// Curved World <http://u3d.as/1W8h>
// Copyright (c) Amazing Assets <https://amazingassets.world>
 
Shader "Amazing Assets/Curved World/Nature/Tree Creator Bark Optimized" 
{
Properties {

[HideInInspector][CurvedWorldBendSettings]	  _CurvedWorldBendSettings("0|1|1", Vector) = (0, 0, 0, 0)


    _Color ("Main Color", Color) = (1,1,1,1)
    _MainTex ("Base (RGB) Alpha (A)", 2D) = "white" {}
    _BumpSpecMap ("Normalmap (GA) Spec (R)", 2D) = "bump" {}
    _TranslucencyMap ("Trans (RGB) Gloss(A)", 2D) = "white" {}
    _Cutoff("Alpha cutoff", Range(0,1)) = 0.3

    // These are here only to provide default values
    _SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 1)
    [HideInInspector] _TreeInstanceColor ("TreeInstanceColor", Vector) = (1,1,1,1)
    [HideInInspector] _TreeInstanceScale ("TreeInstanceScale", Vector) = (1,1,1,1)
    [HideInInspector] _SquashAmount ("Squash", Float) = 1
}

SubShader {
    Tags { "IgnoreProjector"="True" "RenderType"="CurvedWorld_TreeBark" }
    LOD 200


	// ------------------------------------------------------------
	// Surface shader code generated out of a CGPROGRAM block:
	

	// ---- forward rendering base pass:
	Pass {
		Name "FORWARD"
		Tags { "LightMode" = "ForwardBase" }

CGPROGRAM
// compile directives
#pragma vertex vert_surf
#pragma fragment frag_surf
#pragma multi_compile_instancing
#pragma multi_compile_fog
#pragma multi_compile_fwdbase noshadowmask nodynlightmap nolightmap
#include "HLSLSupport.cginc"
#define UNITY_INSTANCED_LOD_FADE
#define UNITY_INSTANCED_SH
#define UNITY_INSTANCED_LIGHTMAPSTS
#include "UnityShaderVariables.cginc"
#include "UnityShaderUtilities.cginc"


#pragma multi_compile __ BILLBOARD_FACE_CAMERA_POS



#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE
#define CURVEDWORLD_BEND_ID_1
#pragma shader_feature_local CURVEDWORLD_DISABLED_ON
#pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON



// -------- variant for: <when no other keywords are defined>
#if !defined(INSTANCING_ON)
// Surface shader code generated based on:
// vertex modifier: 'TreeVertBark'
// writes to per-pixel normal: YES
// writes to emission: no
// writes to occlusion: no
// needs world space reflection vector: no
// needs world space normal vector: no
// needs screen space position: no
// needs world space position: no
// needs view direction: no
// needs world space view direction: no
// needs world space position for lighting: YES
// needs world space view direction for lighting: YES
// needs world space view direction for lightmaps: no
// needs vertex color: YES
// needs VFACE: no
// passes tangent-to-world matrix to pixel shader: YES
// reads from normal: no
// 1 texcoords actually used
//   float2 _MainTex
#include "UnityCG.cginc"
//Shader does not support lightmap thus we always want to fallback to SH.
#undef UNITY_SHOULD_SAMPLE_SH
#define UNITY_SHOULD_SAMPLE_SH (!defined(UNITY_PASS_FORWARDADD) && !defined(UNITY_PASS_PREPASSBASE) && !defined(UNITY_PASS_SHADOWCASTER) && !defined(UNITY_PASS_META))
#include "Lighting.cginc"
#include "AutoLight.cginc"

#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;
#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))
#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))



#include "UnityBuiltin3xTreeLibrary.cginc"



sampler2D _MainTex;
sampler2D _BumpSpecMap;
sampler2D _TranslucencyMap;

struct Input {
    float2 uv_MainTex;
    fixed4 color : COLOR;
#if defined(BILLBOARD_FACE_CAMERA_POS)
    float4 screenPos;
#endif
};

void surf (Input IN, inout SurfaceOutput o) {
    fixed4 c = tex2D(_MainTex, IN.uv_MainTex);
    o.Albedo = c.rgb * IN.color.rgb * IN.color.a;

    fixed4 trngls = tex2D (_TranslucencyMap, IN.uv_MainTex);
    o.Gloss = trngls.a * _Color.r;
    o.Alpha = c.a;
#if defined(BILLBOARD_FACE_CAMERA_POS)
    float coverage = 1.0;
    if (_TreeInstanceColor.a < 1.0)
        coverage = ComputeAlphaCoverage(IN.screenPos, _TreeInstanceColor.a);
    o.Alpha *= coverage;
#endif
    half4 norspc = tex2D (_BumpSpecMap, IN.uv_MainTex);
    o.Specular = norspc.r;
    o.Normal = UnpackNormalDXT5nm(norspc);
}


// vertex-to-fragment interpolation data
// no lightmaps:
#ifndef LIGHTMAP_ON
// half-precision fragment shader registers:
#ifdef UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS
#define FOG_COMBINED_WITH_TSPACE
struct v2f_surf {
  UNITY_POSITION(pos);
  float2 pack0 : TEXCOORD0; // _MainTex
  float4 tSpace0 : TEXCOORD1;
  float4 tSpace1 : TEXCOORD2;
  float4 tSpace2 : TEXCOORD3;
  fixed4 color : COLOR0;
  #if UNITY_SHOULD_SAMPLE_SH
  half3 sh : TEXCOORD4; // SH
  #endif
  UNITY_LIGHTING_COORDS(5,6)
  UNITY_VERTEX_INPUT_INSTANCE_ID
  UNITY_VERTEX_OUTPUT_STEREO
};
#endif
// high-precision fragment shader registers:
#ifndef UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS
struct v2f_surf {
  UNITY_POSITION(pos);
  float2 pack0 : TEXCOORD0; // _MainTex
  float4 tSpace0 : TEXCOORD1;
  float4 tSpace1 : TEXCOORD2;
  float4 tSpace2 : TEXCOORD3;
  fixed4 color : COLOR0;
  #if UNITY_SHOULD_SAMPLE_SH
  half3 sh : TEXCOORD4; // SH
  #endif
  UNITY_FOG_COORDS(5)
  UNITY_SHADOW_COORDS(6)
  UNITY_VERTEX_INPUT_INSTANCE_ID
  UNITY_VERTEX_OUTPUT_STEREO
};
#endif
#endif
// with lightmaps:
#ifdef LIGHTMAP_ON
// half-precision fragment shader registers:
#ifdef UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS
#define FOG_COMBINED_WITH_TSPACE
struct v2f_surf {
  UNITY_POSITION(pos);
  float2 pack0 : TEXCOORD0; // _MainTex
  float4 tSpace0 : TEXCOORD1;
  float4 tSpace1 : TEXCOORD2;
  float4 tSpace2 : TEXCOORD3;
  fixed4 color : COLOR0;
  float4 lmap : TEXCOORD4;
  UNITY_LIGHTING_COORDS(5,6)
  UNITY_VERTEX_INPUT_INSTANCE_ID
  UNITY_VERTEX_OUTPUT_STEREO
};
#endif
// high-precision fragment shader registers:
#ifndef UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS
struct v2f_surf {
  UNITY_POSITION(pos);
  float2 pack0 : TEXCOORD0; // _MainTex
  float4 tSpace0 : TEXCOORD1;
  float4 tSpace1 : TEXCOORD2;
  float4 tSpace2 : TEXCOORD3;
  fixed4 color : COLOR0;
  float4 lmap : TEXCOORD4;
  UNITY_FOG_COORDS(5)
  UNITY_SHADOW_COORDS(6)
  UNITY_VERTEX_INPUT_INSTANCE_ID
  UNITY_VERTEX_OUTPUT_STEREO
};
#endif
#endif
float4 _MainTex_ST;

// vertex shader
v2f_surf vert_surf (appdata_full v) {
  UNITY_SETUP_INSTANCE_ID(v);
  v2f_surf o;
  UNITY_INITIALIZE_OUTPUT(v2f_surf,o);
  UNITY_TRANSFER_INSTANCE_ID(v,o);
  UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
  TreeVertBark (v);
  o.pos = UnityObjectToClipPos(v.vertex);
  o.pack0.xy = TRANSFORM_TEX(v.texcoord, _MainTex);
  float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
  float3 worldNormal = UnityObjectToWorldNormal(v.normal);
  fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);
  fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;
  fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;
  o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);
  o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);
  o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);
  o.color = v.color;
  #ifdef LIGHTMAP_ON
  o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
  #endif

  // SH/ambient and vertex lights
  #ifndef LIGHTMAP_ON
    #if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL
      o.sh = 0;
      // Approximated illumination from non-important point lights
      #ifdef VERTEXLIGHT_ON
        o.sh += Shade4PointLights (
          unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,
          unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,
          unity_4LightAtten0, worldPos, worldNormal);
      #endif
      o.sh = ShadeSHPerVertex (worldNormal, o.sh);
    #endif
  #endif // !LIGHTMAP_ON

  UNITY_TRANSFER_LIGHTING(o,v.texcoord1.xy); // pass shadow and, possibly, light cookie coordinates to pixel shader
  #ifdef FOG_COMBINED_WITH_TSPACE
    UNITY_TRANSFER_FOG_COMBINED_WITH_TSPACE(o,o.pos); // pass fog coordinates to pixel shader
  #elif defined (FOG_COMBINED_WITH_WORLD_POS)
    UNITY_TRANSFER_FOG_COMBINED_WITH_WORLD_POS(o,o.pos); // pass fog coordinates to pixel shader
  #else
    UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader
  #endif
  return o;
}

// fragment shader
fixed4 frag_surf (v2f_surf IN) : SV_Target {
  UNITY_SETUP_INSTANCE_ID(IN);
  // prepare and unpack data
  Input surfIN;
  #ifdef FOG_COMBINED_WITH_TSPACE
    UNITY_EXTRACT_FOG_FROM_TSPACE(IN);
  #elif defined (FOG_COMBINED_WITH_WORLD_POS)
    UNITY_EXTRACT_FOG_FROM_WORLD_POS(IN);
  #else
    UNITY_EXTRACT_FOG(IN);
  #endif
  #ifdef FOG_COMBINED_WITH_TSPACE
    UNITY_RECONSTRUCT_TBN(IN);
  #else
    UNITY_EXTRACT_TBN(IN);
  #endif
  UNITY_INITIALIZE_OUTPUT(Input,surfIN);
  surfIN.uv_MainTex.x = 1.0;
  surfIN.color.x = 1.0;
  surfIN.uv_MainTex = IN.pack0.xy;
  float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);
  #ifndef USING_DIRECTIONAL_LIGHT
    fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));
  #else
    fixed3 lightDir = _WorldSpaceLightPos0.xyz;
  #endif
  float3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));
  surfIN.color = IN.color;
  #ifdef UNITY_COMPILER_HLSL
  SurfaceOutput o = (SurfaceOutput)0;
  #else
  SurfaceOutput o;
  #endif
  o.Albedo = 0.0;
  o.Emission = 0.0;
  o.Specular = 0.0;
  o.Alpha = 0.0;
  o.Gloss = 0.0;
  fixed3 normalWorldVertex = fixed3(0,0,1);
  o.Normal = fixed3(0,0,1);

  // call surface function
  surf (surfIN, o);

  // compute lighting & shadowing factor
  UNITY_LIGHT_ATTENUATION(atten, IN, worldPos)
  fixed4 c = 0;
  float3 worldN;
  worldN.x = dot(_unity_tbn_0, o.Normal);
  worldN.y = dot(_unity_tbn_1, o.Normal);
  worldN.z = dot(_unity_tbn_2, o.Normal);
  worldN = normalize(worldN);
  o.Normal = worldN;

  // Setup lighting environment
  UnityGI gi;
  UNITY_INITIALIZE_OUTPUT(UnityGI, gi);
  gi.indirect.diffuse = 0;
  gi.indirect.specular = 0;
  gi.light.color = _LightColor0.rgb;
  gi.light.dir = lightDir;
  // Call GI (lightmaps/SH/reflections) lighting function
  UnityGIInput giInput;
  UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);
  giInput.light = gi.light;
  giInput.worldPos = worldPos;
  giInput.worldViewDir = worldViewDir;
  giInput.atten = atten;
  #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)
    giInput.lightmapUV = IN.lmap;
  #else
    giInput.lightmapUV = 0.0;
  #endif
  #if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL
    giInput.ambient = IN.sh;
  #else
    giInput.ambient.rgb = 0.0;
  #endif
  giInput.probeHDR[0] = unity_SpecCube0_HDR;
  giInput.probeHDR[1] = unity_SpecCube1_HDR;
  #if defined(UNITY_SPECCUBE_BLENDING) || defined(UNITY_SPECCUBE_BOX_PROJECTION)
    giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending
  #endif
  #ifdef UNITY_SPECCUBE_BOX_PROJECTION
    giInput.boxMax[0] = unity_SpecCube0_BoxMax;
    giInput.probePosition[0] = unity_SpecCube0_ProbePosition;
    giInput.boxMax[1] = unity_SpecCube1_BoxMax;
    giInput.boxMin[1] = unity_SpecCube1_BoxMin;
    giInput.probePosition[1] = unity_SpecCube1_ProbePosition;
  #endif
  LightingBlinnPhong_GI(o, giInput, gi);

  // realtime lighting: call lighting function
  c += LightingBlinnPhong (o, worldViewDir, gi);
  UNITY_APPLY_FOG(_unity_fogCoord, c); // apply fog
  UNITY_OPAQUE_ALPHA(c.a);
  return c;
}


#endif

// -------- variant for: INSTANCING_ON 
#if defined(INSTANCING_ON)
// Surface shader code generated based on:
// vertex modifier: 'TreeVertBark'
// writes to per-pixel normal: YES
// writes to emission: no
// writes to occlusion: no
// needs world space reflection vector: no
// needs world space normal vector: no
// needs screen space position: no
// needs world space position: no
// needs view direction: no
// needs world space view direction: no
// needs world space position for lighting: YES
// needs world space view direction for lighting: YES
// needs world space view direction for lightmaps: no
// needs vertex color: YES
// needs VFACE: no
// passes tangent-to-world matrix to pixel shader: YES
// reads from normal: no
// 1 texcoords actually used
//   float2 _MainTex
#include "UnityCG.cginc"
//Shader does not support lightmap thus we always want to fallback to SH.
#undef UNITY_SHOULD_SAMPLE_SH
#define UNITY_SHOULD_SAMPLE_SH (!defined(UNITY_PASS_FORWARDADD) && !defined(UNITY_PASS_PREPASSBASE) && !defined(UNITY_PASS_SHADOWCASTER) && !defined(UNITY_PASS_META))
#include "Lighting.cginc"
#include "AutoLight.cginc"

#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;
#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))
#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))


#include "UnityBuiltin3xTreeLibrary.cginc"



sampler2D _MainTex;
sampler2D _BumpSpecMap;
sampler2D _TranslucencyMap;

struct Input {
    float2 uv_MainTex;
    fixed4 color : COLOR;
#if defined(BILLBOARD_FACE_CAMERA_POS)
    float4 screenPos;
#endif
};

void surf (Input IN, inout SurfaceOutput o) {
    fixed4 c = tex2D(_MainTex, IN.uv_MainTex);
    o.Albedo = c.rgb * IN.color.rgb * IN.color.a;

    fixed4 trngls = tex2D (_TranslucencyMap, IN.uv_MainTex);
    o.Gloss = trngls.a * _Color.r;
    o.Alpha = c.a;
#if defined(BILLBOARD_FACE_CAMERA_POS)
    float coverage = 1.0;
    if (_TreeInstanceColor.a < 1.0)
        coverage = ComputeAlphaCoverage(IN.screenPos, _TreeInstanceColor.a);
    o.Alpha *= coverage;
#endif
    half4 norspc = tex2D (_BumpSpecMap, IN.uv_MainTex);
    o.Specular = norspc.r;
    o.Normal = UnpackNormalDXT5nm(norspc);
}


// vertex-to-fragment interpolation data
// no lightmaps:
#ifndef LIGHTMAP_ON
// half-precision fragment shader registers:
#ifdef UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS
#define FOG_COMBINED_WITH_TSPACE
struct v2f_surf {
  UNITY_POSITION(pos);
  float2 pack0 : TEXCOORD0; // _MainTex
  float4 tSpace0 : TEXCOORD1;
  float4 tSpace1 : TEXCOORD2;
  float4 tSpace2 : TEXCOORD3;
  fixed4 color : COLOR0;
  #if UNITY_SHOULD_SAMPLE_SH
  half3 sh : TEXCOORD4; // SH
  #endif
  UNITY_LIGHTING_COORDS(5,6)
  UNITY_VERTEX_INPUT_INSTANCE_ID
  UNITY_VERTEX_OUTPUT_STEREO
};
#endif
// high-precision fragment shader registers:
#ifndef UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS
struct v2f_surf {
  UNITY_POSITION(pos);
  float2 pack0 : TEXCOORD0; // _MainTex
  float4 tSpace0 : TEXCOORD1;
  float4 tSpace1 : TEXCOORD2;
  float4 tSpace2 : TEXCOORD3;
  fixed4 color : COLOR0;
  #if UNITY_SHOULD_SAMPLE_SH
  half3 sh : TEXCOORD4; // SH
  #endif
  UNITY_FOG_COORDS(5)
  UNITY_SHADOW_COORDS(6)
  UNITY_VERTEX_INPUT_INSTANCE_ID
  UNITY_VERTEX_OUTPUT_STEREO
};
#endif
#endif
// with lightmaps:
#ifdef LIGHTMAP_ON
// half-precision fragment shader registers:
#ifdef UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS
#define FOG_COMBINED_WITH_TSPACE
struct v2f_surf {
  UNITY_POSITION(pos);
  float2 pack0 : TEXCOORD0; // _MainTex
  float4 tSpace0 : TEXCOORD1;
  float4 tSpace1 : TEXCOORD2;
  float4 tSpace2 : TEXCOORD3;
  fixed4 color : COLOR0;
  float4 lmap : TEXCOORD4;
  UNITY_LIGHTING_COORDS(5,6)
  UNITY_VERTEX_INPUT_INSTANCE_ID
  UNITY_VERTEX_OUTPUT_STEREO
};
#endif
// high-precision fragment shader registers:
#ifndef UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS
struct v2f_surf {
  UNITY_POSITION(pos);
  float2 pack0 : TEXCOORD0; // _MainTex
  float4 tSpace0 : TEXCOORD1;
  float4 tSpace1 : TEXCOORD2;
  float4 tSpace2 : TEXCOORD3;
  fixed4 color : COLOR0;
  float4 lmap : TEXCOORD4;
  UNITY_FOG_COORDS(5)
  UNITY_SHADOW_COORDS(6)
  UNITY_VERTEX_INPUT_INSTANCE_ID
  UNITY_VERTEX_OUTPUT_STEREO
};
#endif
#endif
float4 _MainTex_ST;

// vertex shader
v2f_surf vert_surf (appdata_full v) {
  UNITY_SETUP_INSTANCE_ID(v);
  v2f_surf o;
  UNITY_INITIALIZE_OUTPUT(v2f_surf,o);
  UNITY_TRANSFER_INSTANCE_ID(v,o);
  UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
  TreeVertBark (v);
  o.pos = UnityObjectToClipPos(v.vertex);
  o.pack0.xy = TRANSFORM_TEX(v.texcoord, _MainTex);
  float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
  float3 worldNormal = UnityObjectToWorldNormal(v.normal);
  fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);
  fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;
  fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;
  o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);
  o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);
  o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);
  o.color = v.color;
  #ifdef LIGHTMAP_ON
  o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
  #endif

  // SH/ambient and vertex lights
  #ifndef LIGHTMAP_ON
    #if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL
      o.sh = 0;
      // Approximated illumination from non-important point lights
      #ifdef VERTEXLIGHT_ON
        o.sh += Shade4PointLights (
          unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,
          unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,
          unity_4LightAtten0, worldPos, worldNormal);
      #endif
      o.sh = ShadeSHPerVertex (worldNormal, o.sh);
    #endif
  #endif // !LIGHTMAP_ON

  UNITY_TRANSFER_LIGHTING(o,v.texcoord1.xy); // pass shadow and, possibly, light cookie coordinates to pixel shader
  #ifdef FOG_COMBINED_WITH_TSPACE
    UNITY_TRANSFER_FOG_COMBINED_WITH_TSPACE(o,o.pos); // pass fog coordinates to pixel shader
  #elif defined (FOG_COMBINED_WITH_WORLD_POS)
    UNITY_TRANSFER_FOG_COMBINED_WITH_WORLD_POS(o,o.pos); // pass fog coordinates to pixel shader
  #else
    UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader
  #endif
  return o;
}

// fragment shader
fixed4 frag_surf (v2f_surf IN) : SV_Target {
  UNITY_SETUP_INSTANCE_ID(IN);
  // prepare and unpack data
  Input surfIN;
  #ifdef FOG_COMBINED_WITH_TSPACE
    UNITY_EXTRACT_FOG_FROM_TSPACE(IN);
  #elif defined (FOG_COMBINED_WITH_WORLD_POS)
    UNITY_EXTRACT_FOG_FROM_WORLD_POS(IN);
  #else
    UNITY_EXTRACT_FOG(IN);
  #endif
  #ifdef FOG_COMBINED_WITH_TSPACE
    UNITY_RECONSTRUCT_TBN(IN);
  #else
    UNITY_EXTRACT_TBN(IN);
  #endif
  UNITY_INITIALIZE_OUTPUT(Input,surfIN);
  surfIN.uv_MainTex.x = 1.0;
  surfIN.color.x = 1.0;
  surfIN.uv_MainTex = IN.pack0.xy;
  float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);
  #ifndef USING_DIRECTIONAL_LIGHT
    fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));
  #else
    fixed3 lightDir = _WorldSpaceLightPos0.xyz;
  #endif
  float3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));
  surfIN.color = IN.color;
  #ifdef UNITY_COMPILER_HLSL
  SurfaceOutput o = (SurfaceOutput)0;
  #else
  SurfaceOutput o;
  #endif
  o.Albedo = 0.0;
  o.Emission = 0.0;
  o.Specular = 0.0;
  o.Alpha = 0.0;
  o.Gloss = 0.0;
  fixed3 normalWorldVertex = fixed3(0,0,1);
  o.Normal = fixed3(0,0,1);

  // call surface function
  surf (surfIN, o);

  // compute lighting & shadowing factor
  UNITY_LIGHT_ATTENUATION(atten, IN, worldPos)
  fixed4 c = 0;
  float3 worldN;
  worldN.x = dot(_unity_tbn_0, o.Normal);
  worldN.y = dot(_unity_tbn_1, o.Normal);
  worldN.z = dot(_unity_tbn_2, o.Normal);
  worldN = normalize(worldN);
  o.Normal = worldN;

  // Setup lighting environment
  UnityGI gi;
  UNITY_INITIALIZE_OUTPUT(UnityGI, gi);
  gi.indirect.diffuse = 0;
  gi.indirect.specular = 0;
  gi.light.color = _LightColor0.rgb;
  gi.light.dir = lightDir;
  // Call GI (lightmaps/SH/reflections) lighting function
  UnityGIInput giInput;
  UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);
  giInput.light = gi.light;
  giInput.worldPos = worldPos;
  giInput.worldViewDir = worldViewDir;
  giInput.atten = atten;
  #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)
    giInput.lightmapUV = IN.lmap;
  #else
    giInput.lightmapUV = 0.0;
  #endif
  #if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL
    giInput.ambient = IN.sh;
  #else
    giInput.ambient.rgb = 0.0;
  #endif
  giInput.probeHDR[0] = unity_SpecCube0_HDR;
  giInput.probeHDR[1] = unity_SpecCube1_HDR;
  #if defined(UNITY_SPECCUBE_BLENDING) || defined(UNITY_SPECCUBE_BOX_PROJECTION)
    giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending
  #endif
  #ifdef UNITY_SPECCUBE_BOX_PROJECTION
    giInput.boxMax[0] = unity_SpecCube0_BoxMax;
    giInput.probePosition[0] = unity_SpecCube0_ProbePosition;
    giInput.boxMax[1] = unity_SpecCube1_BoxMax;
    giInput.boxMin[1] = unity_SpecCube1_BoxMin;
    giInput.probePosition[1] = unity_SpecCube1_ProbePosition;
  #endif
  LightingBlinnPhong_GI(o, giInput, gi);

  // realtime lighting: call lighting function
  c += LightingBlinnPhong (o, worldViewDir, gi);
  UNITY_APPLY_FOG(_unity_fogCoord, c); // apply fog
  UNITY_OPAQUE_ALPHA(c.a);
  return c;
}


#endif


ENDCG

}

	// ---- forward rendering additive lights pass:
	Pass {
		Name "FORWARD"
		Tags { "LightMode" = "ForwardAdd" }
		ZWrite Off Blend One One

CGPROGRAM
// compile directives
#pragma vertex vert_surf
#pragma fragment frag_surf
#pragma multi_compile_instancing
#pragma multi_compile_fog
#pragma skip_variants INSTANCING_ON
#pragma multi_compile_fwdadd noshadowmask nodynlightmap nolightmap
#include "HLSLSupport.cginc"
#define UNITY_INSTANCED_LOD_FADE
#define UNITY_INSTANCED_SH
#define UNITY_INSTANCED_LIGHTMAPSTS
#include "UnityShaderVariables.cginc"
#include "UnityShaderUtilities.cginc"


#pragma multi_compile __ BILLBOARD_FACE_CAMERA_POS



#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE
#define CURVEDWORLD_BEND_ID_1
#pragma shader_feature_local CURVEDWORLD_DISABLED_ON
#pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON



// -------- variant for: <when no other keywords are defined>
#if !defined(INSTANCING_ON)
// Surface shader code generated based on:
// vertex modifier: 'TreeVertBark'
// writes to per-pixel normal: YES
// writes to emission: no
// writes to occlusion: no
// needs world space reflection vector: no
// needs world space normal vector: no
// needs screen space position: no
// needs world space position: no
// needs view direction: no
// needs world space view direction: no
// needs world space position for lighting: YES
// needs world space view direction for lighting: YES
// needs world space view direction for lightmaps: no
// needs vertex color: YES
// needs VFACE: no
// passes tangent-to-world matrix to pixel shader: YES
// reads from normal: no
// 1 texcoords actually used
//   float2 _MainTex
#include "UnityCG.cginc"
//Shader does not support lightmap thus we always want to fallback to SH.
#undef UNITY_SHOULD_SAMPLE_SH
#define UNITY_SHOULD_SAMPLE_SH (!defined(UNITY_PASS_FORWARDADD) && !defined(UNITY_PASS_PREPASSBASE) && !defined(UNITY_PASS_SHADOWCASTER) && !defined(UNITY_PASS_META))
#include "Lighting.cginc"
#include "AutoLight.cginc"

#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;
#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))
#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))



#include "UnityBuiltin3xTreeLibrary.cginc"



sampler2D _MainTex;
sampler2D _BumpSpecMap;
sampler2D _TranslucencyMap;

struct Input {
    float2 uv_MainTex;
    fixed4 color : COLOR;
#if defined(BILLBOARD_FACE_CAMERA_POS)
    float4 screenPos;
#endif
};

void surf (Input IN, inout SurfaceOutput o) {
    fixed4 c = tex2D(_MainTex, IN.uv_MainTex);
    o.Albedo = c.rgb * IN.color.rgb * IN.color.a;

    fixed4 trngls = tex2D (_TranslucencyMap, IN.uv_MainTex);
    o.Gloss = trngls.a * _Color.r;
    o.Alpha = c.a;
#if defined(BILLBOARD_FACE_CAMERA_POS)
    float coverage = 1.0;
    if (_TreeInstanceColor.a < 1.0)
        coverage = ComputeAlphaCoverage(IN.screenPos, _TreeInstanceColor.a);
    o.Alpha *= coverage;
#endif
    half4 norspc = tex2D (_BumpSpecMap, IN.uv_MainTex);
    o.Specular = norspc.r;
    o.Normal = UnpackNormalDXT5nm(norspc);
}


// vertex-to-fragment interpolation data
struct v2f_surf {
  UNITY_POSITION(pos);
  float2 pack0 : TEXCOORD0; // _MainTex
  float3 tSpace0 : TEXCOORD1;
  float3 tSpace1 : TEXCOORD2;
  float3 tSpace2 : TEXCOORD3;
  float3 worldPos : TEXCOORD4;
  fixed4 color : COLOR0;
  UNITY_LIGHTING_COORDS(5,6)
  UNITY_FOG_COORDS(7)
  UNITY_VERTEX_INPUT_INSTANCE_ID
  UNITY_VERTEX_OUTPUT_STEREO
};
float4 _MainTex_ST;

// vertex shader
v2f_surf vert_surf (appdata_full v) {
  UNITY_SETUP_INSTANCE_ID(v);
  v2f_surf o;
  UNITY_INITIALIZE_OUTPUT(v2f_surf,o);
  UNITY_TRANSFER_INSTANCE_ID(v,o);
  UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
  TreeVertBark (v);
  o.pos = UnityObjectToClipPos(v.vertex);
  o.pack0.xy = TRANSFORM_TEX(v.texcoord, _MainTex);
  float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
  float3 worldNormal = UnityObjectToWorldNormal(v.normal);
  fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);
  fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;
  fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;
  o.tSpace0 = float3(worldTangent.x, worldBinormal.x, worldNormal.x);
  o.tSpace1 = float3(worldTangent.y, worldBinormal.y, worldNormal.y);
  o.tSpace2 = float3(worldTangent.z, worldBinormal.z, worldNormal.z);
  o.worldPos.xyz = worldPos;
  o.color = v.color;

  UNITY_TRANSFER_LIGHTING(o,v.texcoord1.xy); // pass shadow and, possibly, light cookie coordinates to pixel shader
  UNITY_TRANSFER_FOG(o,o.pos); // pass fog coordinates to pixel shader
  return o;
}

// fragment shader
fixed4 frag_surf (v2f_surf IN) : SV_Target {
  UNITY_SETUP_INSTANCE_ID(IN);
  // prepare and unpack data
  Input surfIN;
  #ifdef FOG_COMBINED_WITH_TSPACE
    UNITY_EXTRACT_FOG_FROM_TSPACE(IN);
  #elif defined (FOG_COMBINED_WITH_WORLD_POS)
    UNITY_EXTRACT_FOG_FROM_WORLD_POS(IN);
  #else
    UNITY_EXTRACT_FOG(IN);
  #endif
  #ifdef FOG_COMBINED_WITH_TSPACE
    UNITY_RECONSTRUCT_TBN(IN);
  #else
    UNITY_EXTRACT_TBN(IN);
  #endif
  UNITY_INITIALIZE_OUTPUT(Input,surfIN);
  surfIN.uv_MainTex.x = 1.0;
  surfIN.color.x = 1.0;
  surfIN.uv_MainTex = IN.pack0.xy;
  float3 worldPos = IN.worldPos.xyz;
  #ifndef USING_DIRECTIONAL_LIGHT
    fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));
  #else
    fixed3 lightDir = _WorldSpaceLightPos0.xyz;
  #endif
  float3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));
  surfIN.color = IN.color;
  #ifdef UNITY_COMPILER_HLSL
  SurfaceOutput o = (SurfaceOutput)0;
  #else
  SurfaceOutput o;
  #endif
  o.Albedo = 0.0;
  o.Emission = 0.0;
  o.Specular = 0.0;
  o.Alpha = 0.0;
  o.Gloss = 0.0;
  fixed3 normalWorldVertex = fixed3(0,0,1);
  o.Normal = fixed3(0,0,1);

  // call surface function
  surf (surfIN, o);
  UNITY_LIGHT_ATTENUATION(atten, IN, worldPos)
  fixed4 c = 0;
  float3 worldN;
  worldN.x = dot(_unity_tbn_0, o.Normal);
  worldN.y = dot(_unity_tbn_1, o.Normal);
  worldN.z = dot(_unity_tbn_2, o.Normal);
  worldN = normalize(worldN);
  o.Normal = worldN;

  // Setup lighting environment
  UnityGI gi;
  UNITY_INITIALIZE_OUTPUT(UnityGI, gi);
  gi.indirect.diffuse = 0;
  gi.indirect.specular = 0;
  gi.light.color = _LightColor0.rgb;
  gi.light.dir = lightDir;
  gi.light.color *= atten;
  c += LightingBlinnPhong (o, worldViewDir, gi);
  c.a = 0.0;
  UNITY_APPLY_FOG(_unity_fogCoord, c); // apply fog
  UNITY_OPAQUE_ALPHA(c.a);
  return c;
}


#endif


ENDCG

}



	// ---- deferred shading pass:
	Pass {
		Name "DEFERRED"
		Tags { "LightMode" = "Deferred" }

CGPROGRAM
// compile directives
#pragma vertex vert_surf
#pragma fragment frag_surf
#pragma multi_compile_instancing
#pragma exclude_renderers nomrt
#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
#pragma multi_compile_prepassfinal noshadowmask nodynlightmap nolightmap
#include "HLSLSupport.cginc"
#define UNITY_INSTANCED_LOD_FADE
#define UNITY_INSTANCED_SH
#define UNITY_INSTANCED_LIGHTMAPSTS
#include "UnityShaderVariables.cginc"
#include "UnityShaderUtilities.cginc"

#pragma multi_compile __ BILLBOARD_FACE_CAMERA_POS



#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE
#define CURVEDWORLD_BEND_ID_1
#pragma shader_feature_local CURVEDWORLD_DISABLED_ON
#pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON



// -------- variant for: <when no other keywords are defined>
#if !defined(INSTANCING_ON)
// Surface shader code generated based on:
// vertex modifier: 'TreeVertBark'
// writes to per-pixel normal: YES
// writes to emission: no
// writes to occlusion: no
// needs world space reflection vector: no
// needs world space normal vector: no
// needs screen space position: no
// needs world space position: no
// needs view direction: no
// needs world space view direction: no
// needs world space position for lighting: YES
// needs world space view direction for lighting: YES
// needs world space view direction for lightmaps: no
// needs vertex color: YES
// needs VFACE: no
// passes tangent-to-world matrix to pixel shader: YES
// reads from normal: no
// 1 texcoords actually used
//   float2 _MainTex
#include "UnityCG.cginc"
//Shader does not support lightmap thus we always want to fallback to SH.
#undef UNITY_SHOULD_SAMPLE_SH
#define UNITY_SHOULD_SAMPLE_SH (!defined(UNITY_PASS_FORWARDADD) && !defined(UNITY_PASS_PREPASSBASE) && !defined(UNITY_PASS_SHADOWCASTER) && !defined(UNITY_PASS_META))
#include "Lighting.cginc"

#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;
#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))
#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))



#include "UnityBuiltin3xTreeLibrary.cginc"



sampler2D _MainTex;
sampler2D _BumpSpecMap;
sampler2D _TranslucencyMap;

struct Input {
    float2 uv_MainTex;
    fixed4 color : COLOR;
#if defined(BILLBOARD_FACE_CAMERA_POS)
    float4 screenPos;
#endif
};

void surf (Input IN, inout SurfaceOutput o) {
    fixed4 c = tex2D(_MainTex, IN.uv_MainTex);
    o.Albedo = c.rgb * IN.color.rgb * IN.color.a;

    fixed4 trngls = tex2D (_TranslucencyMap, IN.uv_MainTex);
    o.Gloss = trngls.a * _Color.r;
    o.Alpha = c.a;
#if defined(BILLBOARD_FACE_CAMERA_POS)
    float coverage = 1.0;
    if (_TreeInstanceColor.a < 1.0)
        coverage = ComputeAlphaCoverage(IN.screenPos, _TreeInstanceColor.a);
    o.Alpha *= coverage;
#endif
    half4 norspc = tex2D (_BumpSpecMap, IN.uv_MainTex);
    o.Specular = norspc.r;
    o.Normal = UnpackNormalDXT5nm(norspc);
}


// vertex-to-fragment interpolation data
struct v2f_surf {
  UNITY_POSITION(pos);
  float2 pack0 : TEXCOORD0; // _MainTex
  float4 tSpace0 : TEXCOORD1;
  float4 tSpace1 : TEXCOORD2;
  float4 tSpace2 : TEXCOORD3;
  fixed4 color : COLOR0;
  float4 lmap : TEXCOORD4;
#ifndef LIGHTMAP_ON
  #if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL
    half3 sh : TEXCOORD5; // SH
  #endif
#else
  #ifdef DIRLIGHTMAP_OFF
    float4 lmapFadePos : TEXCOORD5;
  #endif
#endif
  UNITY_VERTEX_INPUT_INSTANCE_ID
  UNITY_VERTEX_OUTPUT_STEREO
};
float4 _MainTex_ST;

// vertex shader
v2f_surf vert_surf (appdata_full v) {
  UNITY_SETUP_INSTANCE_ID(v);
  v2f_surf o;
  UNITY_INITIALIZE_OUTPUT(v2f_surf,o);
  UNITY_TRANSFER_INSTANCE_ID(v,o);
  UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
  TreeVertBark (v);
  o.pos = UnityObjectToClipPos(v.vertex);
  o.pack0.xy = TRANSFORM_TEX(v.texcoord, _MainTex);
  float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
  float3 worldNormal = UnityObjectToWorldNormal(v.normal);
  fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);
  fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;
  fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;
  o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);
  o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);
  o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);
  o.color = v.color;
  o.lmap.zw = 0;
#ifdef LIGHTMAP_ON
  o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
  #ifdef DIRLIGHTMAP_OFF
    o.lmapFadePos.xyz = (mul(unity_ObjectToWorld, v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w;
    o.lmapFadePos.w = (-UnityObjectToViewPos(v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w);
  #endif
#else
  o.lmap.xy = 0;
    #if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL
      o.sh = 0;
      o.sh = ShadeSHPerVertex (worldNormal, o.sh);
    #endif
#endif
  return o;
}
#ifdef LIGHTMAP_ON
float4 unity_LightmapFade;
#endif
fixed4 unity_Ambient;

// fragment shader
void frag_surf (v2f_surf IN,
    out half4 outGBuffer0 : SV_Target0,
    out half4 outGBuffer1 : SV_Target1,
    out half4 outGBuffer2 : SV_Target2,
    out half4 outEmission : SV_Target3
#if defined(SHADOWS_SHADOWMASK) && (UNITY_ALLOWED_MRT_COUNT > 4)
    , out half4 outShadowMask : SV_Target4
#endif
) {
  UNITY_SETUP_INSTANCE_ID(IN);
  // prepare and unpack data
  Input surfIN;
  #ifdef FOG_COMBINED_WITH_TSPACE
    UNITY_EXTRACT_FOG_FROM_TSPACE(IN);
  #elif defined (FOG_COMBINED_WITH_WORLD_POS)
    UNITY_EXTRACT_FOG_FROM_WORLD_POS(IN);
  #else
    UNITY_EXTRACT_FOG(IN);
  #endif
  #ifdef FOG_COMBINED_WITH_TSPACE
    UNITY_RECONSTRUCT_TBN(IN);
  #else
    UNITY_EXTRACT_TBN(IN);
  #endif
  UNITY_INITIALIZE_OUTPUT(Input,surfIN);
  surfIN.uv_MainTex.x = 1.0;
  surfIN.color.x = 1.0;
  surfIN.uv_MainTex = IN.pack0.xy;
  float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);
  #ifndef USING_DIRECTIONAL_LIGHT
    fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));
  #else
    fixed3 lightDir = _WorldSpaceLightPos0.xyz;
  #endif
  float3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));
  surfIN.color = IN.color;
  #ifdef UNITY_COMPILER_HLSL
  SurfaceOutput o = (SurfaceOutput)0;
  #else
  SurfaceOutput o;
  #endif
  o.Albedo = 0.0;
  o.Emission = 0.0;
  o.Specular = 0.0;
  o.Alpha = 0.0;
  o.Gloss = 0.0;
  fixed3 normalWorldVertex = fixed3(0,0,1);
  o.Normal = fixed3(0,0,1);

  // call surface function
  surf (surfIN, o);
fixed3 originalNormal = o.Normal;
  float3 worldN;
  worldN.x = dot(_unity_tbn_0, o.Normal);
  worldN.y = dot(_unity_tbn_1, o.Normal);
  worldN.z = dot(_unity_tbn_2, o.Normal);
  worldN = normalize(worldN);
  o.Normal = worldN;
  half atten = 1;

  // Setup lighting environment
  UnityGI gi;
  UNITY_INITIALIZE_OUTPUT(UnityGI, gi);
  gi.indirect.diffuse = 0;
  gi.indirect.specular = 0;
  gi.light.color = 0;
  gi.light.dir = half3(0,1,0);
  // Call GI (lightmaps/SH/reflections) lighting function
  UnityGIInput giInput;
  UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);
  giInput.light = gi.light;
  giInput.worldPos = worldPos;
  giInput.worldViewDir = worldViewDir;
  giInput.atten = atten;
  #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)
    giInput.lightmapUV = IN.lmap;
  #else
    giInput.lightmapUV = 0.0;
  #endif
  #if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL
    giInput.ambient = IN.sh;
  #else
    giInput.ambient.rgb = 0.0;
  #endif
  giInput.probeHDR[0] = unity_SpecCube0_HDR;
  giInput.probeHDR[1] = unity_SpecCube1_HDR;
  #if defined(UNITY_SPECCUBE_BLENDING) || defined(UNITY_SPECCUBE_BOX_PROJECTION)
    giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending
  #endif
  #ifdef UNITY_SPECCUBE_BOX_PROJECTION
    giInput.boxMax[0] = unity_SpecCube0_BoxMax;
    giInput.probePosition[0] = unity_SpecCube0_ProbePosition;
    giInput.boxMax[1] = unity_SpecCube1_BoxMax;
    giInput.boxMin[1] = unity_SpecCube1_BoxMin;
    giInput.probePosition[1] = unity_SpecCube1_ProbePosition;
  #endif
  LightingBlinnPhong_GI(o, giInput, gi);

  // call lighting function to output g-buffer
  outEmission = LightingBlinnPhong_Deferred (o, worldViewDir, gi, outGBuffer0, outGBuffer1, outGBuffer2);
  #if defined(SHADOWS_SHADOWMASK) && (UNITY_ALLOWED_MRT_COUNT > 4)
    outShadowMask = UnityGetRawBakedOcclusions (IN.lmap.xy, worldPos);
  #endif
  #ifndef UNITY_HDR_ON
  outEmission.rgb = exp2(-outEmission.rgb);
  #endif
}


#endif

// -------- variant for: INSTANCING_ON 
#if defined(INSTANCING_ON)
// Surface shader code generated based on:
// vertex modifier: 'TreeVertBark'
// writes to per-pixel normal: YES
// writes to emission: no
// writes to occlusion: no
// needs world space reflection vector: no
// needs world space normal vector: no
// needs screen space position: no
// needs world space position: no
// needs view direction: no
// needs world space view direction: no
// needs world space position for lighting: YES
// needs world space view direction for lighting: YES
// needs world space view direction for lightmaps: no
// needs vertex color: YES
// needs VFACE: no
// passes tangent-to-world matrix to pixel shader: YES
// reads from normal: no
// 1 texcoords actually used
//   float2 _MainTex
#include "UnityCG.cginc"
//Shader does not support lightmap thus we always want to fallback to SH.
#undef UNITY_SHOULD_SAMPLE_SH
#define UNITY_SHOULD_SAMPLE_SH (!defined(UNITY_PASS_FORWARDADD) && !defined(UNITY_PASS_PREPASSBASE) && !defined(UNITY_PASS_SHADOWCASTER) && !defined(UNITY_PASS_META))
#include "Lighting.cginc"

#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;
#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))
#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))


#include "UnityBuiltin3xTreeLibrary.cginc"



sampler2D _MainTex;
sampler2D _BumpSpecMap;
sampler2D _TranslucencyMap;

struct Input {
    float2 uv_MainTex;
    fixed4 color : COLOR;
#if defined(BILLBOARD_FACE_CAMERA_POS)
    float4 screenPos;
#endif
};

void surf (Input IN, inout SurfaceOutput o) {
    fixed4 c = tex2D(_MainTex, IN.uv_MainTex);
    o.Albedo = c.rgb * IN.color.rgb * IN.color.a;

    fixed4 trngls = tex2D (_TranslucencyMap, IN.uv_MainTex);
    o.Gloss = trngls.a * _Color.r;
    o.Alpha = c.a;
#if defined(BILLBOARD_FACE_CAMERA_POS)
    float coverage = 1.0;
    if (_TreeInstanceColor.a < 1.0)
        coverage = ComputeAlphaCoverage(IN.screenPos, _TreeInstanceColor.a);
    o.Alpha *= coverage;
#endif
    half4 norspc = tex2D (_BumpSpecMap, IN.uv_MainTex);
    o.Specular = norspc.r;
    o.Normal = UnpackNormalDXT5nm(norspc);
}


// vertex-to-fragment interpolation data
struct v2f_surf {
  UNITY_POSITION(pos);
  float2 pack0 : TEXCOORD0; // _MainTex
  float4 tSpace0 : TEXCOORD1;
  float4 tSpace1 : TEXCOORD2;
  float4 tSpace2 : TEXCOORD3;
  fixed4 color : COLOR0;
  float4 lmap : TEXCOORD4;
#ifndef LIGHTMAP_ON
  #if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL
    half3 sh : TEXCOORD5; // SH
  #endif
#else
  #ifdef DIRLIGHTMAP_OFF
    float4 lmapFadePos : TEXCOORD5;
  #endif
#endif
  UNITY_VERTEX_INPUT_INSTANCE_ID
  UNITY_VERTEX_OUTPUT_STEREO
};
float4 _MainTex_ST;

// vertex shader
v2f_surf vert_surf (appdata_full v) {
  UNITY_SETUP_INSTANCE_ID(v);
  v2f_surf o;
  UNITY_INITIALIZE_OUTPUT(v2f_surf,o);
  UNITY_TRANSFER_INSTANCE_ID(v,o);
  UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
  TreeVertBark (v);
  o.pos = UnityObjectToClipPos(v.vertex);
  o.pack0.xy = TRANSFORM_TEX(v.texcoord, _MainTex);
  float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
  float3 worldNormal = UnityObjectToWorldNormal(v.normal);
  fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);
  fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;
  fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;
  o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x);
  o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y);
  o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z);
  o.color = v.color;
  o.lmap.zw = 0;
#ifdef LIGHTMAP_ON
  o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
  #ifdef DIRLIGHTMAP_OFF
    o.lmapFadePos.xyz = (mul(unity_ObjectToWorld, v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w;
    o.lmapFadePos.w = (-UnityObjectToViewPos(v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w);
  #endif
#else
  o.lmap.xy = 0;
    #if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL
      o.sh = 0;
      o.sh = ShadeSHPerVertex (worldNormal, o.sh);
    #endif
#endif
  return o;
}
#ifdef LIGHTMAP_ON
float4 unity_LightmapFade;
#endif
fixed4 unity_Ambient;

// fragment shader
void frag_surf (v2f_surf IN,
    out half4 outGBuffer0 : SV_Target0,
    out half4 outGBuffer1 : SV_Target1,
    out half4 outGBuffer2 : SV_Target2,
    out half4 outEmission : SV_Target3
#if defined(SHADOWS_SHADOWMASK) && (UNITY_ALLOWED_MRT_COUNT > 4)
    , out half4 outShadowMask : SV_Target4
#endif
) {
  UNITY_SETUP_INSTANCE_ID(IN);
  // prepare and unpack data
  Input surfIN;
  #ifdef FOG_COMBINED_WITH_TSPACE
    UNITY_EXTRACT_FOG_FROM_TSPACE(IN);
  #elif defined (FOG_COMBINED_WITH_WORLD_POS)
    UNITY_EXTRACT_FOG_FROM_WORLD_POS(IN);
  #else
    UNITY_EXTRACT_FOG(IN);
  #endif
  #ifdef FOG_COMBINED_WITH_TSPACE
    UNITY_RECONSTRUCT_TBN(IN);
  #else
    UNITY_EXTRACT_TBN(IN);
  #endif
  UNITY_INITIALIZE_OUTPUT(Input,surfIN);
  surfIN.uv_MainTex.x = 1.0;
  surfIN.color.x = 1.0;
  surfIN.uv_MainTex = IN.pack0.xy;
  float3 worldPos = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);
  #ifndef USING_DIRECTIONAL_LIGHT
    fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));
  #else
    fixed3 lightDir = _WorldSpaceLightPos0.xyz;
  #endif
  float3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));
  surfIN.color = IN.color;
  #ifdef UNITY_COMPILER_HLSL
  SurfaceOutput o = (SurfaceOutput)0;
  #else
  SurfaceOutput o;
  #endif
  o.Albedo = 0.0;
  o.Emission = 0.0;
  o.Specular = 0.0;
  o.Alpha = 0.0;
  o.Gloss = 0.0;
  fixed3 normalWorldVertex = fixed3(0,0,1);
  o.Normal = fixed3(0,0,1);

  // call surface function
  surf (surfIN, o);
fixed3 originalNormal = o.Normal;
  float3 worldN;
  worldN.x = dot(_unity_tbn_0, o.Normal);
  worldN.y = dot(_unity_tbn_1, o.Normal);
  worldN.z = dot(_unity_tbn_2, o.Normal);
  worldN = normalize(worldN);
  o.Normal = worldN;
  half atten = 1;

  // Setup lighting environment
  UnityGI gi;
  UNITY_INITIALIZE_OUTPUT(UnityGI, gi);
  gi.indirect.diffuse = 0;
  gi.indirect.specular = 0;
  gi.light.color = 0;
  gi.light.dir = half3(0,1,0);
  // Call GI (lightmaps/SH/reflections) lighting function
  UnityGIInput giInput;
  UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);
  giInput.light = gi.light;
  giInput.worldPos = worldPos;
  giInput.worldViewDir = worldViewDir;
  giInput.atten = atten;
  #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)
    giInput.lightmapUV = IN.lmap;
  #else
    giInput.lightmapUV = 0.0;
  #endif
  #if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL
    giInput.ambient = IN.sh;
  #else
    giInput.ambient.rgb = 0.0;
  #endif
  giInput.probeHDR[0] = unity_SpecCube0_HDR;
  giInput.probeHDR[1] = unity_SpecCube1_HDR;
  #if defined(UNITY_SPECCUBE_BLENDING) || defined(UNITY_SPECCUBE_BOX_PROJECTION)
    giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending
  #endif
  #ifdef UNITY_SPECCUBE_BOX_PROJECTION
    giInput.boxMax[0] = unity_SpecCube0_BoxMax;
    giInput.probePosition[0] = unity_SpecCube0_ProbePosition;
    giInput.boxMax[1] = unity_SpecCube1_BoxMax;
    giInput.boxMin[1] = unity_SpecCube1_BoxMin;
    giInput.probePosition[1] = unity_SpecCube1_ProbePosition;
  #endif
  LightingBlinnPhong_GI(o, giInput, gi);

  // call lighting function to output g-buffer
  outEmission = LightingBlinnPhong_Deferred (o, worldViewDir, gi, outGBuffer0, outGBuffer1, outGBuffer2);
  #if defined(SHADOWS_SHADOWMASK) && (UNITY_ALLOWED_MRT_COUNT > 4)
    outShadowMask = UnityGetRawBakedOcclusions (IN.lmap.xy, worldPos);
  #endif
  #ifndef UNITY_HDR_ON
  outEmission.rgb = exp2(-outEmission.rgb);
  #endif
}


#endif


ENDCG

}

	// ---- shadow caster pass:
	Pass {
		Name "ShadowCaster"
		Tags { "LightMode" = "ShadowCaster" }
		ZWrite On ZTest LEqual

CGPROGRAM
// compile directives
#pragma vertex vert_surf
#pragma fragment frag_surf
#pragma multi_compile_instancing
#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
#pragma multi_compile_shadowcaster noshadowmask nodynlightmap nolightmap
#include "HLSLSupport.cginc"
#define UNITY_INSTANCED_LOD_FADE
#define UNITY_INSTANCED_SH
#define UNITY_INSTANCED_LIGHTMAPSTS
#include "UnityShaderVariables.cginc"
#include "UnityShaderUtilities.cginc"


#pragma multi_compile __ BILLBOARD_FACE_CAMERA_POS



#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE
#define CURVEDWORLD_BEND_ID_1
#pragma shader_feature_local CURVEDWORLD_DISABLED_ON
#pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON



// -------- variant for: <when no other keywords are defined>
#if !defined(INSTANCING_ON)
// Surface shader code generated based on:
// vertex modifier: 'TreeVertBark'
// writes to per-pixel normal: YES
// writes to emission: no
// writes to occlusion: no
// needs world space reflection vector: no
// needs world space normal vector: no
// needs screen space position: no
// needs world space position: no
// needs view direction: no
// needs world space view direction: no
// needs world space position for lighting: YES
// needs world space view direction for lighting: YES
// needs world space view direction for lightmaps: no
// needs vertex color: no
// needs VFACE: no
// passes tangent-to-world matrix to pixel shader: YES
// reads from normal: no
// 0 texcoords actually used
#include "UnityCG.cginc"
//Shader does not support lightmap thus we always want to fallback to SH.
#undef UNITY_SHOULD_SAMPLE_SH
#define UNITY_SHOULD_SAMPLE_SH (!defined(UNITY_PASS_FORWARDADD) && !defined(UNITY_PASS_PREPASSBASE) && !defined(UNITY_PASS_SHADOWCASTER) && !defined(UNITY_PASS_META))
#include "Lighting.cginc"

#define INTERNAL_DATA
#define WorldReflectionVector(data,normal) data.worldRefl
#define WorldNormalVector(data,normal) normal




#include "UnityBuiltin3xTreeLibrary.cginc"



sampler2D _MainTex;
sampler2D _BumpSpecMap;
sampler2D _TranslucencyMap;

struct Input {
    float2 uv_MainTex;
    fixed4 color : COLOR;
#if defined(BILLBOARD_FACE_CAMERA_POS)
    float4 screenPos;
#endif
};

void surf (Input IN, inout SurfaceOutput o) {
    fixed4 c = tex2D(_MainTex, IN.uv_MainTex);
    o.Albedo = c.rgb * IN.color.rgb * IN.color.a;

    fixed4 trngls = tex2D (_TranslucencyMap, IN.uv_MainTex);
    o.Gloss = trngls.a * _Color.r;
    o.Alpha = c.a;
#if defined(BILLBOARD_FACE_CAMERA_POS)
    float coverage = 1.0;
    if (_TreeInstanceColor.a < 1.0)
        coverage = ComputeAlphaCoverage(IN.screenPos, _TreeInstanceColor.a);
    o.Alpha *= coverage;
#endif
    half4 norspc = tex2D (_BumpSpecMap, IN.uv_MainTex);
    o.Specular = norspc.r;
    o.Normal = UnpackNormalDXT5nm(norspc);
}


// vertex-to-fragment interpolation data
struct v2f_surf {
  V2F_SHADOW_CASTER;
  float3 worldPos : TEXCOORD1;
  UNITY_VERTEX_INPUT_INSTANCE_ID
  UNITY_VERTEX_OUTPUT_STEREO
};

// vertex shader
v2f_surf vert_surf (appdata_full v) {
  UNITY_SETUP_INSTANCE_ID(v);
  v2f_surf o;
  UNITY_INITIALIZE_OUTPUT(v2f_surf,o);
  UNITY_TRANSFER_INSTANCE_ID(v,o);
  UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
  TreeVertBark (v);
  float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
  float3 worldNormal = UnityObjectToWorldNormal(v.normal);
  o.worldPos.xyz = worldPos;
  TRANSFER_SHADOW_CASTER_NORMALOFFSET(o)
  return o;
}

// fragment shader
fixed4 frag_surf (v2f_surf IN) : SV_Target {
  UNITY_SETUP_INSTANCE_ID(IN);
  // prepare and unpack data
  Input surfIN;
  #ifdef FOG_COMBINED_WITH_TSPACE
    UNITY_EXTRACT_FOG_FROM_TSPACE(IN);
  #elif defined (FOG_COMBINED_WITH_WORLD_POS)
    UNITY_EXTRACT_FOG_FROM_WORLD_POS(IN);
  #else
    UNITY_EXTRACT_FOG(IN);
  #endif
  UNITY_INITIALIZE_OUTPUT(Input,surfIN);
  surfIN.uv_MainTex.x = 1.0;
  surfIN.color.x = 1.0;
  float3 worldPos = IN.worldPos.xyz;
  #ifndef USING_DIRECTIONAL_LIGHT
    fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));
  #else
    fixed3 lightDir = _WorldSpaceLightPos0.xyz;
  #endif
  #ifdef UNITY_COMPILER_HLSL
  SurfaceOutput o = (SurfaceOutput)0;
  #else
  SurfaceOutput o;
  #endif
  o.Albedo = 0.0;
  o.Emission = 0.0;
  o.Specular = 0.0;
  o.Alpha = 0.0;
  o.Gloss = 0.0;
  fixed3 normalWorldVertex = fixed3(0,0,1);

  // call surface function
  surf (surfIN, o);
  SHADOW_CASTER_FRAGMENT(IN)
}


#endif

// -------- variant for: INSTANCING_ON 
#if defined(INSTANCING_ON)
// Surface shader code generated based on:
// vertex modifier: 'TreeVertBark'
// writes to per-pixel normal: YES
// writes to emission: no
// writes to occlusion: no
// needs world space reflection vector: no
// needs world space normal vector: no
// needs screen space position: no
// needs world space position: no
// needs view direction: no
// needs world space view direction: no
// needs world space position for lighting: YES
// needs world space view direction for lighting: YES
// needs world space view direction for lightmaps: no
// needs vertex color: no
// needs VFACE: no
// passes tangent-to-world matrix to pixel shader: YES
// reads from normal: no
// 0 texcoords actually used
#include "UnityCG.cginc"
//Shader does not support lightmap thus we always want to fallback to SH.
#undef UNITY_SHOULD_SAMPLE_SH
#define UNITY_SHOULD_SAMPLE_SH (!defined(UNITY_PASS_FORWARDADD) && !defined(UNITY_PASS_PREPASSBASE) && !defined(UNITY_PASS_SHADOWCASTER) && !defined(UNITY_PASS_META))
#include "Lighting.cginc"

#define INTERNAL_DATA
#define WorldReflectionVector(data,normal) data.worldRefl
#define WorldNormalVector(data,normal) normal



#include "UnityBuiltin3xTreeLibrary.cginc"



sampler2D _MainTex;
sampler2D _BumpSpecMap;
sampler2D _TranslucencyMap;

struct Input {
    float2 uv_MainTex;
    fixed4 color : COLOR;
#if defined(BILLBOARD_FACE_CAMERA_POS)
    float4 screenPos;
#endif
};

void surf (Input IN, inout SurfaceOutput o) {
    fixed4 c = tex2D(_MainTex, IN.uv_MainTex);
    o.Albedo = c.rgb * IN.color.rgb * IN.color.a;

    fixed4 trngls = tex2D (_TranslucencyMap, IN.uv_MainTex);
    o.Gloss = trngls.a * _Color.r;
    o.Alpha = c.a;
#if defined(BILLBOARD_FACE_CAMERA_POS)
    float coverage = 1.0;
    if (_TreeInstanceColor.a < 1.0)
        coverage = ComputeAlphaCoverage(IN.screenPos, _TreeInstanceColor.a);
    o.Alpha *= coverage;
#endif
    half4 norspc = tex2D (_BumpSpecMap, IN.uv_MainTex);
    o.Specular = norspc.r;
    o.Normal = UnpackNormalDXT5nm(norspc);
}


// vertex-to-fragment interpolation data
struct v2f_surf {
  V2F_SHADOW_CASTER;
  float3 worldPos : TEXCOORD1;
  UNITY_VERTEX_INPUT_INSTANCE_ID
  UNITY_VERTEX_OUTPUT_STEREO
};

// vertex shader
v2f_surf vert_surf (appdata_full v) {
  UNITY_SETUP_INSTANCE_ID(v);
  v2f_surf o;
  UNITY_INITIALIZE_OUTPUT(v2f_surf,o);
  UNITY_TRANSFER_INSTANCE_ID(v,o);
  UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
  TreeVertBark (v);
  float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
  float3 worldNormal = UnityObjectToWorldNormal(v.normal);
  o.worldPos.xyz = worldPos;
  TRANSFER_SHADOW_CASTER_NORMALOFFSET(o)
  return o;
}

// fragment shader
fixed4 frag_surf (v2f_surf IN) : SV_Target {
  UNITY_SETUP_INSTANCE_ID(IN);
  // prepare and unpack data
  Input surfIN;
  #ifdef FOG_COMBINED_WITH_TSPACE
    UNITY_EXTRACT_FOG_FROM_TSPACE(IN);
  #elif defined (FOG_COMBINED_WITH_WORLD_POS)
    UNITY_EXTRACT_FOG_FROM_WORLD_POS(IN);
  #else
    UNITY_EXTRACT_FOG(IN);
  #endif
  UNITY_INITIALIZE_OUTPUT(Input,surfIN);
  surfIN.uv_MainTex.x = 1.0;
  surfIN.color.x = 1.0;
  float3 worldPos = IN.worldPos.xyz;
  #ifndef USING_DIRECTIONAL_LIGHT
    fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));
  #else
    fixed3 lightDir = _WorldSpaceLightPos0.xyz;
  #endif
  #ifdef UNITY_COMPILER_HLSL
  SurfaceOutput o = (SurfaceOutput)0;
  #else
  SurfaceOutput o;
  #endif
  o.Albedo = 0.0;
  o.Emission = 0.0;
  o.Specular = 0.0;
  o.Alpha = 0.0;
  o.Gloss = 0.0;
  fixed3 normalWorldVertex = fixed3(0,0,1);

  // call surface function
  surf (surfIN, o);
  SHADOW_CASTER_FRAGMENT(IN)
}


#endif


ENDCG

}



}

Dependency "BillboardShader" = "Hidden/Nature/Tree Creator Bark Rendertex"
CustomEditor "AmazingAssets.CurvedWorld.Editor.DefaultShaderGUI"
}
