : u_xlat4.z;
					        u_xlat4 = hlslcc_movcTemp;
					    }
					    u_xlat4.xyz = (-u_xlat16.xyz) + u_xlat4.xyz;
					    u_xlat4.xyz = u_xlat8.xyz * u_xlat4.xyz + u_xlat16.xyz;
					    u_xlat34 = (-_Metallic) + _DriedBlood_Metallic;
					    u_xlat34 = u_xlat8.x * u_xlat34 + _Metallic;
					    u_xlat35 = _DriedBloodColorGloss.w + (-_Gloss);
					    u_xlat35 = u_xlat8.x * u_xlat35 + _Gloss;
					    u_xlat36 = u_xlat5.x * u_xlat6.w;
					    u_xlat36 = u_xlat36 * u_xlat36;
					    u_xlat37 = u_xlat36 * u_xlat36;
					    u_xlat36 = u_xlat36 * u_xlat37;
					    u_xlat36 = min(u_xlat36, 1.0);
					    SV_Target0.w = u_xlat36 * _MainColorTintFadeA.w;
					    u_xlat5.xyz = vs_TEXCOORD4.yyy * unity_WorldToLight[1].xyz;
					    u_xlat5.xyz = unity_WorldToLight[0].xyz * vs_TEXCOORD4.xxx + u_xlat5.xyz;
					    u_xlat5.xyz = unity_WorldToLight[2].xyz * vs_TEXCOORD4.zzz + u_xlat5.xyz;
					    u_xlat5.xyz = u_xlat5.xyz + unity_WorldToLight[3].xyz;
					    u_xlatb36 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb36){
					        u_xlatb36 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat6.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat6.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat6.xyz;
					        u_xlat6.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat6.xyz;
					        u_xlat6.xyz = u_xlat6.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat6.xyz = (bool(u_xlatb36)) ? u_xlat6.xyz : vs_TEXCOORD4.xyz;
					        u_xlat6.xyz = u_xlat6.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat6.yzw = u_xlat6.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat36 = u_xlat6.y * 0.25 + 0.75;
					        u_xlat37 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat6.x = max(u_xlat36, u_xlat37);
					        u_xlat6 = texture(unity_ProbeVolumeSH, u_xlat6.xzw);
					    } else {
					        u_xlat6.x = float(1.0);
					        u_xlat6.y = float(1.0);
					        u_xlat6.z = float(1.0);
					        u_xlat6.w = float(1.0);
					    }
					    u_xlat36 = dot(u_xlat6, unity_OcclusionMaskSelector);
					    u_xlat36 = clamp(u_xlat36, 0.0, 1.0);
					    u_xlat37 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat6 = texture(_LightTextureB0, vec2(u_xlat37));
					    u_xlat5 = texture(_LightTexture0, u_xlat5.xyz);
					    u_xlat37 = u_xlat5.w * u_xlat6.x;
					    u_xlat36 = u_xlat36 * u_xlat37;
					    u_xlat5.x = dot(vs_TEXCOORD1.xyz, u_xlat3.xyz);
					    u_xlat5.y = dot(vs_TEXCOORD2.xyz, u_xlat3.xyz);
					    u_xlat5.z = dot(vs_TEXCOORD3.xyz, u_xlat3.xyz);
					    u_xlat3.x = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlat3.x = inversesqrt(u_xlat3.x);
					    u_xlat3.xyz = u_xlat3.xxx * u_xlat5.xyz;
					    u_xlat5.xyz = vec3(u_xlat36) * _LightColor0.xyz;
					    u_xlat6.xyz = u_xlat4.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat6.xyz = vec3(u_xlat34) * u_xlat6.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat34 = (-u_xlat34) * 0.959999979 + 0.959999979;
					    u_xlat4.xyz = vec3(u_xlat34) * u_xlat4.xyz;
					    u_xlat34 = (-u_xlat35) + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat33) + u_xlat2.xyz;
					    u_xlat33 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat33 = max(u_xlat33, 0.00100000005);
					    u_xlat33 = inversesqrt(u_xlat33);
					    u_xlat0.xyz = vec3(u_xlat33) * u_xlat0.xyz;
					    u_xlat33 = dot(u_xlat3.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
					    u_xlat13 = dot(u_xlat3.xyz, u_xlat0.xyz);
					    u_xlat13 = clamp(u_xlat13, 0.0, 1.0);
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat11.x = u_xlat0.x + u_xlat0.x;
					    u_xlat11.x = u_xlat0.x * u_xlat11.x;
					    u_xlat11.x = u_xlat11.x * u_xlat34 + -0.5;
					    u_xlat22 = (-u_xlat2.x) + 1.0;
					    u_xlat1.x = u_xlat22 * u_xlat22;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x;
					    u_xlat22 = u_xlat22 * u_xlat1.x;
					    u_xlat22 = u_xlat11.x * u_xlat22 + 1.0;
					    u_xlat1.x = -abs(u_xlat33) + 1.0;
					    u_xlat12 = u_xlat1.x * u_xlat1.x;
					    u_xlat12 = u_xlat12 * u_xlat12;
					    u_xlat1.x = u_xlat1.x * u_xlat12;
					    u_xlat11.x = u_xlat11.x * u_xlat1.x + 1.0;
					    u_xlat11.x = u_xlat11.x * u_xlat22;
					    u_xlat22 = u_xlat34 * u_xlat34;
					    u_xlat22 = max(u_xlat22, 0.00200000009);
					    u_xlat1.x = (-u_xlat22) + 1.0;
					    u_xlat12 = abs(u_xlat33) * u_xlat1.x + u_xlat22;
					    u_xlat1.x = u_xlat2.x * u_xlat1.x + u_xlat22;
					    u_xlat33 = abs(u_xlat33) * u_xlat1.x;
					    u_xlat33 = u_xlat2.x * u_xlat12 + u_xlat33;
					    u_xlat33 = u_xlat33 + 9.99999975e-06;
					    u_xlat33 = 0.5 / u_xlat33;
					    u_xlat22 = u_xlat22 * u_xlat22;
					    u_xlat1.x = u_xlat13 * u_xlat22 + (-u_xlat13);
					    u_xlat1.x = u_xlat1.x * u_xlat13 + 1.0;
					    u_xlat22 = u_xlat22 * 0.318309873;
					    u_xlat1.x = u_xlat1.x * u_xlat1.x + 1.00000001e-07;
					    u_xlat22 = u_xlat22 / u_xlat1.x;
					    u_xlat22 = u_xlat22 * u_xlat33;
					    u_xlat11.y = u_xlat22 * 3.14159274;
					    u_xlat11.xy = u_xlat2.xx * u_xlat11.xy;
					    u_xlat22 = max(u_xlat11.y, 0.0);
					    u_xlat33 = dot(u_xlat6.xyz, u_xlat6.xyz);
					    u_xlatb33 = u_xlat33!=0.0;
					    u_xlat33 = u_xlatb33 ? 1.0 : float(0.0);
					    u_xlat22 = u_xlat33 * u_xlat22;
					    u_xlat1.xyz = u_xlat11.xxx * u_xlat5.xyz;
					    u_xlat11.xyz = u_xlat5.xyz * vec3(u_xlat22);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat34 = u_xlat0.x * u_xlat0.x;
					    u_xlat34 = u_xlat34 * u_xlat34;
					    u_xlat0.x = u_xlat0.x * u_xlat34;
					    u_xlat2.xyz = (-u_xlat6.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat0.xxx + u_xlat6.xyz;
					    u_xlat0.xyz = u_xlat11.xyz * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat4.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat33 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat33 = (-u_xlat33) + 1.0;
					    u_xlat33 = u_xlat33 * _ProjectionParams.z;
					    u_xlat33 = max(u_xlat33, 0.0);
					    u_xlat33 = u_xlat33 * unity_FogParams.x;
					    u_xlat33 = u_xlat33 * (-u_xlat33);
					    u_xlat33 = exp2(u_xlat33);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat33);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "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];
						mat4x4 unity_WorldToLight;
						vec4 _LightColor0;
						vec4 unused_0_3;
						vec4 _MainNormalMap_ST;
						float _DriedBloodEffect_Tiling;
						float _DriedBloodEffectLevel;
						float _OverallNormalPower;
						float _Noise1;
						float _Noise2;
						vec4 _Noise_Texture_ST;
						float _Bias;
						float _Scale;
						vec4 _MainColorTintFadeA;
						vec4 _MainTexture_ST;
						vec4 _DriedBloodColorGloss;
						float _Metallic;
						float _DriedBlood_Metallic;
						float _Gloss;
						vec4 unused_0_19;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec3 _WorldSpaceCameraPos;
						vec4 _ProjectionParams;
						vec4 unused_1_3[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_3_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainNormalMap;
					uniform  sampler2D _DriedBlood_Normal;
					uniform  sampler2D _Noise_Texture;
					uniform  sampler2D _MainTexture;
					uniform  sampler2D _DriedBlood_Curvature;
					uniform  sampler2D _LightTexture0;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  float vs_TEXCOORD6;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					bvec3 u_xlatb5;
					vec4 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					vec3 u_xlat10;
					float u_xlat11;
					vec3 u_xlat14;
					bvec3 u_xlatb16;
					float u_xlat20;
					float u_xlat21;
					vec2 u_xlat23;
					vec2 u_xlat24;
					float u_xlat30;
					bool u_xlatb30;
					float u_xlat31;
					bool u_xlatb31;
					float u_xlat32;
					bool u_xlatb32;
					float u_xlat33;
					bool u_xlatb33;
					void main()
					{
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + _WorldSpaceCameraPos.xyz;
					    u_xlat30 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat30 = inversesqrt(u_xlat30);
					    u_xlat1.xyz = vec3(u_xlat30) * u_xlat0.xyz;
					    u_xlat2.xy = vs_TEXCOORD0.xy * _MainNormalMap_ST.xy + _MainNormalMap_ST.zw;
					    u_xlat3 = vs_TEXCOORD0.xyxy * vec4(_DriedBloodEffect_Tiling, _DriedBloodEffect_Tiling, _Noise1, _Noise1);
					    u_xlat2 = texture(_MainNormalMap, u_xlat2.xy);
					    u_xlat2.x = u_xlat2.w * u_xlat2.x;
					    u_xlat2.xy = u_xlat2.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat31 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat31 = min(u_xlat31, 1.0);
					    u_xlat31 = (-u_xlat31) + 1.0;
					    u_xlat2.z = sqrt(u_xlat31);
					    u_xlat4 = texture(_DriedBlood_Normal, u_xlat3.xy);
					    u_xlat4.x = u_xlat4.w * u_xlat4.x;
					    u_xlat4.xy = u_xlat4.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat31 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat31 = min(u_xlat31, 1.0);
					    u_xlat31 = (-u_xlat31) + 1.0;
					    u_xlat4.z = sqrt(u_xlat31);
					    u_xlat4.xyz = (-u_xlat2.xyz) + u_xlat4.xyz;
					    u_xlat2.xyz = vec3(vec3(_DriedBloodEffectLevel, _DriedBloodEffectLevel, _DriedBloodEffectLevel)) * u_xlat4.xyz + u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz + vec3(-0.0, -0.0, -1.0);
					    u_xlat2.xyz = vec3(vec3(_OverallNormalPower, _OverallNormalPower, _OverallNormalPower)) * u_xlat2.xyz + vec3(0.0, 0.0, 1.0);
					    u_xlat31 = dot(u_xlat3.zw, vec2(0.366025418, 0.366025418));
					    u_xlat23.xy = vs_TEXCOORD0.xy * vec2(vec2(_Noise1, _Noise1)) + vec2(u_xlat31);
					    u_xlat23.xy = floor(u_xlat23.xy);
					    u_xlat4.xy = vs_TEXCOORD0.xy * vec2(vec2(_Noise1, _Noise1)) + (-u_xlat23.xy);
					    u_xlat31 = dot(u_xlat23.xy, vec2(0.211324871, 0.211324871));
					    u_xlat4.xy = vec2(u_xlat31) + u_xlat4.xy;
					    u_xlatb31 = u_xlat4.y<u_xlat4.x;
					    u_xlat5 = u_xlat4.xyxy + vec4(0.211324871, 0.211324871, -0.577350259, -0.577350259);
					    u_xlat6 = (bool(u_xlatb31)) ? vec4(0.0, 1.0, -1.0, -0.0) : vec4(1.0, 0.0, -0.0, -1.0);
					    u_xlat5.xy = u_xlat5.xy + u_xlat6.zw;
					    u_xlat24.xy = u_xlat23.xy * vec2(0.00346020772, 0.00346020772);
					    u_xlat24.xy = floor(u_xlat24.xy);
					    u_xlat23.xy = (-u_xlat24.xy) * vec2(289.0, 289.0) + u_xlat23.xy;
					    u_xlat7.x = float(0.0);
					    u_xlat7.z = float(1.0);
					    u_xlat7.y = u_xlat6.x;
					    u_xlat7.xyz = u_xlat23.yyy + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat8.xyz = floor(u_xlat8.xyz);
					    u_xlat7.xyz = (-u_xlat8.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat23.xxx + u_xlat7.xyz;
					    u_xlat6.x = float(0.0);
					    u_xlat6.z = float(1.0);
					    u_xlat6.xyz = u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat6.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat6.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat7.xyz = floor(u_xlat7.xyz);
					    u_xlat6.xyz = (-u_xlat7.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat6.xyz;
					    u_xlat7.x = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat7.y = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat7.z = dot(u_xlat5.zw, u_xlat5.zw);
					    u_xlat7.xyz = (-u_xlat7.xyz) + vec3(0.5, 0.5, 0.5);
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat7.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(0.024390243, 0.024390243, 0.024390243);
					    u_xlat6.xyz = fract(u_xlat6.xyz);
					    u_xlat8.xyz = u_xlat6.xyz * vec3(2.0, 2.0, 2.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat9.xyz = abs(u_xlat8.xyz) + vec3(-0.5, -0.5, -0.5);
					    u_xlat6.xyz = u_xlat6.xyz * vec3(2.0, 2.0, 2.0) + vec3(-0.5, -0.5, -0.5);
					    u_xlat6.xyz = floor(u_xlat6.xyz);
					    u_xlat6.xyz = (-u_xlat6.xyz) + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat9.xyz * u_xlat9.xyz;
					    u_xlat8.xyz = u_xlat6.xyz * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(0.853734732, 0.853734732, 0.853734732) + vec3(1.79284286, 1.79284286, 1.79284286);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat8.xyz;
					    u_xlat31 = u_xlat4.y * u_xlat9.x;
					    u_xlat4.x = u_xlat6.x * u_xlat4.x + u_xlat31;
					    u_xlat23.xy = u_xlat5.yw * u_xlat9.yz;
					    u_xlat4.yz = u_xlat6.yz * u_xlat5.xz + u_xlat23.xy;
					    u_xlat31 = dot(u_xlat7.xyz, u_xlat4.xyz);
					    u_xlat31 = u_xlat31 * 130.0;
					    u_xlat32 = _Noise1 * _Noise2;
					    u_xlat23.xy = vec2(u_xlat32) * vs_TEXCOORD0.xy;
					    u_xlat23.x = dot(u_xlat23.xy, vec2(0.366025418, 0.366025418));
					    u_xlat23.xy = vs_TEXCOORD0.xy * vec2(u_xlat32) + u_xlat23.xx;
					    u_xlat23.xy = floor(u_xlat23.xy);
					    u_xlat4.xy = vs_TEXCOORD0.xy * vec2(u_xlat32) + (-u_xlat23.xy);
					    u_xlat32 = dot(u_xlat23.xy, vec2(0.211324871, 0.211324871));
					    u_xlat4.xy = vec2(u_xlat32) + u_xlat4.xy;
					    u_xlatb32 = u_xlat4.y<u_xlat4.x;
					    u_xlat5 = u_xlat4.xyxy + vec4(0.211324871, 0.211324871, -0.577350259, -0.577350259);
					    u_xlat6 = (bool(u_xlatb32)) ? vec4(0.0, 1.0, -1.0, -0.0) : vec4(1.0, 0.0, -0.0, -1.0);
					    u_xlat5.xy = u_xlat5.xy + u_xlat6.zw;
					    u_xlat24.xy = u_xlat23.xy * vec2(0.00346020772, 0.00346020772);
					    u_xlat24.xy = floor(u_xlat24.xy);
					    u_xlat23.xy = (-u_xlat24.xy) * vec2(289.0, 289.0) + u_xlat23.xy;
					    u_xlat7.x = float(0.0);
					    u_xlat7.z = float(1.0);
					    u_xlat7.y = u_xlat6.x;
					    u_xlat7.xyz = u_xlat23.yyy + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat8.xyz = floor(u_xlat8.xyz);
					    u_xlat7.xyz = (-u_xlat8.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat23.xxx + u_xlat7.xyz;
					    u_xlat6.x = float(0.0);
					    u_xlat6.z = float(1.0);
					    u_xlat6.xyz = u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat6.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat6.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat7.xyz = floor(u_xlat7.xyz);
					    u_xlat6.xyz = (-u_xlat7.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat6.xyz;
					    u_xlat7.x = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat7.y = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat7.z = dot(u_xlat5.zw, u_xlat5.zw);
					    u_xlat7.xyz = (-u_xlat7.xyz) + vec3(0.5, 0.5, 0.5);
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat7.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(0.024390243, 0.024390243, 0.024390243);
					    u_xlat6.xyz = fract(u_xlat6.xyz);
					    u_xlat8.xyz = u_xlat6.xyz * vec3(2.0, 2.0, 2.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat9.xyz = abs(u_xlat8.xyz) + vec3(-0.5, -0.5, -0.5);
					    u_xlat6.xyz = u_xlat6.xyz * vec3(2.0, 2.0, 2.0) + vec3(-0.5, -0.5, -0.5);
					    u_xlat6.xyz = floor(u_xlat6.xyz);
					    u_xlat6.xyz = (-u_xlat6.xyz) + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat9.xyz * u_xlat9.xyz;
					    u_xlat8.xyz = u_xlat6.xyz * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(0.853734732, 0.853734732, 0.853734732) + vec3(1.79284286, 1.79284286, 1.79284286);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat8.xyz;
					    u_xlat32 = u_xlat4.y * u_xlat9.x;
					    u_xlat4.x = u_xlat6.x * u_xlat4.x + u_xlat32;
					    u_xlat23.xy = u_xlat5.yw * u_xlat9.yz;
					    u_xlat4.yz = u_xlat6.yz * u_xlat5.xz + u_xlat23.xy;
					    u_xlat32 = dot(u_xlat7.xyz, u_xlat4.xyz);
					    u_xlat31 = u_xlat31 * u_xlat32;
					    u_xlat23.xy = vs_TEXCOORD0.xy * _Noise_Texture_ST.xy + _Noise_Texture_ST.zw;
					    u_xlat32 = _Bias * 3.0;
					    u_xlat31 = u_xlat31 * 130.0;
					    u_xlat4 = texture(_Noise_Texture, u_xlat23.xy);
					    u_xlat4.xyz = (-vec3(u_xlat31)) * u_xlat4.xyz + vec3(_Bias);
					    u_xlat4.xyz = u_xlat4.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = u_xlat4.xyz * vec3(vec3(_Scale, _Scale, _Scale));
					    u_xlat4.xyz = log2(u_xlat4.xyz);
					    u_xlat4.xyz = vec3(u_xlat32) * u_xlat4.xyz;
					    u_xlat4.xyz = exp2(u_xlat4.xyz);
					    u_xlat14.xyz = min(u_xlat4.xyz, vec3(1.0, 0.0, 0.0));
					    u_xlat23.xy = vs_TEXCOORD0.xy * _MainTexture_ST.xy + _MainTexture_ST.zw;
					    u_xlat5 = texture(_MainTexture, u_xlat23.xy);
					    u_xlat6.xyz = u_xlat5.xxx * _MainColorTintFadeA.xyz;
					    u_xlat3 = texture(_DriedBlood_Curvature, u_xlat3.xy);
					    u_xlat7.xyz = u_xlat14.xyz * vec3(vec3(_DriedBloodEffectLevel, _DriedBloodEffectLevel, _DriedBloodEffectLevel));
					    u_xlatb16.xyz = lessThan(vec4(0.5, 0.5, 0.5, 0.5), u_xlat6.xyzz).xyz;
					    u_xlat5.xyz = _MainColorTintFadeA.xyz * u_xlat5.xxx + vec3(-0.5, -0.5, -0.5);
					    u_xlat5.xyz = (-u_xlat5.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = (-u_xlat14.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat5.xyz = (-u_xlat5.xyz) * u_xlat8.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat31 = u_xlat14.x * u_xlat6.x;
					    u_xlat8.x = u_xlat31 * 2.0;
					    u_xlat8.y = float(0.0);
					    u_xlat8.z = float(0.0);
					    u_xlat14.x = (u_xlatb16.x) ? u_xlat5.x : u_xlat8.x;
					    u_xlat14.y = (u_xlatb16.y) ? u_xlat5.y : u_xlat8.y;
					    u_xlat14.z = (u_xlatb16.z) ? u_xlat5.z : u_xlat8.z;
					    u_xlat14.xyz = clamp(u_xlat14.xyz, 0.0, 1.0);
					    u_xlatb5.xyz = lessThan(vec4(0.5, 0.5, 0.5, 0.0), u_xlat3.xyzx).xyz;
					    u_xlat6.xyz = u_xlat3.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = (-_DriedBloodColorGloss.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat6.xyz = (-u_xlat6.xyz) * u_xlat8.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat3.xyz = u_xlat3.xyz * _DriedBloodColorGloss.xyz;
					    u_xlat3.xyz = u_xlat3.xyz + u_xlat3.xyz;
					    {
					        vec4 hlslcc_movcTemp = u_xlat3;
					        hlslcc_movcTemp.x = (u_xlatb5.x) ? u_xlat6.x : u_xlat3.x;
					        hlslcc_movcTemp.y = (u_xlatb5.y) ? u_xlat6.y : u_xlat3.y;
					        hlslcc_movcTemp.z = (u_xlatb5.z) ? u_xlat6.z : u_xlat3.z;
					        u_xlat3 = hlslcc_movcTemp;
					    }
					    u_xlat3.xyz = (-u_xlat14.xyz) + u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat7.xyz * u_xlat3.xyz + u_xlat14.xyz;
					    u_xlat31 = (-_Metallic) + _DriedBlood_Metallic;
					    u_xlat31 = u_xlat7.x * u_xlat31 + _Metallic;
					    u_xlat32 = _DriedBloodColorGloss.w + (-_Gloss);
					    u_xlat32 = u_xlat7.x * u_xlat32 + _Gloss;
					    u_xlat33 = u_xlat4.x * u_xlat5.w;
					    u_xlat33 = u_xlat33 * u_xlat33;
					    u_xlat4.x = u_xlat33 * u_xlat33;
					    u_xlat33 = u_xlat33 * u_xlat4.x;
					    u_xlat33 = min(u_xlat33, 1.0);
					    SV_Target0.w = u_xlat33 * _MainColorTintFadeA.w;
					    u_xlat4.xy = vs_TEXCOORD4.yy * unity_WorldToLight[1].xy;
					    u_xlat4.xy = unity_WorldToLight[0].xy * vs_TEXCOORD4.xx + u_xlat4.xy;
					    u_xlat4.xy = unity_WorldToLight[2].xy * vs_TEXCOORD4.zz + u_xlat4.xy;
					    u_xlat4.xy = u_xlat4.xy + unity_WorldToLight[3].xy;
					    u_xlatb33 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb33){
					        u_xlatb33 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb33)) ? u_xlat5.xyz : vs_TEXCOORD4.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat33 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat24.x = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat33, u_xlat24.x);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5.x = float(1.0);
					        u_xlat5.y = float(1.0);
					        u_xlat5.z = float(1.0);
					        u_xlat5.w = float(1.0);
					    }
					    u_xlat33 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat33 = clamp(u_xlat33, 0.0, 1.0);
					    u_xlat4 = texture(_LightTexture0, u_xlat4.xy);
					    u_xlat33 = u_xlat33 * u_xlat4.w;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat2.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat2.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat2.x = inversesqrt(u_xlat2.x);
					    u_xlat2.xyz = u_xlat2.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat33) * _LightColor0.xyz;
					    u_xlat5.xyz = u_xlat3.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat5.xyz = vec3(u_xlat31) * u_xlat5.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat31 = (-u_xlat31) * 0.959999979 + 0.959999979;
					    u_xlat3.xyz = vec3(u_xlat31) * u_xlat3.xyz;
					    u_xlat31 = (-u_xlat32) + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat30) + _WorldSpaceLightPos0.xyz;
					    u_xlat30 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat30 = max(u_xlat30, 0.00100000005);
					    u_xlat30 = inversesqrt(u_xlat30);
					    u_xlat0.xyz = vec3(u_xlat30) * u_xlat0.xyz;
					    u_xlat30 = dot(u_xlat2.xyz, u_xlat1.xyz);
					    u_xlat1.x = dot(u_xlat2.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat11 = dot(u_xlat2.xyz, u_xlat0.xyz);
					    u_xlat11 = clamp(u_xlat11, 0.0, 1.0);
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat10.x = u_xlat0.x + u_xlat0.x;
					    u_xlat10.x = u_xlat0.x * u_xlat10.x;
					    u_xlat10.x = u_xlat10.x * u_xlat31 + -0.5;
					    u_xlat20 = (-u_xlat1.x) + 1.0;
					    u_xlat21 = u_xlat20 * u_xlat20;
					    u_xlat21 = u_xlat21 * u_xlat21;
					    u_xlat20 = u_xlat20 * u_xlat21;
					    u_xlat20 = u_xlat10.x * u_xlat20 + 1.0;
					    u_xlat21 = -abs(u_xlat30) + 1.0;
					    u_xlat2.x = u_xlat21 * u_xlat21;
					    u_xlat2.x = u_xlat2.x * u_xlat2.x;
					    u_xlat21 = u_xlat21 * u_xlat2.x;
					    u_xlat10.x = u_xlat10.x * u_xlat21 + 1.0;
					    u_xlat10.x = u_xlat10.x * u_xlat20;
					    u_xlat20 = u_xlat31 * u_xlat31;
					    u_xlat20 = max(u_xlat20, 0.00200000009);
					    u_xlat21 = (-u_xlat20) + 1.0;
					    u_xlat31 = abs(u_xlat30) * u_xlat21 + u_xlat20;
					    u_xlat21 = u_xlat1.x * u_xlat21 + u_xlat20;
					    u_xlat30 = abs(u_xlat30) * u_xlat21;
					    u_xlat30 = u_xlat1.x * u_xlat31 + u_xlat30;
					    u_xlat30 = u_xlat30 + 9.99999975e-06;
					    u_xlat30 = 0.5 / u_xlat30;
					    u_xlat20 = u_xlat20 * u_xlat20;
					    u_xlat21 = u_xlat11 * u_xlat20 + (-u_xlat11);
					    u_xlat11 = u_xlat21 * u_xlat11 + 1.0;
					    u_xlat20 = u_xlat20 * 0.318309873;
					    u_xlat11 = u_xlat11 * u_xlat11 + 1.00000001e-07;
					    u_xlat20 = u_xlat20 / u_xlat11;
					    u_xlat20 = u_xlat20 * u_xlat30;
					    u_xlat10.y = u_xlat20 * 3.14159274;
					    u_xlat10.xy = u_xlat1.xx * u_xlat10.xy;
					    u_xlat20 = max(u_xlat10.y, 0.0);
					    u_xlat30 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlatb30 = u_xlat30!=0.0;
					    u_xlat30 = u_xlatb30 ? 1.0 : float(0.0);
					    u_xlat20 = u_xlat30 * u_xlat20;
					    u_xlat1.xyz = u_xlat10.xxx * u_xlat4.xyz;
					    u_xlat10.xyz = u_xlat4.xyz * vec3(u_xlat20);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat31 = u_xlat0.x * u_xlat0.x;
					    u_xlat31 = u_xlat31 * u_xlat31;
					    u_xlat0.x = u_xlat0.x * u_xlat31;
					    u_xlat2.xyz = (-u_xlat5.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat0.xxx + u_xlat5.xyz;
					    u_xlat0.xyz = u_xlat10.xyz * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat3.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat30 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat30 = (-u_xlat30) + 1.0;
					    u_xlat30 = u_xlat30 * _ProjectionParams.z;
					    u_xlat30 = max(u_xlat30, 0.0);
					    u_xlat30 = u_xlat30 * unity_FogParams.x;
					    u_xlat30 = u_xlat30 * (-u_xlat30);
					    u_xlat30 = exp2(u_xlat30);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat30);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "DIRECTIONAL_COOKIE" "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];
						mat4x4 unity_WorldToLight;
						vec4 _LightColor0;
						vec4 unused_0_3;
						vec4 _MainNormalMap_ST;
						float _DriedBloodEffect_Tiling;
						float _DriedBloodEffectLevel;
						float _OverallNormalPower;
						float _Noise1;
						float _Noise2;
						vec4 _Noise_Texture_ST;
						float _Bias;
						float _Scale;
						vec4 _MainColorTintFadeA;
						vec4 _MainTexture_ST;
						vec4 _DriedBloodColorGloss;
						float _Metallic;
						float _DriedBlood_Metallic;
						float _Gloss;
						vec4 unused_0_19;
					};
					layout(std140) uniform UnityPerCamera {
						vec4 unused_1_0[4];
						vec4 _ProjectionParams;
						vec4 unused_1_2[3];
					};
					layout(std140) uniform UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_2_1[45];
						vec4 unity_OcclusionMaskSelector;
						vec4 unused_2_3;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[64];
						vec3 unity_StereoWorldSpaceCameraPos[2];
						vec4 unused_3_2[3];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityFog {
						vec4 unused_5_0;
						vec4 unity_FogParams;
					};
					layout(std140) uniform UnityProbeVolume {
						vec4 unity_ProbeVolumeParams;
						mat4x4 unity_ProbeVolumeWorldToObject;
						vec3 unity_ProbeVolumeSizeInv;
						vec3 unity_ProbeVolumeMin;
					};
					uniform  sampler2D _MainNormalMap;
					uniform  sampler2D _DriedBlood_Normal;
					uniform  sampler2D _Noise_Texture;
					uniform  sampler2D _MainTexture;
					uniform  sampler2D _DriedBlood_Curvature;
					uniform  sampler2D _LightTexture0;
					uniform  sampler3D unity_ProbeVolumeSH;
					in  vec2 vs_TEXCOORD0;
					in  vec3 vs_TEXCOORD1;
					in  float vs_TEXCOORD6;
					in  vec3 vs_TEXCOORD2;
					in  vec3 vs_TEXCOORD3;
					in  vec3 vs_TEXCOORD4;
					layout(location = 0) out vec4 SV_Target0;
					vec3 u_xlat0;
					int u_xlati0;
					vec3 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec4 u_xlat4;
					vec4 u_xlat5;
					bvec3 u_xlatb5;
					vec4 u_xlat6;
					vec3 u_xlat7;
					vec3 u_xlat8;
					vec3 u_xlat9;
					vec3 u_xlat10;
					float u_xlat11;
					vec3 u_xlat14;
					bvec3 u_xlatb16;
					float u_xlat20;
					float u_xlat21;
					vec2 u_xlat23;
					vec2 u_xlat24;
					float u_xlat30;
					bool u_xlatb30;
					float u_xlat31;
					bool u_xlatb31;
					float u_xlat32;
					bool u_xlatb32;
					float u_xlat33;
					bool u_xlatb33;
					void main()
					{
					    u_xlati0 = unity_StereoEyeIndex;
					    u_xlat0.xyz = (-vs_TEXCOORD4.xyz) + unity_StereoWorldSpaceCameraPos[u_xlati0].xyz;
					    u_xlat30 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat30 = inversesqrt(u_xlat30);
					    u_xlat1.xyz = vec3(u_xlat30) * u_xlat0.xyz;
					    u_xlat2.xy = vs_TEXCOORD0.xy * _MainNormalMap_ST.xy + _MainNormalMap_ST.zw;
					    u_xlat3 = vs_TEXCOORD0.xyxy * vec4(_DriedBloodEffect_Tiling, _DriedBloodEffect_Tiling, _Noise1, _Noise1);
					    u_xlat2 = texture(_MainNormalMap, u_xlat2.xy);
					    u_xlat2.x = u_xlat2.w * u_xlat2.x;
					    u_xlat2.xy = u_xlat2.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat31 = dot(u_xlat2.xy, u_xlat2.xy);
					    u_xlat31 = min(u_xlat31, 1.0);
					    u_xlat31 = (-u_xlat31) + 1.0;
					    u_xlat2.z = sqrt(u_xlat31);
					    u_xlat4 = texture(_DriedBlood_Normal, u_xlat3.xy);
					    u_xlat4.x = u_xlat4.w * u_xlat4.x;
					    u_xlat4.xy = u_xlat4.xy * vec2(2.0, 2.0) + vec2(-1.0, -1.0);
					    u_xlat31 = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat31 = min(u_xlat31, 1.0);
					    u_xlat31 = (-u_xlat31) + 1.0;
					    u_xlat4.z = sqrt(u_xlat31);
					    u_xlat4.xyz = (-u_xlat2.xyz) + u_xlat4.xyz;
					    u_xlat2.xyz = vec3(vec3(_DriedBloodEffectLevel, _DriedBloodEffectLevel, _DriedBloodEffectLevel)) * u_xlat4.xyz + u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz + vec3(-0.0, -0.0, -1.0);
					    u_xlat2.xyz = vec3(vec3(_OverallNormalPower, _OverallNormalPower, _OverallNormalPower)) * u_xlat2.xyz + vec3(0.0, 0.0, 1.0);
					    u_xlat31 = dot(u_xlat3.zw, vec2(0.366025418, 0.366025418));
					    u_xlat23.xy = vs_TEXCOORD0.xy * vec2(vec2(_Noise1, _Noise1)) + vec2(u_xlat31);
					    u_xlat23.xy = floor(u_xlat23.xy);
					    u_xlat4.xy = vs_TEXCOORD0.xy * vec2(vec2(_Noise1, _Noise1)) + (-u_xlat23.xy);
					    u_xlat31 = dot(u_xlat23.xy, vec2(0.211324871, 0.211324871));
					    u_xlat4.xy = vec2(u_xlat31) + u_xlat4.xy;
					    u_xlatb31 = u_xlat4.y<u_xlat4.x;
					    u_xlat5 = u_xlat4.xyxy + vec4(0.211324871, 0.211324871, -0.577350259, -0.577350259);
					    u_xlat6 = (bool(u_xlatb31)) ? vec4(0.0, 1.0, -1.0, -0.0) : vec4(1.0, 0.0, -0.0, -1.0);
					    u_xlat5.xy = u_xlat5.xy + u_xlat6.zw;
					    u_xlat24.xy = u_xlat23.xy * vec2(0.00346020772, 0.00346020772);
					    u_xlat24.xy = floor(u_xlat24.xy);
					    u_xlat23.xy = (-u_xlat24.xy) * vec2(289.0, 289.0) + u_xlat23.xy;
					    u_xlat7.x = float(0.0);
					    u_xlat7.z = float(1.0);
					    u_xlat7.y = u_xlat6.x;
					    u_xlat7.xyz = u_xlat23.yyy + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat8.xyz = floor(u_xlat8.xyz);
					    u_xlat7.xyz = (-u_xlat8.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat23.xxx + u_xlat7.xyz;
					    u_xlat6.x = float(0.0);
					    u_xlat6.z = float(1.0);
					    u_xlat6.xyz = u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat6.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat6.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat7.xyz = floor(u_xlat7.xyz);
					    u_xlat6.xyz = (-u_xlat7.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat6.xyz;
					    u_xlat7.x = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat7.y = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat7.z = dot(u_xlat5.zw, u_xlat5.zw);
					    u_xlat7.xyz = (-u_xlat7.xyz) + vec3(0.5, 0.5, 0.5);
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat7.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(0.024390243, 0.024390243, 0.024390243);
					    u_xlat6.xyz = fract(u_xlat6.xyz);
					    u_xlat8.xyz = u_xlat6.xyz * vec3(2.0, 2.0, 2.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat9.xyz = abs(u_xlat8.xyz) + vec3(-0.5, -0.5, -0.5);
					    u_xlat6.xyz = u_xlat6.xyz * vec3(2.0, 2.0, 2.0) + vec3(-0.5, -0.5, -0.5);
					    u_xlat6.xyz = floor(u_xlat6.xyz);
					    u_xlat6.xyz = (-u_xlat6.xyz) + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat9.xyz * u_xlat9.xyz;
					    u_xlat8.xyz = u_xlat6.xyz * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(0.853734732, 0.853734732, 0.853734732) + vec3(1.79284286, 1.79284286, 1.79284286);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat8.xyz;
					    u_xlat31 = u_xlat4.y * u_xlat9.x;
					    u_xlat4.x = u_xlat6.x * u_xlat4.x + u_xlat31;
					    u_xlat23.xy = u_xlat5.yw * u_xlat9.yz;
					    u_xlat4.yz = u_xlat6.yz * u_xlat5.xz + u_xlat23.xy;
					    u_xlat31 = dot(u_xlat7.xyz, u_xlat4.xyz);
					    u_xlat31 = u_xlat31 * 130.0;
					    u_xlat32 = _Noise1 * _Noise2;
					    u_xlat23.xy = vec2(u_xlat32) * vs_TEXCOORD0.xy;
					    u_xlat23.x = dot(u_xlat23.xy, vec2(0.366025418, 0.366025418));
					    u_xlat23.xy = vs_TEXCOORD0.xy * vec2(u_xlat32) + u_xlat23.xx;
					    u_xlat23.xy = floor(u_xlat23.xy);
					    u_xlat4.xy = vs_TEXCOORD0.xy * vec2(u_xlat32) + (-u_xlat23.xy);
					    u_xlat32 = dot(u_xlat23.xy, vec2(0.211324871, 0.211324871));
					    u_xlat4.xy = vec2(u_xlat32) + u_xlat4.xy;
					    u_xlatb32 = u_xlat4.y<u_xlat4.x;
					    u_xlat5 = u_xlat4.xyxy + vec4(0.211324871, 0.211324871, -0.577350259, -0.577350259);
					    u_xlat6 = (bool(u_xlatb32)) ? vec4(0.0, 1.0, -1.0, -0.0) : vec4(1.0, 0.0, -0.0, -1.0);
					    u_xlat5.xy = u_xlat5.xy + u_xlat6.zw;
					    u_xlat24.xy = u_xlat23.xy * vec2(0.00346020772, 0.00346020772);
					    u_xlat24.xy = floor(u_xlat24.xy);
					    u_xlat23.xy = (-u_xlat24.xy) * vec2(289.0, 289.0) + u_xlat23.xy;
					    u_xlat7.x = float(0.0);
					    u_xlat7.z = float(1.0);
					    u_xlat7.y = u_xlat6.x;
					    u_xlat7.xyz = u_xlat23.yyy + u_xlat7.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat7.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat8.xyz = floor(u_xlat8.xyz);
					    u_xlat7.xyz = (-u_xlat8.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat23.xxx + u_xlat7.xyz;
					    u_xlat6.x = float(0.0);
					    u_xlat6.z = float(1.0);
					    u_xlat6.xyz = u_xlat6.xyz + u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat6.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat6.xyz = u_xlat6.xyz * u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat6.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat7.xyz = floor(u_xlat7.xyz);
					    u_xlat6.xyz = (-u_xlat7.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat6.xyz;
					    u_xlat7.x = dot(u_xlat4.xy, u_xlat4.xy);
					    u_xlat7.y = dot(u_xlat5.xy, u_xlat5.xy);
					    u_xlat7.z = dot(u_xlat5.zw, u_xlat5.zw);
					    u_xlat7.xyz = (-u_xlat7.xyz) + vec3(0.5, 0.5, 0.5);
					    u_xlat7.xyz = max(u_xlat7.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat7.xyz;
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat7.xyz;
					    u_xlat6.xyz = u_xlat6.xyz * vec3(0.024390243, 0.024390243, 0.024390243);
					    u_xlat6.xyz = fract(u_xlat6.xyz);
					    u_xlat8.xyz = u_xlat6.xyz * vec3(2.0, 2.0, 2.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat9.xyz = abs(u_xlat8.xyz) + vec3(-0.5, -0.5, -0.5);
					    u_xlat6.xyz = u_xlat6.xyz * vec3(2.0, 2.0, 2.0) + vec3(-0.5, -0.5, -0.5);
					    u_xlat6.xyz = floor(u_xlat6.xyz);
					    u_xlat6.xyz = (-u_xlat6.xyz) + u_xlat8.xyz;
					    u_xlat8.xyz = u_xlat9.xyz * u_xlat9.xyz;
					    u_xlat8.xyz = u_xlat6.xyz * u_xlat6.xyz + u_xlat8.xyz;
					    u_xlat8.xyz = (-u_xlat8.xyz) * vec3(0.853734732, 0.853734732, 0.853734732) + vec3(1.79284286, 1.79284286, 1.79284286);
					    u_xlat7.xyz = u_xlat7.xyz * u_xlat8.xyz;
					    u_xlat32 = u_xlat4.y * u_xlat9.x;
					    u_xlat4.x = u_xlat6.x * u_xlat4.x + u_xlat32;
					    u_xlat23.xy = u_xlat5.yw * u_xlat9.yz;
					    u_xlat4.yz = u_xlat6.yz * u_xlat5.xz + u_xlat23.xy;
					    u_xlat32 = dot(u_xlat7.xyz, u_xlat4.xyz);
					    u_xlat31 = u_xlat31 * u_xlat32;
					    u_xlat23.xy = vs_TEXCOORD0.xy * _Noise_Texture_ST.xy + _Noise_Texture_ST.zw;
					    u_xlat32 = _Bias * 3.0;
					    u_xlat31 = u_xlat31 * 130.0;
					    u_xlat4 = texture(_Noise_Texture, u_xlat23.xy);
					    u_xlat4.xyz = (-vec3(u_xlat31)) * u_xlat4.xyz + vec3(_Bias);
					    u_xlat4.xyz = u_xlat4.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = u_xlat4.xyz * vec3(vec3(_Scale, _Scale, _Scale));
					    u_xlat4.xyz = log2(u_xlat4.xyz);
					    u_xlat4.xyz = vec3(u_xlat32) * u_xlat4.xyz;
					    u_xlat4.xyz = exp2(u_xlat4.xyz);
					    u_xlat14.xyz = min(u_xlat4.xyz, vec3(1.0, 0.0, 0.0));
					    u_xlat23.xy = vs_TEXCOORD0.xy * _MainTexture_ST.xy + _MainTexture_ST.zw;
					    u_xlat5 = texture(_MainTexture, u_xlat23.xy);
					    u_xlat6.xyz = u_xlat5.xxx * _MainColorTintFadeA.xyz;
					    u_xlat3 = texture(_DriedBlood_Curvature, u_xlat3.xy);
					    u_xlat7.xyz = u_xlat14.xyz * vec3(vec3(_DriedBloodEffectLevel, _DriedBloodEffectLevel, _DriedBloodEffectLevel));
					    u_xlatb16.xyz = lessThan(vec4(0.5, 0.5, 0.5, 0.5), u_xlat6.xyzz).xyz;
					    u_xlat5.xyz = _MainColorTintFadeA.xyz * u_xlat5.xxx + vec3(-0.5, -0.5, -0.5);
					    u_xlat5.xyz = (-u_xlat5.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = (-u_xlat14.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat5.xyz = (-u_xlat5.xyz) * u_xlat8.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat31 = u_xlat14.x * u_xlat6.x;
					    u_xlat8.x = u_xlat31 * 2.0;
					    u_xlat8.y = float(0.0);
					    u_xlat8.z = float(0.0);
					    u_xlat14.x = (u_xlatb16.x) ? u_xlat5.x : u_xlat8.x;
					    u_xlat14.y = (u_xlatb16.y) ? u_xlat5.y : u_xlat8.y;
					    u_xlat14.z = (u_xlatb16.z) ? u_xlat5.z : u_xlat8.z;
					    u_xlat14.xyz = clamp(u_xlat14.xyz, 0.0, 1.0);
					    u_xlatb5.xyz = lessThan(vec4(0.5, 0.5, 0.5, 0.0), u_xlat3.xyzx).xyz;
					    u_xlat6.xyz = u_xlat3.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat6.xyz = (-u_xlat6.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat8.xyz = (-_DriedBloodColorGloss.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat6.xyz = (-u_xlat6.xyz) * u_xlat8.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat3.xyz = u_xlat3.xyz * _DriedBloodColorGloss.xyz;
					    u_xlat3.xyz = u_xlat3.xyz + u_xlat3.xyz;
					    {
					        vec4 hlslcc_movcTemp = u_xlat3;
					        hlslcc_movcTemp.x = (u_xlatb5.x) ? u_xlat6.x : u_xlat3.x;
					        hlslcc_movcTemp.y = (u_xlatb5.y) ? u_xlat6.y : u_xlat3.y;
					        hlslcc_movcTemp.z = (u_xlatb5.z) ? u_xlat6.z : u_xlat3.z;
					        u_xlat3 = hlslcc_movcTemp;
					    }
					    u_xlat3.xyz = (-u_xlat14.xyz) + u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat7.xyz * u_xlat3.xyz + u_xlat14.xyz;
					    u_xlat31 = (-_Metallic) + _DriedBlood_Metallic;
					    u_xlat31 = u_xlat7.x * u_xlat31 + _Metallic;
					    u_xlat32 = _DriedBloodColorGloss.w + (-_Gloss);
					    u_xlat32 = u_xlat7.x * u_xlat32 + _Gloss;
					    u_xlat33 = u_xlat4.x * u_xlat5.w;
					    u_xlat33 = u_xlat33 * u_xlat33;
					    u_xlat4.x = u_xlat33 * u_xlat33;
					    u_xlat33 = u_xlat33 * u_xlat4.x;
					    u_xlat33 = min(u_xlat33, 1.0);
					    SV_Target0.w = u_xlat33 * _MainColorTintFadeA.w;
					    u_xlat4.xy = vs_TEXCOORD4.yy * unity_WorldToLight[1].xy;
					    u_xlat4.xy = unity_WorldToLight[0].xy * vs_TEXCOORD4.xx + u_xlat4.xy;
					    u_xlat4.xy = unity_WorldToLight[2].xy * vs_TEXCOORD4.zz + u_xlat4.xy;
					    u_xlat4.xy = u_xlat4.xy + unity_WorldToLight[3].xy;
					    u_xlatb33 = unity_ProbeVolumeParams.x==1.0;
					    if(u_xlatb33){
					        u_xlatb33 = unity_ProbeVolumeParams.y==1.0;
					        u_xlat5.xyz = vs_TEXCOORD4.yyy * unity_ProbeVolumeWorldToObject[1].xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD4.xxx + u_xlat5.xyz;
					        u_xlat5.xyz = unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD4.zzz + u_xlat5.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + unity_ProbeVolumeWorldToObject[3].xyz;
					        u_xlat5.xyz = (bool(u_xlatb33)) ? u_xlat5.xyz : vs_TEXCOORD4.xyz;
					        u_xlat5.xyz = u_xlat5.xyz + (-unity_ProbeVolumeMin.xyz);
					        u_xlat5.yzw = u_xlat5.xyz * unity_ProbeVolumeSizeInv.xyz;
					        u_xlat33 = u_xlat5.y * 0.25 + 0.75;
					        u_xlat24.x = unity_ProbeVolumeParams.z * 0.5 + 0.75;
					        u_xlat5.x = max(u_xlat33, u_xlat24.x);
					        u_xlat5 = texture(unity_ProbeVolumeSH, u_xlat5.xzw);
					    } else {
					        u_xlat5.x = float(1.0);
					        u_xlat5.y = float(1.0);
					        u_xlat5.z = float(1.0);
					        u_xlat5.w = float(1.0);
					    }
					    u_xlat33 = dot(u_xlat5, unity_OcclusionMaskSelector);
					    u_xlat33 = clamp(u_xlat33, 0.0, 1.0);
					    u_xlat4 = texture(_LightTexture0, u_xlat4.xy);
					    u_xlat33 = u_xlat33 * u_xlat4.w;
					    u_xlat4.x = dot(vs_TEXCOORD1.xyz, u_xlat2.xyz);
					    u_xlat4.y = dot(vs_TEXCOORD2.xyz, u_xlat2.xyz);
					    u_xlat4.z = dot(vs_TEXCOORD3.xyz, u_xlat2.xyz);
					    u_xlat2.x = dot(u_xlat4.xyz, u_xlat4.xyz);
					    u_xlat2.x = inversesqrt(u_xlat2.x);
					    u_xlat2.xyz = u_xlat2.xxx * u_xlat4.xyz;
					    u_xlat4.xyz = vec3(u_xlat33) * _LightColor0.xyz;
					    u_xlat5.xyz = u_xlat3.xyz + vec3(-0.0399999991, -0.0399999991, -0.0399999991);
					    u_xlat5.xyz = vec3(u_xlat31) * u_xlat5.xyz + vec3(0.0399999991, 0.0399999991, 0.0399999991);
					    u_xlat31 = (-u_xlat31) * 0.959999979 + 0.959999979;
					    u_xlat3.xyz = vec3(u_xlat31) * u_xlat3.xyz;
					    u_xlat31 = (-u_xlat32) + 1.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat30) + _WorldSpaceLightPos0.xyz;
					    u_xlat30 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat30 = max(u_xlat30, 0.00100000005);
					    u_xlat30 = inversesqrt(u_xlat30);
					    u_xlat0.xyz = vec3(u_xlat30) * u_xlat0.xyz;
					    u_xlat30 = dot(u_xlat2.xyz, u_xlat1.xyz);
					    u_xlat1.x = dot(u_xlat2.xyz, _WorldSpaceLightPos0.xyz);
					    u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
					    u_xlat11 = dot(u_xlat2.xyz, u_xlat0.xyz);
					    u_xlat11 = clamp(u_xlat11, 0.0, 1.0);
					    u_xlat0.x = dot(_WorldSpaceLightPos0.xyz, u_xlat0.xyz);
					    u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
					    u_xlat10.x = u_xlat0.x + u_xlat0.x;
					    u_xlat10.x = u_xlat0.x * u_xlat10.x;
					    u_xlat10.x = u_xlat10.x * u_xlat31 + -0.5;
					    u_xlat20 = (-u_xlat1.x) + 1.0;
					    u_xlat21 = u_xlat20 * u_xlat20;
					    u_xlat21 = u_xlat21 * u_xlat21;
					    u_xlat20 = u_xlat20 * u_xlat21;
					    u_xlat20 = u_xlat10.x * u_xlat20 + 1.0;
					    u_xlat21 = -abs(u_xlat30) + 1.0;
					    u_xlat2.x = u_xlat21 * u_xlat21;
					    u_xlat2.x = u_xlat2.x * u_xlat2.x;
					    u_xlat21 = u_xlat21 * u_xlat2.x;
					    u_xlat10.x = u_xlat10.x * u_xlat21 + 1.0;
					    u_xlat10.x = u_xlat10.x * u_xlat20;
					    u_xlat20 = u_xlat31 * u_xlat31;
					    u_xlat20 = max(u_xlat20, 0.00200000009);
					    u_xlat21 = (-u_xlat20) + 1.0;
					    u_xlat31 = abs(u_xlat30) * u_xlat21 + u_xlat20;
					    u_xlat21 = u_xlat1.x * u_xlat21 + u_xlat20;
					    u_xlat30 = abs(u_xlat30) * u_xlat21;
					    u_xlat30 = u_xlat1.x * u_xlat31 + u_xlat30;
					    u_xlat30 = u_xlat30 + 9.99999975e-06;
					    u_xlat30 = 0.5 / u_xlat30;
					    u_xlat20 = u_xlat20 * u_xlat20;
					    u_xlat21 = u_xlat11 * u_xlat20 + (-u_xlat11);
					    u_xlat11 = u_xlat21 * u_xlat11 + 1.0;
					    u_xlat20 = u_xlat20 * 0.318309873;
					    u_xlat11 = u_xlat11 * u_xlat11 + 1.00000001e-07;
					    u_xlat20 = u_xlat20 / u_xlat11;
					    u_xlat20 = u_xlat20 * u_xlat30;
					    u_xlat10.y = u_xlat20 * 3.14159274;
					    u_xlat10.xy = u_xlat1.xx * u_xlat10.xy;
					    u_xlat20 = max(u_xlat10.y, 0.0);
					    u_xlat30 = dot(u_xlat5.xyz, u_xlat5.xyz);
					    u_xlatb30 = u_xlat30!=0.0;
					    u_xlat30 = u_xlatb30 ? 1.0 : float(0.0);
					    u_xlat20 = u_xlat30 * u_xlat20;
					    u_xlat1.xyz = u_xlat10.xxx * u_xlat4.xyz;
					    u_xlat10.xyz = u_xlat4.xyz * vec3(u_xlat20);
					    u_xlat0.x = (-u_xlat0.x) + 1.0;
					    u_xlat31 = u_xlat0.x * u_xlat0.x;
					    u_xlat31 = u_xlat31 * u_xlat31;
					    u_xlat0.x = u_xlat0.x * u_xlat31;
					    u_xlat2.xyz = (-u_xlat5.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat0.xxx + u_xlat5.xyz;
					    u_xlat0.xyz = u_xlat10.xyz * u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat3.xyz * u_xlat1.xyz + u_xlat0.xyz;
					    u_xlat30 = vs_TEXCOORD6 / _ProjectionParams.y;
					    u_xlat30 = (-u_xlat30) + 1.0;
					    u_xlat30 = u_xlat30 * _ProjectionParams.z;
					    u_xlat30 = max(u_xlat30, 0.0);
					    u_xlat30 = u_xlat30 * unity_FogParams.x;
					    u_xlat30 = u_xlat30 * (-u_xlat30);
					    u_xlat30 = exp2(u_xlat30);
					    SV_Target0.xyz = u_xlat0.xyz * vec3(u_xlat30);
					    return;
					}"
				}
			}
		}
		Pass {
			Name "Meta"
			Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "META" "QUEUE" = "Transparent+0" "RenderType" = "Transparent" }
			ColorMask RGB -1
			ZWrite Off
			Cull Off
			GpuProgramID 144980
			Program "vp" {
				SubProgram "d3d11 " {
					"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 VGlobals {
						vec4 unused_0_0[14];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_2_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_2_2[2];
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unity_DynamicLightmapST;
					};
					layout(std140) uniform UnityMetaPass {
						bvec4 unity_MetaVertexControl;
						vec4 unused_4_1[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					float u_xlat12;
					bool u_xlatb12;
					void main()
					{
					    u_xlatb0 = 0.0<in_POSITION0.z;
					    u_xlat0.z = u_xlatb0 ? 9.99999975e-05 : float(0.0);
					    u_xlat0.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    u_xlat0.xyz = (unity_MetaVertexControl.x) ? u_xlat0.xyz : in_POSITION0.xyz;
					    u_xlatb12 = 0.0<u_xlat0.z;
					    u_xlat1.z = u_xlatb12 ? 9.99999975e-05 : float(0.0);
					    u_xlat1.xy = in_TEXCOORD2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
					    u_xlat0.xyz = (unity_MetaVertexControl.y) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlat1 = u_xlat0.yyyy * unity_MatrixVP[1];
					    u_xlat1 = unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
					    u_xlat0 = unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
					    gl_Position = u_xlat0 + unity_MatrixVP[3];
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat0.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat0.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat0.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat12 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat0.xyz = vec3(u_xlat12) * u_xlat0.xyz;
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat1.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xyz = vec3(u_xlat12) * u_xlat1.xyz;
					    u_xlat2.xyz = u_xlat0.xyz * u_xlat1.xyz;
					    u_xlat2.xyz = u_xlat0.zxy * u_xlat1.yzx + (-u_xlat2.xyz);
					    u_xlat12 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    vs_TEXCOORD1.y = u_xlat2.x;
					    u_xlat3.xyz = in_POSITION0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat3.xyz;
					    vs_TEXCOORD1.w = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat1.z;
					    vs_TEXCOORD1.z = u_xlat0.y;
					    vs_TEXCOORD2.x = u_xlat1.x;
					    vs_TEXCOORD3.x = u_xlat1.y;
					    vs_TEXCOORD2.z = u_xlat0.z;
					    vs_TEXCOORD3.z = u_xlat0.x;
					    vs_TEXCOORD2.w = u_xlat3.y;
					    vs_TEXCOORD3.w = u_xlat3.z;
					    vs_TEXCOORD2.y = u_xlat2.y;
					    vs_TEXCOORD3.y = u_xlat2.z;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "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 VGlobals {
						vec4 unused_0_0[14];
						vec4 _texcoord_ST;
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_1_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_1_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_2_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_2_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					layout(std140) uniform UnityLightmaps {
						vec4 unity_LightmapST;
						vec4 unity_DynamicLightmapST;
					};
					layout(std140) uniform UnityMetaPass {
						bvec4 unity_MetaVertexControl;
						vec4 unused_5_1[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					in  vec4 in_TEXCOORD1;
					in  vec4 in_TEXCOORD2;
					out vec2 vs_TEXCOORD0;
					out vec4 vs_TEXCOORD1;
					out vec4 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					vec3 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					float u_xlat12;
					int u_xlati12;
					bool u_xlatb12;
					void main()
					{
					    u_xlatb0 = 0.0<in_POSITION0.z;
					    u_xlat0.z = u_xlatb0 ? 9.99999975e-05 : float(0.0);
					    u_xlat0.xy = in_TEXCOORD1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
					    u_xlat0.xyz = (unity_MetaVertexControl.x) ? u_xlat0.xyz : in_POSITION0.xyz;
					    u_xlatb12 = 0.0<u_xlat0.z;
					    u_xlat1.z = u_xlatb12 ? 9.99999975e-05 : float(0.0);
					    u_xlat1.xy = in_TEXCOORD2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
					    u_xlat0.xyz = (unity_MetaVertexControl.y) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlati12 = unity_StereoEyeIndex << 2;
					    u_xlat1 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati12 + 1) / 4][(u_xlati12 + 1) % 4];
					    u_xlat1 = unity_StereoMatrixVP[u_xlati12 / 4][u_xlati12 % 4] * u_xlat0.xxxx + u_xlat1;
					    u_xlat1 = unity_StereoMatrixVP[(u_xlati12 + 2) / 4][(u_xlati12 + 2) % 4] * u_xlat0.zzzz + u_xlat1;
					    gl_Position = u_xlat1 + unity_StereoMatrixVP[(u_xlati12 + 3) / 4][(u_xlati12 + 3) % 4];
					    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _texcoord_ST.xy + _texcoord_ST.zw;
					    u_xlat0.y = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat0.z = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat0.x = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat12 = dot(u_xlat0.xyz, u_xlat0.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat0.xyz = vec3(u_xlat12) * u_xlat0.xyz;
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat1.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat12 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat12 = inversesqrt(u_xlat12);
					    u_xlat1.xyz = vec3(u_xlat12) * u_xlat1.xyz;
					    u_xlat2.xyz = u_xlat0.xyz * u_xlat1.xyz;
					    u_xlat2.xyz = u_xlat0.zxy * u_xlat1.yzx + (-u_xlat2.xyz);
					    u_xlat12 = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat2.xyz = vec3(u_xlat12) * u_xlat2.xyz;
					    vs_TEXCOORD1.y = u_xlat2.x;
					    u_xlat3.xyz = in_POSITION0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat3.xyz;
					    u_xlat3.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat3.xyz;
					    vs_TEXCOORD1.w = u_xlat3.x;
					    vs_TEXCOORD1.x = u_xlat1.z;
					    vs_TEXCOORD1.z = u_xlat0.y;
					    vs_TEXCOORD2.x = u_xlat1.x;
					    vs_TEXCOORD3.x = u_xlat1.y;
					    vs_TEXCOORD2.z = u_xlat0.z;
					    vs_TEXCOORD3.z = u_xlat0.x;
					    vs_TEXCOORD2.w = u_xlat3.y;
					    vs_TEXCOORD3.w = u_xlat3.z;
					    vs_TEXCOORD2.y = u_xlat2.y;
					    vs_TEXCOORD3.y = u_xlat2.z;
					    return;
					}"
				}
			}
			Program "fp" {
				SubProgram "d3d11 " {
					"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[5];
						float _DriedBloodEffect_Tiling;
						float _DriedBloodEffectLevel;
						float _Noise1;
						float _Noise2;
						vec4 _Noise_Texture_ST;
						float _Bias;
						float _Scale;
						vec4 _MainColorTintFadeA;
						vec4 _MainTexture_ST;
						vec4 _DriedBloodColorGloss;
						float unity_OneOverOutputBoost;
						float unity_MaxOutputValue;
						vec4 unused_0_13;
					};
					layout(std140) uniform UnityMetaPass {
						vec4 unused_1_0;
						bvec4 unity_MetaFragmentControl;
						vec4 unused_1_2;
					};
					uniform  sampler2D _Noise_Texture;
					uniform  sampler2D _MainTexture;
					uniform  sampler2D _DriedBlood_Curvature;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					bvec3 u_xlatb2;
					vec4 u_xlat3;
					bvec3 u_xlatb3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec2 u_xlat8;
					vec3 u_xlat11;
					float u_xlat16;
					vec2 u_xlat17;
					vec2 u_xlat19;
					float u_xlat24;
					bool u_xlatb24;
					void main()
					{
					    u_xlat0.x = float(0.0);
					    u_xlat0.z = float(1.0);
					    u_xlat24 = _Noise1 * _Noise2;
					    u_xlat1.xy = vec2(u_xlat24) * vs_TEXCOORD0.xy;
					    u_xlat1.x = dot(u_xlat1.xy, vec2(0.366025418, 0.366025418));
					    u_xlat1.xy = vs_TEXCOORD0.xy * vec2(u_xlat24) + u_xlat1.xx;
					    u_xlat1.xy = floor(u_xlat1.xy);
					    u_xlat17.xy = u_xlat1.xy * vec2(0.00346020772, 0.00346020772);
					    u_xlat17.xy = floor(u_xlat17.xy);
					    u_xlat17.xy = (-u_xlat17.xy) * vec2(289.0, 289.0) + u_xlat1.xy;
					    u_xlat2.xy = vs_TEXCOORD0.xy * vec2(u_xlat24) + (-u_xlat1.xy);
					    u_xlat24 = dot(u_xlat1.xy, vec2(0.211324871, 0.211324871));
					    u_xlat1.xy = vec2(u_xlat24) + u_xlat2.xy;
					    u_xlatb24 = u_xlat1.y<u_xlat1.x;
					    u_xlat2 = (bool(u_xlatb24)) ? vec4(1.0, 0.0, -1.0, -0.0) : vec4(0.0, 1.0, -0.0, -1.0);
					    u_xlat0.y = u_xlat2.y;
					    u_xlat0.xyz = u_xlat0.xyz + u_xlat17.yyy;
					    u_xlat3.xyz = u_xlat0.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat0.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat3.xyz = floor(u_xlat3.xyz);
					    u_xlat0.xyz = (-u_xlat3.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat17.xxx + u_xlat0.xyz;
					    u_xlat3.x = float(0.0);
					    u_xlat3.z = float(1.0);
					    u_xlat3.y = u_xlat2.x;
					    u_xlat0.xyz = u_xlat0.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat0.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat0.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat3.xyz = floor(u_xlat3.xyz);
					    u_xlat0.xyz = (-u_xlat3.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(0.024390243, 0.024390243, 0.024390243);
					    u_xlat0.xyz = fract(u_xlat0.xyz);
					    u_xlat3.xyz = u_xlat0.xyz * vec3(2.0, 2.0, 2.0) + vec3(-0.5, -0.5, -0.5);
					    u_xlat0.xyz = u_xlat0.xyz * vec3(2.0, 2.0, 2.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat3.xyz = floor(u_xlat3.xyz);
					    u_xlat3.xyz = u_xlat0.xyz + (-u_xlat3.xyz);
					    u_xlat0.xyz = abs(u_xlat0.xyz) + vec3(-0.5, -0.5, -0.5);
					    u_xlat4.xyz = u_xlat0.xyz * u_xlat0.xyz;
					    u_xlat4.xyz = u_xlat3.xyz * u_xlat3.xyz + u_xlat4.xyz;
					    u_xlat4.xyz = (-u_xlat4.xyz) * vec3(0.853734732, 0.853734732, 0.853734732) + vec3(1.79284286, 1.79284286, 1.79284286);
					    u_xlat5.x = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat6 = u_xlat1.xyxy + vec4(0.211324871, 0.211324871, -0.577350259, -0.577350259);
					    u_xlat6.xy = u_xlat2.zw + u_xlat6.xy;
					    u_xlat5.y = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat5.z = dot(u_xlat6.zw, u_xlat6.zw);
					    u_xlat2.xyz = (-u_xlat5.xyz) + vec3(0.5, 0.5, 0.5);
					    u_xlat2.xyz = max(u_xlat2.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * u_xlat2.xyz;
					    u_xlat0.x = u_xlat1.y * u_xlat0.x;
					    u_xlat8.xy = u_xlat0.yz * u_xlat6.yw;
					    u_xlat4.yz = u_xlat3.yz * u_xlat6.xz + u_xlat8.xy;
					    u_xlat4.x = u_xlat3.x * u_xlat1.x + u_xlat0.x;
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat4.xyz);
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(1.0);
					    u_xlat2 = vs_TEXCOORD0.xyxy * vec4(_DriedBloodEffect_Tiling, _DriedBloodEffect_Tiling, _Noise1, _Noise1);
					    u_xlat8.x = dot(u_xlat2.zw, vec2(0.366025418, 0.366025418));
					    u_xlat2 = texture(_DriedBlood_Curvature, u_xlat2.xy);
					    u_xlat8.xy = vs_TEXCOORD0.xy * vec2(vec2(_Noise1, _Noise1)) + u_xlat8.xx;
					    u_xlat8.xy = floor(u_xlat8.xy);
					    u_xlat3.xy = u_xlat8.xy * vec2(0.00346020772, 0.00346020772);
					    u_xlat3.xy = floor(u_xlat3.xy);
					    u_xlat3.xy = (-u_xlat3.xy) * vec2(289.0, 289.0) + u_xlat8.xy;
					    u_xlat19.xy = vs_TEXCOORD0.xy * vec2(vec2(_Noise1, _Noise1)) + (-u_xlat8.xy);
					    u_xlat8.x = dot(u_xlat8.xy, vec2(0.211324871, 0.211324871));
					    u_xlat8.xy = u_xlat8.xx + u_xlat19.xy;
					    u_xlatb24 = u_xlat8.y<u_xlat8.x;
					    u_xlat4 = (bool(u_xlatb24)) ? vec4(1.0, 0.0, -1.0, -0.0) : vec4(0.0, 1.0, -0.0, -1.0);
					    u_xlat1.y = u_xlat4.y;
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat3.yyy;
					    u_xlat11.xyz = u_xlat1.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat11.xyz;
					    u_xlat11.xyz = u_xlat1.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat11.xyz = floor(u_xlat11.xyz);
					    u_xlat1.xyz = (-u_xlat11.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat3.xxx + u_xlat1.xyz;
					    u_xlat3.x = float(0.0);
					    u_xlat3.z = float(1.0);
					    u_xlat3.y = u_xlat4.x;
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat3.xyz = floor(u_xlat3.xyz);
					    u_xlat1.xyz = (-u_xlat3.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(0.024390243, 0.024390243, 0.024390243);
					    u_xlat1.xyz = fract(u_xlat1.xyz);
					    u_xlat3.xyz = u_xlat1.xyz * vec3(2.0, 2.0, 2.0) + vec3(-0.5, -0.5, -0.5);
					    u_xlat1.xyz = u_xlat1.xyz * vec3(2.0, 2.0, 2.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat3.xyz = floor(u_xlat3.xyz);
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat3.xyz);
					    u_xlat1.xyz = abs(u_xlat1.xyz) + vec3(-0.5, -0.5, -0.5);
					    u_xlat5.xyz = u_xlat1.xyz * u_xlat1.xyz;
					    u_xlat5.xyz = u_xlat3.xyz * u_xlat3.xyz + u_xlat5.xyz;
					    u_xlat5.xyz = (-u_xlat5.xyz) * vec3(0.853734732, 0.853734732, 0.853734732) + vec3(1.79284286, 1.79284286, 1.79284286);
					    u_xlat6.x = dot(u_xlat8.xy, u_xlat8.xy);
					    u_xlat7 = u_xlat8.xyxy + vec4(0.211324871, 0.211324871, -0.577350259, -0.577350259);
					    u_xlat7.xy = u_xlat4.zw + u_xlat7.xy;
					    u_xlat6.y = dot(u_xlat7.xy, u_xlat7.xy);
					    u_xlat6.z = dot(u_xlat7.zw, u_xlat7.zw);
					    u_xlat4.xyz = (-u_xlat6.xyz) + vec3(0.5, 0.5, 0.5);
					    u_xlat4.xyz = max(u_xlat4.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat4.xyz;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat4.xyz;
					    u_xlat4.xyz = u_xlat5.xyz * u_xlat4.xyz;
					    u_xlat16 = u_xlat8.y * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.yz * u_xlat7.yw;
					    u_xlat1.yz = u_xlat3.yz * u_xlat7.xz + u_xlat1.xy;
					    u_xlat1.x = u_xlat3.x * u_xlat8.x + u_xlat16;
					    u_xlat8.x = dot(u_xlat4.xyz, u_xlat1.xyz);
					    u_xlat8.x = u_xlat8.x * 130.0;
					    u_xlat0.x = u_xlat0.x * u_xlat8.x;
					    u_xlat0.x = u_xlat0.x * 130.0;
					    u_xlat8.xy = vs_TEXCOORD0.xy * _Noise_Texture_ST.xy + _Noise_Texture_ST.zw;
					    u_xlat1 = texture(_Noise_Texture, u_xlat8.xy);
					    u_xlat0.xyz = (-u_xlat0.xxx) * u_xlat1.xyz + vec3(_Bias);
					    u_xlat0.xyz = u_xlat0.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat0.xyz = u_xlat0.xyz * vec3(vec3(_Scale, _Scale, _Scale));
					    u_xlat0.xyz = log2(u_xlat0.xyz);
					    u_xlat24 = _Bias * 3.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat24);
					    u_xlat0.xyz = exp2(u_xlat0.xyz);
					    u_xlat0.xyz = min(u_xlat0.xyz, vec3(1.0, 0.0, 0.0));
					    u_xlat1.xyz = (-u_xlat0.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainTexture_ST.xy + _MainTexture_ST.zw;
					    u_xlat3 = texture(_MainTexture, u_xlat3.xy);
					    u_xlat11.xyz = _MainColorTintFadeA.xyz * u_xlat3.xxx + vec3(-0.5, -0.5, -0.5);
					    u_xlat4.xyz = u_xlat3.xxx * _MainColorTintFadeA.xyz;
					    u_xlat3.xyz = (-u_xlat11.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat1.xyz = (-u_xlat3.xyz) * u_xlat1.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat24 = u_xlat0.x * u_xlat4.x;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(vec3(_DriedBloodEffectLevel, _DriedBloodEffectLevel, _DriedBloodEffectLevel));
					    u_xlatb3.xyz = lessThan(vec4(0.5, 0.5, 0.5, 0.0), u_xlat4.xyzx).xyz;
					    u_xlat4.x = u_xlat24 * 2.0;
					    u_xlat4.y = float(0.0);
					    u_xlat4.z = float(0.0);
					    {
					        vec4 hlslcc_movcTemp = u_xlat1;
					        hlslcc_movcTemp.x = (u_xlatb3.x) ? u_xlat1.x : u_xlat4.x;
					        hlslcc_movcTemp.y = (u_xlatb3.y) ? u_xlat1.y : u_xlat4.y;
					        hlslcc_movcTemp.z = (u_xlatb3.z) ? u_xlat1.z : u_xlat4.z;
					        u_xlat1 = hlslcc_movcTemp;
					    }
					    u_xlat1.xyz = clamp(u_xlat1.xyz, 0.0, 1.0);
					    u_xlat3.xyz = u_xlat2.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat3.xyz = (-u_xlat3.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = (-_DriedBloodColorGloss.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat3.xyz = (-u_xlat3.xyz) * u_xlat4.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = u_xlat2.xyz * _DriedBloodColorGloss.xyz;
					    u_xlatb2.xyz = lessThan(vec4(0.5, 0.5, 0.5, 0.0), u_xlat2.xyzx).xyz;
					    u_xlat4.xyz = u_xlat4.xyz + u_xlat4.xyz;
					    u_xlat2.x = (u_xlatb2.x) ? u_xlat3.x : u_xlat4.x;
					    u_xlat2.y = (u_xlatb2.y) ? u_xlat3.y : u_xlat4.y;
					    u_xlat2.z = (u_xlatb2.z) ? u_xlat3.z : u_xlat4.z;
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = log2(u_xlat0.xyz);
					    u_xlat24 = unity_OneOverOutputBoost;
					    u_xlat24 = clamp(u_xlat24, 0.0, 1.0);
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat24);
					    u_xlat0.xyz = exp2(u_xlat0.xyz);
					    u_xlat0.xyz = min(u_xlat0.xyz, vec3(unity_MaxOutputValue));
					    u_xlat0.w = 1.0;
					    u_xlat0 = (unity_MetaFragmentControl.x) ? u_xlat0 : vec4(0.0, 0.0, 0.0, 0.0);
					    SV_Target0 = (unity_MetaFragmentControl.y) ? vec4(0.0, 0.0, 0.0, 1.0) : u_xlat0;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "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[5];
						float _DriedBloodEffect_Tiling;
						float _DriedBloodEffectLevel;
						float _Noise1;
						float _Noise2;
						vec4 _Noise_Texture_ST;
						float _Bias;
						float _Scale;
						vec4 _MainColorTintFadeA;
						vec4 _MainTexture_ST;
						vec4 _DriedBloodColorGloss;
						float unity_OneOverOutputBoost;
						float unity_MaxOutputValue;
						vec4 unused_0_13;
					};
					layout(std140) uniform UnityMetaPass {
						vec4 unused_1_0;
						bvec4 unity_MetaFragmentControl;
						vec4 unused_1_2;
					};
					uniform  sampler2D _Noise_Texture;
					uniform  sampler2D _MainTexture;
					uniform  sampler2D _DriedBlood_Curvature;
					in  vec2 vs_TEXCOORD0;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					bvec3 u_xlatb2;
					vec4 u_xlat3;
					bvec3 u_xlatb3;
					vec4 u_xlat4;
					vec3 u_xlat5;
					vec4 u_xlat6;
					vec4 u_xlat7;
					vec2 u_xlat8;
					vec3 u_xlat11;
					float u_xlat16;
					vec2 u_xlat17;
					vec2 u_xlat19;
					float u_xlat24;
					bool u_xlatb24;
					void main()
					{
					    u_xlat0.x = float(0.0);
					    u_xlat0.z = float(1.0);
					    u_xlat24 = _Noise1 * _Noise2;
					    u_xlat1.xy = vec2(u_xlat24) * vs_TEXCOORD0.xy;
					    u_xlat1.x = dot(u_xlat1.xy, vec2(0.366025418, 0.366025418));
					    u_xlat1.xy = vs_TEXCOORD0.xy * vec2(u_xlat24) + u_xlat1.xx;
					    u_xlat1.xy = floor(u_xlat1.xy);
					    u_xlat17.xy = u_xlat1.xy * vec2(0.00346020772, 0.00346020772);
					    u_xlat17.xy = floor(u_xlat17.xy);
					    u_xlat17.xy = (-u_xlat17.xy) * vec2(289.0, 289.0) + u_xlat1.xy;
					    u_xlat2.xy = vs_TEXCOORD0.xy * vec2(u_xlat24) + (-u_xlat1.xy);
					    u_xlat24 = dot(u_xlat1.xy, vec2(0.211324871, 0.211324871));
					    u_xlat1.xy = vec2(u_xlat24) + u_xlat2.xy;
					    u_xlatb24 = u_xlat1.y<u_xlat1.x;
					    u_xlat2 = (bool(u_xlatb24)) ? vec4(1.0, 0.0, -1.0, -0.0) : vec4(0.0, 1.0, -0.0, -1.0);
					    u_xlat0.y = u_xlat2.y;
					    u_xlat0.xyz = u_xlat0.xyz + u_xlat17.yyy;
					    u_xlat3.xyz = u_xlat0.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat0.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat3.xyz = floor(u_xlat3.xyz);
					    u_xlat0.xyz = (-u_xlat3.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat17.xxx + u_xlat0.xyz;
					    u_xlat3.x = float(0.0);
					    u_xlat3.z = float(1.0);
					    u_xlat3.y = u_xlat2.x;
					    u_xlat0.xyz = u_xlat0.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat0.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat0.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat3.xyz = floor(u_xlat3.xyz);
					    u_xlat0.xyz = (-u_xlat3.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat0.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(0.024390243, 0.024390243, 0.024390243);
					    u_xlat0.xyz = fract(u_xlat0.xyz);
					    u_xlat3.xyz = u_xlat0.xyz * vec3(2.0, 2.0, 2.0) + vec3(-0.5, -0.5, -0.5);
					    u_xlat0.xyz = u_xlat0.xyz * vec3(2.0, 2.0, 2.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat3.xyz = floor(u_xlat3.xyz);
					    u_xlat3.xyz = u_xlat0.xyz + (-u_xlat3.xyz);
					    u_xlat0.xyz = abs(u_xlat0.xyz) + vec3(-0.5, -0.5, -0.5);
					    u_xlat4.xyz = u_xlat0.xyz * u_xlat0.xyz;
					    u_xlat4.xyz = u_xlat3.xyz * u_xlat3.xyz + u_xlat4.xyz;
					    u_xlat4.xyz = (-u_xlat4.xyz) * vec3(0.853734732, 0.853734732, 0.853734732) + vec3(1.79284286, 1.79284286, 1.79284286);
					    u_xlat5.x = dot(u_xlat1.xy, u_xlat1.xy);
					    u_xlat6 = u_xlat1.xyxy + vec4(0.211324871, 0.211324871, -0.577350259, -0.577350259);
					    u_xlat6.xy = u_xlat2.zw + u_xlat6.xy;
					    u_xlat5.y = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat5.z = dot(u_xlat6.zw, u_xlat6.zw);
					    u_xlat2.xyz = (-u_xlat5.xyz) + vec3(0.5, 0.5, 0.5);
					    u_xlat2.xyz = max(u_xlat2.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * u_xlat2.xyz;
					    u_xlat0.x = u_xlat1.y * u_xlat0.x;
					    u_xlat8.xy = u_xlat0.yz * u_xlat6.yw;
					    u_xlat4.yz = u_xlat3.yz * u_xlat6.xz + u_xlat8.xy;
					    u_xlat4.x = u_xlat3.x * u_xlat1.x + u_xlat0.x;
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat4.xyz);
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(1.0);
					    u_xlat2 = vs_TEXCOORD0.xyxy * vec4(_DriedBloodEffect_Tiling, _DriedBloodEffect_Tiling, _Noise1, _Noise1);
					    u_xlat8.x = dot(u_xlat2.zw, vec2(0.366025418, 0.366025418));
					    u_xlat2 = texture(_DriedBlood_Curvature, u_xlat2.xy);
					    u_xlat8.xy = vs_TEXCOORD0.xy * vec2(vec2(_Noise1, _Noise1)) + u_xlat8.xx;
					    u_xlat8.xy = floor(u_xlat8.xy);
					    u_xlat3.xy = u_xlat8.xy * vec2(0.00346020772, 0.00346020772);
					    u_xlat3.xy = floor(u_xlat3.xy);
					    u_xlat3.xy = (-u_xlat3.xy) * vec2(289.0, 289.0) + u_xlat8.xy;
					    u_xlat19.xy = vs_TEXCOORD0.xy * vec2(vec2(_Noise1, _Noise1)) + (-u_xlat8.xy);
					    u_xlat8.x = dot(u_xlat8.xy, vec2(0.211324871, 0.211324871));
					    u_xlat8.xy = u_xlat8.xx + u_xlat19.xy;
					    u_xlatb24 = u_xlat8.y<u_xlat8.x;
					    u_xlat4 = (bool(u_xlatb24)) ? vec4(1.0, 0.0, -1.0, -0.0) : vec4(0.0, 1.0, -0.0, -1.0);
					    u_xlat1.y = u_xlat4.y;
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat3.yyy;
					    u_xlat11.xyz = u_xlat1.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat11.xyz;
					    u_xlat11.xyz = u_xlat1.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat11.xyz = floor(u_xlat11.xyz);
					    u_xlat1.xyz = (-u_xlat11.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat3.xxx + u_xlat1.xyz;
					    u_xlat3.x = float(0.0);
					    u_xlat3.z = float(1.0);
					    u_xlat3.y = u_xlat4.x;
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat3.xyz = floor(u_xlat3.xyz);
					    u_xlat1.xyz = (-u_xlat3.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(0.024390243, 0.024390243, 0.024390243);
					    u_xlat1.xyz = fract(u_xlat1.xyz);
					    u_xlat3.xyz = u_xlat1.xyz * vec3(2.0, 2.0, 2.0) + vec3(-0.5, -0.5, -0.5);
					    u_xlat1.xyz = u_xlat1.xyz * vec3(2.0, 2.0, 2.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat3.xyz = floor(u_xlat3.xyz);
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat3.xyz);
					    u_xlat1.xyz = abs(u_xlat1.xyz) + vec3(-0.5, -0.5, -0.5);
					    u_xlat5.xyz = u_xlat1.xyz * u_xlat1.xyz;
					    u_xlat5.xyz = u_xlat3.xyz * u_xlat3.xyz + u_xlat5.xyz;
					    u_xlat5.xyz = (-u_xlat5.xyz) * vec3(0.853734732, 0.853734732, 0.853734732) + vec3(1.79284286, 1.79284286, 1.79284286);
					    u_xlat6.x = dot(u_xlat8.xy, u_xlat8.xy);
					    u_xlat7 = u_xlat8.xyxy + vec4(0.211324871, 0.211324871, -0.577350259, -0.577350259);
					    u_xlat7.xy = u_xlat4.zw + u_xlat7.xy;
					    u_xlat6.y = dot(u_xlat7.xy, u_xlat7.xy);
					    u_xlat6.z = dot(u_xlat7.zw, u_xlat7.zw);
					    u_xlat4.xyz = (-u_xlat6.xyz) + vec3(0.5, 0.5, 0.5);
					    u_xlat4.xyz = max(u_xlat4.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat4.xyz;
					    u_xlat4.xyz = u_xlat4.xyz * u_xlat4.xyz;
					    u_xlat4.xyz = u_xlat5.xyz * u_xlat4.xyz;
					    u_xlat16 = u_xlat8.y * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.yz * u_xlat7.yw;
					    u_xlat1.yz = u_xlat3.yz * u_xlat7.xz + u_xlat1.xy;
					    u_xlat1.x = u_xlat3.x * u_xlat8.x + u_xlat16;
					    u_xlat8.x = dot(u_xlat4.xyz, u_xlat1.xyz);
					    u_xlat8.x = u_xlat8.x * 130.0;
					    u_xlat0.x = u_xlat0.x * u_xlat8.x;
					    u_xlat0.x = u_xlat0.x * 130.0;
					    u_xlat8.xy = vs_TEXCOORD0.xy * _Noise_Texture_ST.xy + _Noise_Texture_ST.zw;
					    u_xlat1 = texture(_Noise_Texture, u_xlat8.xy);
					    u_xlat0.xyz = (-u_xlat0.xxx) * u_xlat1.xyz + vec3(_Bias);
					    u_xlat0.xyz = u_xlat0.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat0.xyz = u_xlat0.xyz * vec3(vec3(_Scale, _Scale, _Scale));
					    u_xlat0.xyz = log2(u_xlat0.xyz);
					    u_xlat24 = _Bias * 3.0;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat24);
					    u_xlat0.xyz = exp2(u_xlat0.xyz);
					    u_xlat0.xyz = min(u_xlat0.xyz, vec3(1.0, 0.0, 0.0));
					    u_xlat1.xyz = (-u_xlat0.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat3.xy = vs_TEXCOORD0.xy * _MainTexture_ST.xy + _MainTexture_ST.zw;
					    u_xlat3 = texture(_MainTexture, u_xlat3.xy);
					    u_xlat11.xyz = _MainColorTintFadeA.xyz * u_xlat3.xxx + vec3(-0.5, -0.5, -0.5);
					    u_xlat4.xyz = u_xlat3.xxx * _MainColorTintFadeA.xyz;
					    u_xlat3.xyz = (-u_xlat11.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat1.xyz = (-u_xlat3.xyz) * u_xlat1.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat24 = u_xlat0.x * u_xlat4.x;
					    u_xlat0.xyz = u_xlat0.xyz * vec3(vec3(_DriedBloodEffectLevel, _DriedBloodEffectLevel, _DriedBloodEffectLevel));
					    u_xlatb3.xyz = lessThan(vec4(0.5, 0.5, 0.5, 0.0), u_xlat4.xyzx).xyz;
					    u_xlat4.x = u_xlat24 * 2.0;
					    u_xlat4.y = float(0.0);
					    u_xlat4.z = float(0.0);
					    {
					        vec4 hlslcc_movcTemp = u_xlat1;
					        hlslcc_movcTemp.x = (u_xlatb3.x) ? u_xlat1.x : u_xlat4.x;
					        hlslcc_movcTemp.y = (u_xlatb3.y) ? u_xlat1.y : u_xlat4.y;
					        hlslcc_movcTemp.z = (u_xlatb3.z) ? u_xlat1.z : u_xlat4.z;
					        u_xlat1 = hlslcc_movcTemp;
					    }
					    u_xlat1.xyz = clamp(u_xlat1.xyz, 0.0, 1.0);
					    u_xlat3.xyz = u_xlat2.xyz + vec3(-0.5, -0.5, -0.5);
					    u_xlat3.xyz = (-u_xlat3.xyz) * vec3(2.0, 2.0, 2.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = (-_DriedBloodColorGloss.xyz) + vec3(1.0, 1.0, 1.0);
					    u_xlat3.xyz = (-u_xlat3.xyz) * u_xlat4.xyz + vec3(1.0, 1.0, 1.0);
					    u_xlat4.xyz = u_xlat2.xyz * _DriedBloodColorGloss.xyz;
					    u_xlatb2.xyz = lessThan(vec4(0.5, 0.5, 0.5, 0.0), u_xlat2.xyzx).xyz;
					    u_xlat4.xyz = u_xlat4.xyz + u_xlat4.xyz;
					    u_xlat2.x = (u_xlatb2.x) ? u_xlat3.x : u_xlat4.x;
					    u_xlat2.y = (u_xlatb2.y) ? u_xlat3.y : u_xlat4.y;
					    u_xlat2.z = (u_xlatb2.z) ? u_xlat3.z : u_xlat4.z;
					    u_xlat2.xyz = (-u_xlat1.xyz) + u_xlat2.xyz;
					    u_xlat0.xyz = u_xlat0.xyz * u_xlat2.xyz + u_xlat1.xyz;
					    u_xlat0.xyz = log2(u_xlat0.xyz);
					    u_xlat24 = unity_OneOverOutputBoost;
					    u_xlat24 = clamp(u_xlat24, 0.0, 1.0);
					    u_xlat0.xyz = u_xlat0.xyz * vec3(u_xlat24);
					    u_xlat0.xyz = exp2(u_xlat0.xyz);
					    u_xlat0.xyz = min(u_xlat0.xyz, vec3(unity_MaxOutputValue));
					    u_xlat0.w = 1.0;
					    u_xlat0 = (unity_MetaFragmentControl.x) ? u_xlat0 : vec4(0.0, 0.0, 0.0, 0.0);
					    SV_Target0 = (unity_MetaFragmentControl.y) ? vec4(0.0, 0.0, 0.0, 1.0) : u_xlat0;
					    return;
					}"
				}
			}
		}
		Pass {
			Name "ShadowCaster"
			Tags { "IGNOREPROJECTOR" = "true" "LIGHTMODE" = "SHADOWCASTER" "QUEUE" = "Transparent+0" "RenderType" = "Transparent" "SHADOWSUPPORT" = "true" }
			ColorMask RGB -1
			GpuProgramID 256399
			Program "vp" {
				SubProgram "d3d11 " {
					Keywords { "SHADOWS_DEPTH" "UNITY_PASS_SHADOWCASTER" }
					"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 UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_0_1[47];
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_1_0[5];
						vec4 unity_LightShadowBias;
						vec4 unused_1_2[20];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					float u_xlat8;
					float u_xlat13;
					bool u_xlatb13;
					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 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat1.xyz = (-u_xlat0.xyz) * _WorldSpaceLightPos0.www + _WorldSpaceLightPos0.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat2.xyz, u_xlat1.xyz);
					    u_xlat1.x = (-u_xlat1.x) * u_xlat1.x + 1.0;
					    u_xlat1.x = sqrt(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * unity_LightShadowBias.z;
					    u_xlat1.xyz = (-u_xlat2.xyz) * u_xlat1.xxx + u_xlat0.xyz;
					    u_xlatb13 = unity_LightShadowBias.z!=0.0;
					    u_xlat0.xyz = (bool(u_xlatb13)) ? u_xlat1.xyz : u_xlat0.xyz;
					    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;
					    u_xlat1.x = unity_LightShadowBias.x / u_xlat0.w;
					    u_xlat1.x = min(u_xlat1.x, 0.0);
					    u_xlat1.x = max(u_xlat1.x, -1.0);
					    u_xlat8 = u_xlat0.z + u_xlat1.x;
					    u_xlat1.x = min(u_xlat0.w, u_xlat8);
					    gl_Position.xyw = u_xlat0.xyw;
					    u_xlat0.x = (-u_xlat8) + u_xlat1.x;
					    gl_Position.z = unity_LightShadowBias.y * u_xlat0.x + u_xlat8;
					    vs_TEXCOORD1.xy = in_TEXCOORD0.xy;
					    u_xlat0.xyz = in_POSITION0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat0.xyz = unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat0.xyz;
					    u_xlat0.xyz = unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat0.xyz;
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    vs_TEXCOORD2.xyz = u_xlat0.xyz;
					    vs_TEXCOORD3.w = u_xlat0.x;
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat1.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.zxy;
					    u_xlat3.xyz = u_xlat2.yzx * u_xlat1.yzx + (-u_xlat3.xyz);
					    u_xlat0.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    vs_TEXCOORD3.y = u_xlat3.x;
					    vs_TEXCOORD3.z = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat1.z;
					    vs_TEXCOORD4.x = u_xlat1.x;
					    vs_TEXCOORD5.x = u_xlat1.y;
					    vs_TEXCOORD4.z = u_xlat2.y;
					    vs_TEXCOORD5.z = u_xlat2.z;
					    vs_TEXCOORD4.w = u_xlat0.y;
					    vs_TEXCOORD5.w = u_xlat0.z;
					    vs_TEXCOORD4.y = u_xlat3.y;
					    vs_TEXCOORD5.y = u_xlat3.z;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SHADOWS_DEPTH" "UNITY_PASS_SHADOWCASTER" "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 UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_0_1[47];
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_1_0[5];
						vec4 unity_LightShadowBias;
						vec4 unused_1_2[20];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					vec4 u_xlat0;
					vec3 u_xlat1;
					int u_xlati1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					float u_xlat8;
					float u_xlat13;
					bool u_xlatb13;
					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 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat1.xyz = (-u_xlat0.xyz) * _WorldSpaceLightPos0.www + _WorldSpaceLightPos0.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat2.xyz, u_xlat1.xyz);
					    u_xlat1.x = (-u_xlat1.x) * u_xlat1.x + 1.0;
					    u_xlat1.x = sqrt(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * unity_LightShadowBias.z;
					    u_xlat1.xyz = (-u_xlat2.xyz) * u_xlat1.xxx + u_xlat0.xyz;
					    u_xlatb13 = unity_LightShadowBias.z!=0.0;
					    u_xlat0.xyz = (bool(u_xlatb13)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat3;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat3;
					    u_xlat1.x = unity_LightShadowBias.x / u_xlat0.w;
					    u_xlat1.x = min(u_xlat1.x, 0.0);
					    u_xlat1.x = max(u_xlat1.x, -1.0);
					    u_xlat8 = u_xlat0.z + u_xlat1.x;
					    u_xlat1.x = min(u_xlat0.w, u_xlat8);
					    gl_Position.xyw = u_xlat0.xyw;
					    u_xlat0.x = (-u_xlat8) + u_xlat1.x;
					    gl_Position.z = unity_LightShadowBias.y * u_xlat0.x + u_xlat8;
					    vs_TEXCOORD1.xy = in_TEXCOORD0.xy;
					    u_xlat0.xyz = in_POSITION0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat0.xyz = unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat0.xyz;
					    u_xlat0.xyz = unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat0.xyz;
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    vs_TEXCOORD2.xyz = u_xlat0.xyz;
					    vs_TEXCOORD3.w = u_xlat0.x;
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat1.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.zxy;
					    u_xlat3.xyz = u_xlat2.yzx * u_xlat1.yzx + (-u_xlat3.xyz);
					    u_xlat0.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    vs_TEXCOORD3.y = u_xlat3.x;
					    vs_TEXCOORD3.z = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat1.z;
					    vs_TEXCOORD4.x = u_xlat1.x;
					    vs_TEXCOORD5.x = u_xlat1.y;
					    vs_TEXCOORD4.z = u_xlat2.y;
					    vs_TEXCOORD5.z = u_xlat2.z;
					    vs_TEXCOORD4.w = u_xlat0.y;
					    vs_TEXCOORD5.w = u_xlat0.z;
					    vs_TEXCOORD4.y = u_xlat3.y;
					    vs_TEXCOORD5.y = u_xlat3.z;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SHADOWS_CUBE" "UNITY_PASS_SHADOWCASTER" }
					"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 UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_0_1[47];
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_1_0[5];
						vec4 unity_LightShadowBias;
						vec4 unused_1_2[20];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					layout(std140) uniform UnityPerFrame {
						vec4 unused_3_0[17];
						mat4x4 unity_MatrixVP;
						vec4 unused_3_2[2];
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					vec4 u_xlat0;
					vec4 u_xlat1;
					vec3 u_xlat2;
					vec3 u_xlat3;
					float u_xlat13;
					bool u_xlatb13;
					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 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat1.xyz = (-u_xlat0.xyz) * _WorldSpaceLightPos0.www + _WorldSpaceLightPos0.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat2.xyz, u_xlat1.xyz);
					    u_xlat1.x = (-u_xlat1.x) * u_xlat1.x + 1.0;
					    u_xlat1.x = sqrt(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * unity_LightShadowBias.z;
					    u_xlat1.xyz = (-u_xlat2.xyz) * u_xlat1.xxx + u_xlat0.xyz;
					    u_xlatb13 = unity_LightShadowBias.z!=0.0;
					    u_xlat0.xyz = (bool(u_xlatb13)) ? u_xlat1.xyz : u_xlat0.xyz;
					    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;
					    u_xlat1.x = min(u_xlat0.w, u_xlat0.z);
					    u_xlat1.x = (-u_xlat0.z) + u_xlat1.x;
					    gl_Position.z = unity_LightShadowBias.y * u_xlat1.x + u_xlat0.z;
					    gl_Position.xyw = u_xlat0.xyw;
					    vs_TEXCOORD1.xy = in_TEXCOORD0.xy;
					    u_xlat0.xyz = in_POSITION0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat0.xyz = unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat0.xyz;
					    u_xlat0.xyz = unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat0.xyz;
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    vs_TEXCOORD2.xyz = u_xlat0.xyz;
					    vs_TEXCOORD3.w = u_xlat0.x;
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat1.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.zxy;
					    u_xlat3.xyz = u_xlat2.yzx * u_xlat1.yzx + (-u_xlat3.xyz);
					    u_xlat0.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    vs_TEXCOORD3.y = u_xlat3.x;
					    vs_TEXCOORD3.z = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat1.z;
					    vs_TEXCOORD4.x = u_xlat1.x;
					    vs_TEXCOORD5.x = u_xlat1.y;
					    vs_TEXCOORD4.z = u_xlat2.y;
					    vs_TEXCOORD5.z = u_xlat2.z;
					    vs_TEXCOORD4.w = u_xlat0.y;
					    vs_TEXCOORD5.w = u_xlat0.z;
					    vs_TEXCOORD4.y = u_xlat3.y;
					    vs_TEXCOORD5.y = u_xlat3.z;
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SHADOWS_CUBE" "UNITY_PASS_SHADOWCASTER" "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 UnityLighting {
						vec4 _WorldSpaceLightPos0;
						vec4 unused_0_1[47];
					};
					layout(std140) uniform UnityShadows {
						vec4 unused_1_0[5];
						vec4 unity_LightShadowBias;
						vec4 unused_1_2[20];
					};
					layout(std140) uniform UnityPerDraw {
						mat4x4 unity_ObjectToWorld;
						mat4x4 unity_WorldToObject;
						vec4 unused_2_2;
						vec4 unity_WorldTransformParams;
						vec4 unused_2_4;
					};
					layout(std140) uniform UnityStereoGlobals {
						vec4 unused_3_0[24];
						mat4x4 unity_StereoMatrixVP[2];
						vec4 unused_3_2[40];
					};
					layout(std140) uniform UnityStereoEyeIndex {
						int unity_StereoEyeIndex;
					};
					in  vec4 in_POSITION0;
					in  vec4 in_TANGENT0;
					in  vec3 in_NORMAL0;
					in  vec4 in_TEXCOORD0;
					out vec2 vs_TEXCOORD1;
					out vec3 vs_TEXCOORD2;
					out vec4 vs_TEXCOORD3;
					out vec4 vs_TEXCOORD4;
					out vec4 vs_TEXCOORD5;
					vec4 u_xlat0;
					vec3 u_xlat1;
					int u_xlati1;
					vec3 u_xlat2;
					vec4 u_xlat3;
					float u_xlat13;
					bool u_xlatb13;
					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 = unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
					    u_xlat1.xyz = (-u_xlat0.xyz) * _WorldSpaceLightPos0.www + _WorldSpaceLightPos0.xyz;
					    u_xlat13 = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat1.xyz = vec3(u_xlat13) * u_xlat1.xyz;
					    u_xlat2.x = dot(in_NORMAL0.xyz, unity_WorldToObject[0].xyz);
					    u_xlat2.y = dot(in_NORMAL0.xyz, unity_WorldToObject[1].xyz);
					    u_xlat2.z = dot(in_NORMAL0.xyz, unity_WorldToObject[2].xyz);
					    u_xlat13 = dot(u_xlat2.xyz, u_xlat2.xyz);
					    u_xlat13 = inversesqrt(u_xlat13);
					    u_xlat2.xyz = vec3(u_xlat13) * u_xlat2.xyz;
					    u_xlat1.x = dot(u_xlat2.xyz, u_xlat1.xyz);
					    u_xlat1.x = (-u_xlat1.x) * u_xlat1.x + 1.0;
					    u_xlat1.x = sqrt(u_xlat1.x);
					    u_xlat1.x = u_xlat1.x * unity_LightShadowBias.z;
					    u_xlat1.xyz = (-u_xlat2.xyz) * u_xlat1.xxx + u_xlat0.xyz;
					    u_xlatb13 = unity_LightShadowBias.z!=0.0;
					    u_xlat0.xyz = (bool(u_xlatb13)) ? u_xlat1.xyz : u_xlat0.xyz;
					    u_xlati1 = unity_StereoEyeIndex << 2;
					    u_xlat3 = u_xlat0.yyyy * unity_StereoMatrixVP[(u_xlati1 + 1) / 4][(u_xlati1 + 1) % 4];
					    u_xlat3 = unity_StereoMatrixVP[u_xlati1 / 4][u_xlati1 % 4] * u_xlat0.xxxx + u_xlat3;
					    u_xlat3 = unity_StereoMatrixVP[(u_xlati1 + 2) / 4][(u_xlati1 + 2) % 4] * u_xlat0.zzzz + u_xlat3;
					    u_xlat0 = unity_StereoMatrixVP[(u_xlati1 + 3) / 4][(u_xlati1 + 3) % 4] * u_xlat0.wwww + u_xlat3;
					    u_xlat1.x = min(u_xlat0.w, u_xlat0.z);
					    u_xlat1.x = (-u_xlat0.z) + u_xlat1.x;
					    gl_Position.z = unity_LightShadowBias.y * u_xlat1.x + u_xlat0.z;
					    gl_Position.xyw = u_xlat0.xyw;
					    vs_TEXCOORD1.xy = in_TEXCOORD0.xy;
					    u_xlat0.xyz = in_POSITION0.yyy * unity_ObjectToWorld[1].xyz;
					    u_xlat0.xyz = unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat0.xyz;
					    u_xlat0.xyz = unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat0.xyz;
					    u_xlat0.xyz = unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
					    vs_TEXCOORD2.xyz = u_xlat0.xyz;
					    vs_TEXCOORD3.w = u_xlat0.x;
					    u_xlat1.xyz = in_TANGENT0.yyy * unity_ObjectToWorld[1].yzx;
					    u_xlat1.xyz = unity_ObjectToWorld[0].yzx * in_TANGENT0.xxx + u_xlat1.xyz;
					    u_xlat1.xyz = unity_ObjectToWorld[2].yzx * in_TANGENT0.zzz + u_xlat1.xyz;
					    u_xlat0.x = dot(u_xlat1.xyz, u_xlat1.xyz);
					    u_xlat0.x = inversesqrt(u_xlat0.x);
					    u_xlat1.xyz = u_xlat0.xxx * u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * u_xlat2.zxy;
					    u_xlat3.xyz = u_xlat2.yzx * u_xlat1.yzx + (-u_xlat3.xyz);
					    u_xlat0.x = in_TANGENT0.w * unity_WorldTransformParams.w;
					    u_xlat3.xyz = u_xlat0.xxx * u_xlat3.xyz;
					    vs_TEXCOORD3.y = u_xlat3.x;
					    vs_TEXCOORD3.z = u_xlat2.x;
					    vs_TEXCOORD3.x = u_xlat1.z;
					    vs_TEXCOORD4.x = u_xlat1.x;
					    vs_TEXCOORD5.x = u_xlat1.y;
					    vs_TEXCOORD4.z = u_xlat2.y;
					    vs_TEXCOORD5.z = u_xlat2.z;
					    vs_TEXCOORD4.w = u_xlat0.y;
					    vs_TEXCOORD5.w = u_xlat0.z;
					    vs_TEXCOORD4.y = u_xlat3.y;
					    vs_TEXCOORD5.y = u_xlat3.z;
					    return;
					}"
				}
			}
			Program "fp" {
				SubProgram "d3d11 " {
					Keywords { "SHADOWS_DEPTH" "UNITY_PASS_SHADOWCASTER" }
					"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[5];
						float _Noise1;
						float _Noise2;
						vec4 _Noise_Texture_ST;
						float _Bias;
						float _Scale;
						vec4 _MainColorTintFadeA;
						vec4 _MainTexture_ST;
						vec4 unused_0_8[2];
					};
					uniform  sampler2D _Noise_Texture;
					uniform  sampler2D _MainTexture;
					uniform  sampler3D _DitherMaskLOD;
					in  vec2 vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec4 u_xlat6;
					vec2 u_xlat7;
					vec3 u_xlat9;
					vec2 u_xlat14;
					vec2 u_xlat16;
					bool u_xlatb21;
					bool u_xlatb22;
					void main()
					{
					vec4 hlslcc_FragCoord = vec4(gl_FragCoord.xyz, 1.0/gl_FragCoord.w);
					    u_xlat0.xy = vs_TEXCOORD1.xy * vec2(vec2(_Noise1, _Noise1));
					    u_xlat0.x = dot(u_xlat0.xy, vec2(0.366025418, 0.366025418));
					    u_xlat0.xy = vs_TEXCOORD1.xy * vec2(vec2(_Noise1, _Noise1)) + u_xlat0.xx;
					    u_xlat0.xy = floor(u_xlat0.xy);
					    u_xlat14.xy = u_xlat0.xy * vec2(0.00346020772, 0.00346020772);
					    u_xlat14.xy = floor(u_xlat14.xy);
					    u_xlat14.xy = (-u_xlat14.xy) * vec2(289.0, 289.0) + u_xlat0.xy;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(1.0);
					    u_xlat2.xy = vs_TEXCOORD1.xy * vec2(vec2(_Noise1, _Noise1)) + (-u_xlat0.xy);
					    u_xlat0.x = dot(u_xlat0.xy, vec2(0.211324871, 0.211324871));
					    u_xlat0.xy = u_xlat0.xx + u_xlat2.xy;
					    u_xlatb22 = u_xlat0.y<u_xlat0.x;
					    u_xlat2 = (bool(u_xlatb22)) ? vec4(1.0, 0.0, -1.0, -0.0) : vec4(0.0, 1.0, -0.0, -1.0);
					    u_xlat1.y = u_xlat2.y;
					    u_xlat1.xyz = u_xlat14.yyy + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat3.xyz = floor(u_xlat3.xyz);
					    u_xlat1.xyz = (-u_xlat3.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat14.xxx + u_xlat1.xyz;
					    u_xlat3.x = float(0.0);
					    u_xlat3.z = float(1.0);
					    u_xlat3.y = u_xlat2.x;
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat3.xyz = floor(u_xlat3.xyz);
					    u_xlat1.xyz = (-u_xlat3.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(0.024390243, 0.024390243, 0.024390243);
					    u_xlat1.xyz = fract(u_xlat1.xyz);
					    u_xlat3.xyz = u_xlat1.xyz * vec3(2.0, 2.0, 2.0) + vec3(-0.5, -0.5, -0.5);
					    u_xlat1.xyz = u_xlat1.xyz * vec3(2.0, 2.0, 2.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat3.xyz = floor(u_xlat3.xyz);
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat3.xyz);
					    u_xlat1.xyz = abs(u_xlat1.xyz) + vec3(-0.5, -0.5, -0.5);
					    u_xlat4.xyz = u_xlat1.xyz * u_xlat1.xyz;
					    u_xlat4.xyz = u_xlat3.xyz * u_xlat3.xyz + u_xlat4.xyz;
					    u_xlat4.xyz = (-u_xlat4.xyz) * vec3(0.853734732, 0.853734732, 0.853734732) + vec3(1.79284286, 1.79284286, 1.79284286);
					    u_xlat5.x = dot(u_xlat0.xy, u_xlat0.xy);
					    u_xlat6 = u_xlat0.xyxy + vec4(0.211324871, 0.211324871, -0.577350259, -0.577350259);
					    u_xlat6.xy = u_xlat2.zw + u_xlat6.xy;
					    u_xlat5.y = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat5.z = dot(u_xlat6.zw, u_xlat6.zw);
					    u_xlat2.xyz = (-u_xlat5.xyz) + vec3(0.5, 0.5, 0.5);
					    u_xlat2.xyz = max(u_xlat2.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * u_xlat2.xyz;
					    u_xlat7.x = u_xlat0.y * u_xlat1.x;
					    u_xlat14.xy = u_xlat1.yz * u_xlat6.yw;
					    u_xlat1.yz = u_xlat3.yz * u_xlat6.xz + u_xlat14.xy;
					    u_xlat1.x = u_xlat3.x * u_xlat0.x + u_xlat7.x;
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat1.xyz);
					    u_xlat0.x = u_xlat0.x * 130.0;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(1.0);
					    u_xlat7.x = _Noise1 * _Noise2;
					    u_xlat14.xy = u_xlat7.xx * vs_TEXCOORD1.xy;
					    u_xlat14.x = dot(u_xlat14.xy, vec2(0.366025418, 0.366025418));
					    u_xlat14.xy = vs_TEXCOORD1.xy * u_xlat7.xx + u_xlat14.xx;
					    u_xlat14.xy = floor(u_xlat14.xy);
					    u_xlat2.xy = u_xlat14.xy * vec2(0.00346020772, 0.00346020772);
					    u_xlat2.xy = floor(u_xlat2.xy);
					    u_xlat2.xy = (-u_xlat2.xy) * vec2(289.0, 289.0) + u_xlat14.xy;
					    u_xlat16.xy = vs_TEXCOORD1.xy * u_xlat7.xx + (-u_xlat14.xy);
					    u_xlat7.x = dot(u_xlat14.xy, vec2(0.211324871, 0.211324871));
					    u_xlat7.xy = u_xlat7.xx + u_xlat16.xy;
					    u_xlatb21 = u_xlat7.y<u_xlat7.x;
					    u_xlat3 = (bool(u_xlatb21)) ? vec4(1.0, 0.0, -1.0, -0.0) : vec4(0.0, 1.0, -0.0, -1.0);
					    u_xlat1.y = u_xlat3.y;
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat2.yyy;
					    u_xlat9.xyz = u_xlat1.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat9.xyz;
					    u_xlat9.xyz = u_xlat1.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat9.xyz = floor(u_xlat9.xyz);
					    u_xlat1.xyz = (-u_xlat9.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xxx + u_xlat1.xyz;
					    u_xlat2.x = float(0.0);
					    u_xlat2.z = float(1.0);
					    u_xlat2.y = u_xlat3.x;
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat1.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat1.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat2.xyz = floor(u_xlat2.xyz);
					    u_xlat1.xyz = (-u_xlat2.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(0.024390243, 0.024390243, 0.024390243);
					    u_xlat1.xyz = fract(u_xlat1.xyz);
					    u_xlat2.xyz = u_xlat1.xyz * vec3(2.0, 2.0, 2.0) + vec3(-0.5, -0.5, -0.5);
					    u_xlat1.xyz = u_xlat1.xyz * vec3(2.0, 2.0, 2.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat2.xyz = floor(u_xlat2.xyz);
					    u_xlat2.xyz = u_xlat1.xyz + (-u_xlat2.xyz);
					    u_xlat1.xyz = abs(u_xlat1.xyz) + vec3(-0.5, -0.5, -0.5);
					    u_xlat4.xyz = u_xlat1.xyz * u_xlat1.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat2.xyz + u_xlat4.xyz;
					    u_xlat4.xyz = (-u_xlat4.xyz) * vec3(0.853734732, 0.853734732, 0.853734732) + vec3(1.79284286, 1.79284286, 1.79284286);
					    u_xlat5.x = dot(u_xlat7.xy, u_xlat7.xy);
					    u_xlat6 = u_xlat7.xyxy + vec4(0.211324871, 0.211324871, -0.577350259, -0.577350259);
					    u_xlat6.xy = u_xlat3.zw + u_xlat6.xy;
					    u_xlat5.y = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat5.z = dot(u_xlat6.zw, u_xlat6.zw);
					    u_xlat3.xyz = (-u_xlat5.xyz) + vec3(0.5, 0.5, 0.5);
					    u_xlat3.xyz = max(u_xlat3.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat3.xyz = u_xlat3.xyz * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat4.xyz * u_xlat3.xyz;
					    u_xlat14.x = u_xlat7.y * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.yz * u_xlat6.yw;
					    u_xlat1.yz = u_xlat2.yz * u_xlat6.xz + u_xlat1.xy;
					    u_xlat1.x = u_xlat2.x * u_xlat7.x + u_xlat14.x;
					    u_xlat7.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat0.x = u_xlat7.x * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 130.0;
					    u_xlat7.xy = vs_TEXCOORD1.xy * _Noise_Texture_ST.xy + _Noise_Texture_ST.zw;
					    u_xlat1 = texture(_Noise_Texture, u_xlat7.xy);
					    u_xlat0.x = (-u_xlat0.x) * u_xlat1.x + _Bias;
					    u_xlat0.x = u_xlat0.x + 1.0;
					    u_xlat0.x = u_xlat0.x * _Scale;
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat7.x = _Bias * 3.0;
					    u_xlat0.x = u_xlat0.x * u_xlat7.x;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat7.xy = vs_TEXCOORD1.xy * _MainTexture_ST.xy + _MainTexture_ST.zw;
					    u_xlat1 = texture(_MainTexture, u_xlat7.xy);
					    u_xlat0.x = u_xlat0.x * u_xlat1.w;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x;
					    u_xlat7.x = u_xlat0.x * u_xlat0.x;
					    u_xlat0.x = u_xlat7.x * u_xlat0.x;
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.x = u_xlat0.x * _MainColorTintFadeA.w;
					    u_xlat0.z = u_xlat0.x * 0.9375;
					    u_xlat0.xy = hlslcc_FragCoord.xy * vec2(0.25, 0.25);
					    u_xlat0 = texture(_DitherMaskLOD, u_xlat0.xyz);
					    u_xlat0.x = u_xlat0.w + -0.00999999978;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    SV_Target0 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SHADOWS_DEPTH" "UNITY_PASS_SHADOWCASTER" "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[5];
						float _Noise1;
						float _Noise2;
						vec4 _Noise_Texture_ST;
						float _Bias;
						float _Scale;
						vec4 _MainColorTintFadeA;
						vec4 _MainTexture_ST;
						vec4 unused_0_8[2];
					};
					uniform  sampler2D _Noise_Texture;
					uniform  sampler2D _MainTexture;
					uniform  sampler3D _DitherMaskLOD;
					in  vec2 vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec4 u_xlat6;
					vec2 u_xlat7;
					vec3 u_xlat9;
					vec2 u_xlat14;
					vec2 u_xlat16;
					bool u_xlatb21;
					bool u_xlatb22;
					void main()
					{
					vec4 hlslcc_FragCoord = vec4(gl_FragCoord.xyz, 1.0/gl_FragCoord.w);
					    u_xlat0.xy = vs_TEXCOORD1.xy * vec2(vec2(_Noise1, _Noise1));
					    u_xlat0.x = dot(u_xlat0.xy, vec2(0.366025418, 0.366025418));
					    u_xlat0.xy = vs_TEXCOORD1.xy * vec2(vec2(_Noise1, _Noise1)) + u_xlat0.xx;
					    u_xlat0.xy = floor(u_xlat0.xy);
					    u_xlat14.xy = u_xlat0.xy * vec2(0.00346020772, 0.00346020772);
					    u_xlat14.xy = floor(u_xlat14.xy);
					    u_xlat14.xy = (-u_xlat14.xy) * vec2(289.0, 289.0) + u_xlat0.xy;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(1.0);
					    u_xlat2.xy = vs_TEXCOORD1.xy * vec2(vec2(_Noise1, _Noise1)) + (-u_xlat0.xy);
					    u_xlat0.x = dot(u_xlat0.xy, vec2(0.211324871, 0.211324871));
					    u_xlat0.xy = u_xlat0.xx + u_xlat2.xy;
					    u_xlatb22 = u_xlat0.y<u_xlat0.x;
					    u_xlat2 = (bool(u_xlatb22)) ? vec4(1.0, 0.0, -1.0, -0.0) : vec4(0.0, 1.0, -0.0, -1.0);
					    u_xlat1.y = u_xlat2.y;
					    u_xlat1.xyz = u_xlat14.yyy + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat3.xyz = floor(u_xlat3.xyz);
					    u_xlat1.xyz = (-u_xlat3.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat14.xxx + u_xlat1.xyz;
					    u_xlat3.x = float(0.0);
					    u_xlat3.z = float(1.0);
					    u_xlat3.y = u_xlat2.x;
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat3.xyz = floor(u_xlat3.xyz);
					    u_xlat1.xyz = (-u_xlat3.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(0.024390243, 0.024390243, 0.024390243);
					    u_xlat1.xyz = fract(u_xlat1.xyz);
					    u_xlat3.xyz = u_xlat1.xyz * vec3(2.0, 2.0, 2.0) + vec3(-0.5, -0.5, -0.5);
					    u_xlat1.xyz = u_xlat1.xyz * vec3(2.0, 2.0, 2.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat3.xyz = floor(u_xlat3.xyz);
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat3.xyz);
					    u_xlat1.xyz = abs(u_xlat1.xyz) + vec3(-0.5, -0.5, -0.5);
					    u_xlat4.xyz = u_xlat1.xyz * u_xlat1.xyz;
					    u_xlat4.xyz = u_xlat3.xyz * u_xlat3.xyz + u_xlat4.xyz;
					    u_xlat4.xyz = (-u_xlat4.xyz) * vec3(0.853734732, 0.853734732, 0.853734732) + vec3(1.79284286, 1.79284286, 1.79284286);
					    u_xlat5.x = dot(u_xlat0.xy, u_xlat0.xy);
					    u_xlat6 = u_xlat0.xyxy + vec4(0.211324871, 0.211324871, -0.577350259, -0.577350259);
					    u_xlat6.xy = u_xlat2.zw + u_xlat6.xy;
					    u_xlat5.y = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat5.z = dot(u_xlat6.zw, u_xlat6.zw);
					    u_xlat2.xyz = (-u_xlat5.xyz) + vec3(0.5, 0.5, 0.5);
					    u_xlat2.xyz = max(u_xlat2.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * u_xlat2.xyz;
					    u_xlat7.x = u_xlat0.y * u_xlat1.x;
					    u_xlat14.xy = u_xlat1.yz * u_xlat6.yw;
					    u_xlat1.yz = u_xlat3.yz * u_xlat6.xz + u_xlat14.xy;
					    u_xlat1.x = u_xlat3.x * u_xlat0.x + u_xlat7.x;
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat1.xyz);
					    u_xlat0.x = u_xlat0.x * 130.0;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(1.0);
					    u_xlat7.x = _Noise1 * _Noise2;
					    u_xlat14.xy = u_xlat7.xx * vs_TEXCOORD1.xy;
					    u_xlat14.x = dot(u_xlat14.xy, vec2(0.366025418, 0.366025418));
					    u_xlat14.xy = vs_TEXCOORD1.xy * u_xlat7.xx + u_xlat14.xx;
					    u_xlat14.xy = floor(u_xlat14.xy);
					    u_xlat2.xy = u_xlat14.xy * vec2(0.00346020772, 0.00346020772);
					    u_xlat2.xy = floor(u_xlat2.xy);
					    u_xlat2.xy = (-u_xlat2.xy) * vec2(289.0, 289.0) + u_xlat14.xy;
					    u_xlat16.xy = vs_TEXCOORD1.xy * u_xlat7.xx + (-u_xlat14.xy);
					    u_xlat7.x = dot(u_xlat14.xy, vec2(0.211324871, 0.211324871));
					    u_xlat7.xy = u_xlat7.xx + u_xlat16.xy;
					    u_xlatb21 = u_xlat7.y<u_xlat7.x;
					    u_xlat3 = (bool(u_xlatb21)) ? vec4(1.0, 0.0, -1.0, -0.0) : vec4(0.0, 1.0, -0.0, -1.0);
					    u_xlat1.y = u_xlat3.y;
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat2.yyy;
					    u_xlat9.xyz = u_xlat1.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat9.xyz;
					    u_xlat9.xyz = u_xlat1.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat9.xyz = floor(u_xlat9.xyz);
					    u_xlat1.xyz = (-u_xlat9.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xxx + u_xlat1.xyz;
					    u_xlat2.x = float(0.0);
					    u_xlat2.z = float(1.0);
					    u_xlat2.y = u_xlat3.x;
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat1.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat1.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat2.xyz = floor(u_xlat2.xyz);
					    u_xlat1.xyz = (-u_xlat2.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(0.024390243, 0.024390243, 0.024390243);
					    u_xlat1.xyz = fract(u_xlat1.xyz);
					    u_xlat2.xyz = u_xlat1.xyz * vec3(2.0, 2.0, 2.0) + vec3(-0.5, -0.5, -0.5);
					    u_xlat1.xyz = u_xlat1.xyz * vec3(2.0, 2.0, 2.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat2.xyz = floor(u_xlat2.xyz);
					    u_xlat2.xyz = u_xlat1.xyz + (-u_xlat2.xyz);
					    u_xlat1.xyz = abs(u_xlat1.xyz) + vec3(-0.5, -0.5, -0.5);
					    u_xlat4.xyz = u_xlat1.xyz * u_xlat1.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat2.xyz + u_xlat4.xyz;
					    u_xlat4.xyz = (-u_xlat4.xyz) * vec3(0.853734732, 0.853734732, 0.853734732) + vec3(1.79284286, 1.79284286, 1.79284286);
					    u_xlat5.x = dot(u_xlat7.xy, u_xlat7.xy);
					    u_xlat6 = u_xlat7.xyxy + vec4(0.211324871, 0.211324871, -0.577350259, -0.577350259);
					    u_xlat6.xy = u_xlat3.zw + u_xlat6.xy;
					    u_xlat5.y = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat5.z = dot(u_xlat6.zw, u_xlat6.zw);
					    u_xlat3.xyz = (-u_xlat5.xyz) + vec3(0.5, 0.5, 0.5);
					    u_xlat3.xyz = max(u_xlat3.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat3.xyz = u_xlat3.xyz * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat4.xyz * u_xlat3.xyz;
					    u_xlat14.x = u_xlat7.y * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.yz * u_xlat6.yw;
					    u_xlat1.yz = u_xlat2.yz * u_xlat6.xz + u_xlat1.xy;
					    u_xlat1.x = u_xlat2.x * u_xlat7.x + u_xlat14.x;
					    u_xlat7.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat0.x = u_xlat7.x * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 130.0;
					    u_xlat7.xy = vs_TEXCOORD1.xy * _Noise_Texture_ST.xy + _Noise_Texture_ST.zw;
					    u_xlat1 = texture(_Noise_Texture, u_xlat7.xy);
					    u_xlat0.x = (-u_xlat0.x) * u_xlat1.x + _Bias;
					    u_xlat0.x = u_xlat0.x + 1.0;
					    u_xlat0.x = u_xlat0.x * _Scale;
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat7.x = _Bias * 3.0;
					    u_xlat0.x = u_xlat0.x * u_xlat7.x;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat7.xy = vs_TEXCOORD1.xy * _MainTexture_ST.xy + _MainTexture_ST.zw;
					    u_xlat1 = texture(_MainTexture, u_xlat7.xy);
					    u_xlat0.x = u_xlat0.x * u_xlat1.w;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x;
					    u_xlat7.x = u_xlat0.x * u_xlat0.x;
					    u_xlat0.x = u_xlat7.x * u_xlat0.x;
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.x = u_xlat0.x * _MainColorTintFadeA.w;
					    u_xlat0.z = u_xlat0.x * 0.9375;
					    u_xlat0.xy = hlslcc_FragCoord.xy * vec2(0.25, 0.25);
					    u_xlat0 = texture(_DitherMaskLOD, u_xlat0.xyz);
					    u_xlat0.x = u_xlat0.w + -0.00999999978;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    SV_Target0 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SHADOWS_CUBE" "UNITY_PASS_SHADOWCASTER" }
					"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[5];
						float _Noise1;
						float _Noise2;
						vec4 _Noise_Texture_ST;
						float _Bias;
						float _Scale;
						vec4 _MainColorTintFadeA;
						vec4 _MainTexture_ST;
						vec4 unused_0_8[2];
					};
					uniform  sampler2D _Noise_Texture;
					uniform  sampler2D _MainTexture;
					uniform  sampler3D _DitherMaskLOD;
					in  vec2 vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec4 u_xlat6;
					vec2 u_xlat7;
					vec3 u_xlat9;
					vec2 u_xlat14;
					vec2 u_xlat16;
					bool u_xlatb21;
					bool u_xlatb22;
					void main()
					{
					vec4 hlslcc_FragCoord = vec4(gl_FragCoord.xyz, 1.0/gl_FragCoord.w);
					    u_xlat0.xy = vs_TEXCOORD1.xy * vec2(vec2(_Noise1, _Noise1));
					    u_xlat0.x = dot(u_xlat0.xy, vec2(0.366025418, 0.366025418));
					    u_xlat0.xy = vs_TEXCOORD1.xy * vec2(vec2(_Noise1, _Noise1)) + u_xlat0.xx;
					    u_xlat0.xy = floor(u_xlat0.xy);
					    u_xlat14.xy = u_xlat0.xy * vec2(0.00346020772, 0.00346020772);
					    u_xlat14.xy = floor(u_xlat14.xy);
					    u_xlat14.xy = (-u_xlat14.xy) * vec2(289.0, 289.0) + u_xlat0.xy;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(1.0);
					    u_xlat2.xy = vs_TEXCOORD1.xy * vec2(vec2(_Noise1, _Noise1)) + (-u_xlat0.xy);
					    u_xlat0.x = dot(u_xlat0.xy, vec2(0.211324871, 0.211324871));
					    u_xlat0.xy = u_xlat0.xx + u_xlat2.xy;
					    u_xlatb22 = u_xlat0.y<u_xlat0.x;
					    u_xlat2 = (bool(u_xlatb22)) ? vec4(1.0, 0.0, -1.0, -0.0) : vec4(0.0, 1.0, -0.0, -1.0);
					    u_xlat1.y = u_xlat2.y;
					    u_xlat1.xyz = u_xlat14.yyy + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat3.xyz = floor(u_xlat3.xyz);
					    u_xlat1.xyz = (-u_xlat3.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat14.xxx + u_xlat1.xyz;
					    u_xlat3.x = float(0.0);
					    u_xlat3.z = float(1.0);
					    u_xlat3.y = u_xlat2.x;
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat3.xyz = floor(u_xlat3.xyz);
					    u_xlat1.xyz = (-u_xlat3.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(0.024390243, 0.024390243, 0.024390243);
					    u_xlat1.xyz = fract(u_xlat1.xyz);
					    u_xlat3.xyz = u_xlat1.xyz * vec3(2.0, 2.0, 2.0) + vec3(-0.5, -0.5, -0.5);
					    u_xlat1.xyz = u_xlat1.xyz * vec3(2.0, 2.0, 2.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat3.xyz = floor(u_xlat3.xyz);
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat3.xyz);
					    u_xlat1.xyz = abs(u_xlat1.xyz) + vec3(-0.5, -0.5, -0.5);
					    u_xlat4.xyz = u_xlat1.xyz * u_xlat1.xyz;
					    u_xlat4.xyz = u_xlat3.xyz * u_xlat3.xyz + u_xlat4.xyz;
					    u_xlat4.xyz = (-u_xlat4.xyz) * vec3(0.853734732, 0.853734732, 0.853734732) + vec3(1.79284286, 1.79284286, 1.79284286);
					    u_xlat5.x = dot(u_xlat0.xy, u_xlat0.xy);
					    u_xlat6 = u_xlat0.xyxy + vec4(0.211324871, 0.211324871, -0.577350259, -0.577350259);
					    u_xlat6.xy = u_xlat2.zw + u_xlat6.xy;
					    u_xlat5.y = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat5.z = dot(u_xlat6.zw, u_xlat6.zw);
					    u_xlat2.xyz = (-u_xlat5.xyz) + vec3(0.5, 0.5, 0.5);
					    u_xlat2.xyz = max(u_xlat2.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * u_xlat2.xyz;
					    u_xlat7.x = u_xlat0.y * u_xlat1.x;
					    u_xlat14.xy = u_xlat1.yz * u_xlat6.yw;
					    u_xlat1.yz = u_xlat3.yz * u_xlat6.xz + u_xlat14.xy;
					    u_xlat1.x = u_xlat3.x * u_xlat0.x + u_xlat7.x;
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat1.xyz);
					    u_xlat0.x = u_xlat0.x * 130.0;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(1.0);
					    u_xlat7.x = _Noise1 * _Noise2;
					    u_xlat14.xy = u_xlat7.xx * vs_TEXCOORD1.xy;
					    u_xlat14.x = dot(u_xlat14.xy, vec2(0.366025418, 0.366025418));
					    u_xlat14.xy = vs_TEXCOORD1.xy * u_xlat7.xx + u_xlat14.xx;
					    u_xlat14.xy = floor(u_xlat14.xy);
					    u_xlat2.xy = u_xlat14.xy * vec2(0.00346020772, 0.00346020772);
					    u_xlat2.xy = floor(u_xlat2.xy);
					    u_xlat2.xy = (-u_xlat2.xy) * vec2(289.0, 289.0) + u_xlat14.xy;
					    u_xlat16.xy = vs_TEXCOORD1.xy * u_xlat7.xx + (-u_xlat14.xy);
					    u_xlat7.x = dot(u_xlat14.xy, vec2(0.211324871, 0.211324871));
					    u_xlat7.xy = u_xlat7.xx + u_xlat16.xy;
					    u_xlatb21 = u_xlat7.y<u_xlat7.x;
					    u_xlat3 = (bool(u_xlatb21)) ? vec4(1.0, 0.0, -1.0, -0.0) : vec4(0.0, 1.0, -0.0, -1.0);
					    u_xlat1.y = u_xlat3.y;
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat2.yyy;
					    u_xlat9.xyz = u_xlat1.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat9.xyz;
					    u_xlat9.xyz = u_xlat1.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat9.xyz = floor(u_xlat9.xyz);
					    u_xlat1.xyz = (-u_xlat9.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xxx + u_xlat1.xyz;
					    u_xlat2.x = float(0.0);
					    u_xlat2.z = float(1.0);
					    u_xlat2.y = u_xlat3.x;
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat1.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat1.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat2.xyz = floor(u_xlat2.xyz);
					    u_xlat1.xyz = (-u_xlat2.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(0.024390243, 0.024390243, 0.024390243);
					    u_xlat1.xyz = fract(u_xlat1.xyz);
					    u_xlat2.xyz = u_xlat1.xyz * vec3(2.0, 2.0, 2.0) + vec3(-0.5, -0.5, -0.5);
					    u_xlat1.xyz = u_xlat1.xyz * vec3(2.0, 2.0, 2.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat2.xyz = floor(u_xlat2.xyz);
					    u_xlat2.xyz = u_xlat1.xyz + (-u_xlat2.xyz);
					    u_xlat1.xyz = abs(u_xlat1.xyz) + vec3(-0.5, -0.5, -0.5);
					    u_xlat4.xyz = u_xlat1.xyz * u_xlat1.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat2.xyz + u_xlat4.xyz;
					    u_xlat4.xyz = (-u_xlat4.xyz) * vec3(0.853734732, 0.853734732, 0.853734732) + vec3(1.79284286, 1.79284286, 1.79284286);
					    u_xlat5.x = dot(u_xlat7.xy, u_xlat7.xy);
					    u_xlat6 = u_xlat7.xyxy + vec4(0.211324871, 0.211324871, -0.577350259, -0.577350259);
					    u_xlat6.xy = u_xlat3.zw + u_xlat6.xy;
					    u_xlat5.y = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat5.z = dot(u_xlat6.zw, u_xlat6.zw);
					    u_xlat3.xyz = (-u_xlat5.xyz) + vec3(0.5, 0.5, 0.5);
					    u_xlat3.xyz = max(u_xlat3.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat3.xyz = u_xlat3.xyz * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat4.xyz * u_xlat3.xyz;
					    u_xlat14.x = u_xlat7.y * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.yz * u_xlat6.yw;
					    u_xlat1.yz = u_xlat2.yz * u_xlat6.xz + u_xlat1.xy;
					    u_xlat1.x = u_xlat2.x * u_xlat7.x + u_xlat14.x;
					    u_xlat7.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat0.x = u_xlat7.x * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 130.0;
					    u_xlat7.xy = vs_TEXCOORD1.xy * _Noise_Texture_ST.xy + _Noise_Texture_ST.zw;
					    u_xlat1 = texture(_Noise_Texture, u_xlat7.xy);
					    u_xlat0.x = (-u_xlat0.x) * u_xlat1.x + _Bias;
					    u_xlat0.x = u_xlat0.x + 1.0;
					    u_xlat0.x = u_xlat0.x * _Scale;
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat7.x = _Bias * 3.0;
					    u_xlat0.x = u_xlat0.x * u_xlat7.x;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat7.xy = vs_TEXCOORD1.xy * _MainTexture_ST.xy + _MainTexture_ST.zw;
					    u_xlat1 = texture(_MainTexture, u_xlat7.xy);
					    u_xlat0.x = u_xlat0.x * u_xlat1.w;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x;
					    u_xlat7.x = u_xlat0.x * u_xlat0.x;
					    u_xlat0.x = u_xlat7.x * u_xlat0.x;
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.x = u_xlat0.x * _MainColorTintFadeA.w;
					    u_xlat0.z = u_xlat0.x * 0.9375;
					    u_xlat0.xy = hlslcc_FragCoord.xy * vec2(0.25, 0.25);
					    u_xlat0 = texture(_DitherMaskLOD, u_xlat0.xyz);
					    u_xlat0.x = u_xlat0.w + -0.00999999978;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    SV_Target0 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
				SubProgram "d3d11 " {
					Keywords { "SHADOWS_CUBE" "UNITY_PASS_SHADOWCASTER" "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[5];
						float _Noise1;
						float _Noise2;
						vec4 _Noise_Texture_ST;
						float _Bias;
						float _Scale;
						vec4 _MainColorTintFadeA;
						vec4 _MainTexture_ST;
						vec4 unused_0_8[2];
					};
					uniform  sampler2D _Noise_Texture;
					uniform  sampler2D _MainTexture;
					uniform  sampler3D _DitherMaskLOD;
					in  vec2 vs_TEXCOORD1;
					layout(location = 0) out vec4 SV_Target0;
					vec4 u_xlat0;
					bool u_xlatb0;
					vec4 u_xlat1;
					vec4 u_xlat2;
					vec4 u_xlat3;
					vec3 u_xlat4;
					vec3 u_xlat5;
					vec4 u_xlat6;
					vec2 u_xlat7;
					vec3 u_xlat9;
					vec2 u_xlat14;
					vec2 u_xlat16;
					bool u_xlatb21;
					bool u_xlatb22;
					void main()
					{
					vec4 hlslcc_FragCoord = vec4(gl_FragCoord.xyz, 1.0/gl_FragCoord.w);
					    u_xlat0.xy = vs_TEXCOORD1.xy * vec2(vec2(_Noise1, _Noise1));
					    u_xlat0.x = dot(u_xlat0.xy, vec2(0.366025418, 0.366025418));
					    u_xlat0.xy = vs_TEXCOORD1.xy * vec2(vec2(_Noise1, _Noise1)) + u_xlat0.xx;
					    u_xlat0.xy = floor(u_xlat0.xy);
					    u_xlat14.xy = u_xlat0.xy * vec2(0.00346020772, 0.00346020772);
					    u_xlat14.xy = floor(u_xlat14.xy);
					    u_xlat14.xy = (-u_xlat14.xy) * vec2(289.0, 289.0) + u_xlat0.xy;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(1.0);
					    u_xlat2.xy = vs_TEXCOORD1.xy * vec2(vec2(_Noise1, _Noise1)) + (-u_xlat0.xy);
					    u_xlat0.x = dot(u_xlat0.xy, vec2(0.211324871, 0.211324871));
					    u_xlat0.xy = u_xlat0.xx + u_xlat2.xy;
					    u_xlatb22 = u_xlat0.y<u_xlat0.x;
					    u_xlat2 = (bool(u_xlatb22)) ? vec4(1.0, 0.0, -1.0, -0.0) : vec4(0.0, 1.0, -0.0, -1.0);
					    u_xlat1.y = u_xlat2.y;
					    u_xlat1.xyz = u_xlat14.yyy + u_xlat1.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat3.xyz = floor(u_xlat3.xyz);
					    u_xlat1.xyz = (-u_xlat3.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat14.xxx + u_xlat1.xyz;
					    u_xlat3.x = float(0.0);
					    u_xlat3.z = float(1.0);
					    u_xlat3.y = u_xlat2.x;
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat1.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat3.xyz = floor(u_xlat3.xyz);
					    u_xlat1.xyz = (-u_xlat3.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(0.024390243, 0.024390243, 0.024390243);
					    u_xlat1.xyz = fract(u_xlat1.xyz);
					    u_xlat3.xyz = u_xlat1.xyz * vec3(2.0, 2.0, 2.0) + vec3(-0.5, -0.5, -0.5);
					    u_xlat1.xyz = u_xlat1.xyz * vec3(2.0, 2.0, 2.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat3.xyz = floor(u_xlat3.xyz);
					    u_xlat3.xyz = u_xlat1.xyz + (-u_xlat3.xyz);
					    u_xlat1.xyz = abs(u_xlat1.xyz) + vec3(-0.5, -0.5, -0.5);
					    u_xlat4.xyz = u_xlat1.xyz * u_xlat1.xyz;
					    u_xlat4.xyz = u_xlat3.xyz * u_xlat3.xyz + u_xlat4.xyz;
					    u_xlat4.xyz = (-u_xlat4.xyz) * vec3(0.853734732, 0.853734732, 0.853734732) + vec3(1.79284286, 1.79284286, 1.79284286);
					    u_xlat5.x = dot(u_xlat0.xy, u_xlat0.xy);
					    u_xlat6 = u_xlat0.xyxy + vec4(0.211324871, 0.211324871, -0.577350259, -0.577350259);
					    u_xlat6.xy = u_xlat2.zw + u_xlat6.xy;
					    u_xlat5.y = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat5.z = dot(u_xlat6.zw, u_xlat6.zw);
					    u_xlat2.xyz = (-u_xlat5.xyz) + vec3(0.5, 0.5, 0.5);
					    u_xlat2.xyz = max(u_xlat2.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat2.xyz * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat4.xyz * u_xlat2.xyz;
					    u_xlat7.x = u_xlat0.y * u_xlat1.x;
					    u_xlat14.xy = u_xlat1.yz * u_xlat6.yw;
					    u_xlat1.yz = u_xlat3.yz * u_xlat6.xz + u_xlat14.xy;
					    u_xlat1.x = u_xlat3.x * u_xlat0.x + u_xlat7.x;
					    u_xlat0.x = dot(u_xlat2.xyz, u_xlat1.xyz);
					    u_xlat0.x = u_xlat0.x * 130.0;
					    u_xlat1.x = float(0.0);
					    u_xlat1.z = float(1.0);
					    u_xlat7.x = _Noise1 * _Noise2;
					    u_xlat14.xy = u_xlat7.xx * vs_TEXCOORD1.xy;
					    u_xlat14.x = dot(u_xlat14.xy, vec2(0.366025418, 0.366025418));
					    u_xlat14.xy = vs_TEXCOORD1.xy * u_xlat7.xx + u_xlat14.xx;
					    u_xlat14.xy = floor(u_xlat14.xy);
					    u_xlat2.xy = u_xlat14.xy * vec2(0.00346020772, 0.00346020772);
					    u_xlat2.xy = floor(u_xlat2.xy);
					    u_xlat2.xy = (-u_xlat2.xy) * vec2(289.0, 289.0) + u_xlat14.xy;
					    u_xlat16.xy = vs_TEXCOORD1.xy * u_xlat7.xx + (-u_xlat14.xy);
					    u_xlat7.x = dot(u_xlat14.xy, vec2(0.211324871, 0.211324871));
					    u_xlat7.xy = u_xlat7.xx + u_xlat16.xy;
					    u_xlatb21 = u_xlat7.y<u_xlat7.x;
					    u_xlat3 = (bool(u_xlatb21)) ? vec4(1.0, 0.0, -1.0, -0.0) : vec4(0.0, 1.0, -0.0, -1.0);
					    u_xlat1.y = u_xlat3.y;
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat2.yyy;
					    u_xlat9.xyz = u_xlat1.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat9.xyz;
					    u_xlat9.xyz = u_xlat1.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat9.xyz = floor(u_xlat9.xyz);
					    u_xlat1.xyz = (-u_xlat9.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat2.xxx + u_xlat1.xyz;
					    u_xlat2.x = float(0.0);
					    u_xlat2.z = float(1.0);
					    u_xlat2.y = u_xlat3.x;
					    u_xlat1.xyz = u_xlat1.xyz + u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat1.xyz * vec3(34.0, 34.0, 34.0) + vec3(1.0, 1.0, 1.0);
					    u_xlat1.xyz = u_xlat1.xyz * u_xlat2.xyz;
					    u_xlat2.xyz = u_xlat1.xyz * vec3(0.00346020772, 0.00346020772, 0.00346020772);
					    u_xlat2.xyz = floor(u_xlat2.xyz);
					    u_xlat1.xyz = (-u_xlat2.xyz) * vec3(289.0, 289.0, 289.0) + u_xlat1.xyz;
					    u_xlat1.xyz = u_xlat1.xyz * vec3(0.024390243, 0.024390243, 0.024390243);
					    u_xlat1.xyz = fract(u_xlat1.xyz);
					    u_xlat2.xyz = u_xlat1.xyz * vec3(2.0, 2.0, 2.0) + vec3(-0.5, -0.5, -0.5);
					    u_xlat1.xyz = u_xlat1.xyz * vec3(2.0, 2.0, 2.0) + vec3(-1.0, -1.0, -1.0);
					    u_xlat2.xyz = floor(u_xlat2.xyz);
					    u_xlat2.xyz = u_xlat1.xyz + (-u_xlat2.xyz);
					    u_xlat1.xyz = abs(u_xlat1.xyz) + vec3(-0.5, -0.5, -0.5);
					    u_xlat4.xyz = u_xlat1.xyz * u_xlat1.xyz;
					    u_xlat4.xyz = u_xlat2.xyz * u_xlat2.xyz + u_xlat4.xyz;
					    u_xlat4.xyz = (-u_xlat4.xyz) * vec3(0.853734732, 0.853734732, 0.853734732) + vec3(1.79284286, 1.79284286, 1.79284286);
					    u_xlat5.x = dot(u_xlat7.xy, u_xlat7.xy);
					    u_xlat6 = u_xlat7.xyxy + vec4(0.211324871, 0.211324871, -0.577350259, -0.577350259);
					    u_xlat6.xy = u_xlat3.zw + u_xlat6.xy;
					    u_xlat5.y = dot(u_xlat6.xy, u_xlat6.xy);
					    u_xlat5.z = dot(u_xlat6.zw, u_xlat6.zw);
					    u_xlat3.xyz = (-u_xlat5.xyz) + vec3(0.5, 0.5, 0.5);
					    u_xlat3.xyz = max(u_xlat3.xyz, vec3(0.0, 0.0, 0.0));
					    u_xlat3.xyz = u_xlat3.xyz * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat3.xyz * u_xlat3.xyz;
					    u_xlat3.xyz = u_xlat4.xyz * u_xlat3.xyz;
					    u_xlat14.x = u_xlat7.y * u_xlat1.x;
					    u_xlat1.xy = u_xlat1.yz * u_xlat6.yw;
					    u_xlat1.yz = u_xlat2.yz * u_xlat6.xz + u_xlat1.xy;
					    u_xlat1.x = u_xlat2.x * u_xlat7.x + u_xlat14.x;
					    u_xlat7.x = dot(u_xlat3.xyz, u_xlat1.xyz);
					    u_xlat0.x = u_xlat7.x * u_xlat0.x;
					    u_xlat0.x = u_xlat0.x * 130.0;
					    u_xlat7.xy = vs_TEXCOORD1.xy * _Noise_Texture_ST.xy + _Noise_Texture_ST.zw;
					    u_xlat1 = texture(_Noise_Texture, u_xlat7.xy);
					    u_xlat0.x = (-u_xlat0.x) * u_xlat1.x + _Bias;
					    u_xlat0.x = u_xlat0.x + 1.0;
					    u_xlat0.x = u_xlat0.x * _Scale;
					    u_xlat0.x = log2(u_xlat0.x);
					    u_xlat7.x = _Bias * 3.0;
					    u_xlat0.x = u_xlat0.x * u_xlat7.x;
					    u_xlat0.x = exp2(u_xlat0.x);
					    u_xlat7.xy = vs_TEXCOORD1.xy * _MainTexture_ST.xy + _MainTexture_ST.zw;
					    u_xlat1 = texture(_MainTexture, u_xlat7.xy);
					    u_xlat0.x = u_xlat0.x * u_xlat1.w;
					    u_xlat0.x = u_xlat0.x * u_xlat0.x;
					    u_xlat7.x = u_xlat0.x * u_xlat0.x;
					    u_xlat0.x = u_xlat7.x * u_xlat0.x;
					    u_xlat0.x = min(u_xlat0.x, 1.0);
					    u_xlat0.x = u_xlat0.x * _MainColorTintFadeA.w;
					    u_xlat0.z = u_xlat0.x * 0.9375;
					    u_xlat0.xy = hlslcc_FragCoord.xy * vec2(0.25, 0.25);
					    u_xlat0 = texture(_DitherMaskLOD, u_xlat0.xyz);
					    u_xlat0.x = u_xlat0.w + -0.00999999978;
					    u_xlatb0 = u_xlat0.x<0.0;
					    if(((int(u_xlatb0) * int(0xffffffffu)))!=0){discard;}
					    SV_Target0 = vec4(0.0, 0.0, 0.0, 0.0);
					    return;
					}"
				}
			}
		}
	}
	Fallback "Diffuse"
	CustomEditor "ASEMaterialInspector"
}