// Curved World <http://u3d.as/1W8h>
// Copyright (c) Amazing Assets <https://amazingassets.world>
 
Shader "Amazing Assets/Curved World/Nature/SpeedTree8"
{
    Properties
    {
        [CurvedWorldBendSettings] _CurvedWorldBendSettings("0|1|1", Vector) = (0, 0, 0, 0)


        _MainTex ("Base (RGB) Transparency (A)", 2D) = "white" {}
        _Color ("Color", Color) = (1,1,1,1)

        [Toggle(EFFECT_HUE_VARIATION)] _HueVariationKwToggle("Hue Variation", Float) = 0
        _HueVariationColor ("Hue Variation Color", Color) = (1.0,0.5,0.0,0.1)

        [Toggle(EFFECT_BUMP)] _NormalMapKwToggle("Normal Mapping", Float) = 0
        _BumpMap ("Normalmap", 2D) = "bump" {}

        _ExtraTex ("Smoothness (R), Metallic (G), AO (B)", 2D) = "(0.5, 0.0, 1.0)" {}
        _Glossiness ("Smoothness", Range(0.0, 1.0)) = 0.5
        _Metallic ("Metallic", Range(0.0, 1.0)) = 0.0

        [Toggle(EFFECT_SUBSURFACE)] _SubsurfaceKwToggle("Subsurface", Float) = 0
        _SubsurfaceTex ("Subsurface (RGB)", 2D) = "white" {}
        _SubsurfaceColor ("Subsurface Color", Color) = (1,1,1,1)
        _SubsurfaceIndirect ("Subsurface Indirect", Range(0.0, 1.0)) = 0.25

        [Toggle(EFFECT_BILLBOARD)] _BillboardKwToggle("Billboard", Float) = 0
        _BillboardShadowFade ("Billboard Shadow Fade", Range(0.0, 1.0)) = 0.5

        [Enum(No,2,Yes,0)] _TwoSided ("Two Sided", Int) = 2 // enum matches cull mode
        [KeywordEnum(None,Fastest,Fast,Better,Best,Palm)] _WindQuality ("Wind Quality", Range(0,5)) = 0
    }

    SubShader
    {
        Tags
        {
            "Queue"="AlphaTest"
            "IgnoreProjector"="True"
            "RenderType"="Curved World_TransparentCutout"
            "DisableBatching"="LODFading"
        }
        LOD 400
        Cull [_TwoSided]

        
	// ------------------------------------------------------------
	// 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_SpeedTreeSurf
#pragma fragment frag_SpeedTreeSurf
#pragma target 3.0 LOD_FADE_CROSSFADE
#pragma target 3.0
#pragma multi_compile_vertex LOD_FADE_PERCENTAGE LOD_FADE_CROSSFADE
#pragma multi_compile_fragment __ LOD_FADE_CROSSFADE
#pragma instancing_options assumeuniformscaling maxcount:50
#pragma multi_compile_instancing
#pragma multi_compile_fog
#pragma multi_compile_fwdbase
#include "HLSLSupport.cginc"
#define UNITY_ASSUME_UNIFORM_SCALING
#define UNITY_MAX_INSTANCE_COUNT 50
#define UNITY_INSTANCED_LOD_FADE
#define UNITY_INSTANCED_SH
#define UNITY_INSTANCED_LIGHTMAPSTS
#include "UnityShaderVariables.cginc"
#include "UnityShaderUtilities.cginc"

#include "UnityCG.cginc"
#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))


            #pragma shader_feature_local _WINDQUALITY_NONE _WINDQUALITY_FASTEST _WINDQUALITY_FAST _WINDQUALITY_BETTER _WINDQUALITY_BEST _WINDQUALITY_PALM
            #pragma shader_feature_local EFFECT_BILLBOARD
            #pragma shader_feature_local EFFECT_HUE_VARIATION
            #pragma shader_feature_local EFFECT_SUBSURFACE
            #pragma shader_feature_local EFFECT_BUMP
            #pragma shader_feature_local EFFECT_EXTRA_TEX


#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
#include "../../Core/CurvedWorldTransform.cginc"


            #define ENABLE_WIND
            #define EFFECT_BACKSIDE_NORMALS
            #include "SpeedTree8Common.cginc"

        

// 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_SpeedTreeSurf {
  UNITY_POSITION(pos);
  half2 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)
  #if SHADER_TARGET >= 30
  float4 lmap : TEXCOORD7;
  #endif
  UNITY_VERTEX_INPUT_INSTANCE_ID
  UNITY_VERTEX_OUTPUT_STEREO
};
#endif
// high-precision fragment shader registers:
#ifndef UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS
struct v2f_SpeedTreeSurf {
  UNITY_POSITION(pos);
  half2 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)
  #if SHADER_TARGET >= 30
  float4 lmap : TEXCOORD7;
  #endif
  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_SpeedTreeSurf {
  UNITY_POSITION(pos);
  half2 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_SpeedTreeSurf {
  UNITY_POSITION(pos);
  half2 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_SpeedTreeSurf vert_SpeedTreeSurf (appdata_full v) {
  UNITY_SETUP_INSTANCE_ID(v);
  v2f_SpeedTreeSurf o;
  UNITY_INITIALIZE_OUTPUT(v2f_SpeedTreeSurf,o);
  UNITY_TRANSFER_INSTANCE_ID(v,o);
  UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
  SpeedTreeVert (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 DYNAMICLIGHTMAP_ON
  o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
  #endif
  #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_SpeedTreeSurf (v2f_SpeedTreeSurf IN, float vface : VFACE) : 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.facing.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;
  #if UNITY_VFACE_FLIPPED
     vface = -vface;
  #endif
  surfIN.facing = vface;
  #ifdef UNITY_COMPILER_HLSL
  SurfaceOutputStandard o = (SurfaceOutputStandard)0;
  #else
  SurfaceOutputStandard o;
  #endif
  o.Albedo = 0.0;
  o.Emission = 0.0;
  o.Alpha = 0.0;
  o.Occlusion = 1.0;
  fixed3 normalWorldVertex = fixed3(0,0,1);
  o.Normal = fixed3(0,0,1);

  // call surface function
  SpeedTreeSurf (surfIN, o);
  UNITY_APPLY_DITHER_CROSSFADE(IN.pos.xy);

  // 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
  LightingSpeedTreeSubsurface_GI(o, giInput, gi);

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


ENDCG

}

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

CGPROGRAM
// compile directives
#pragma vertex vert_SpeedTreeSurf
#pragma fragment frag_SpeedTreeSurf
#pragma target 3.0 LOD_FADE_CROSSFADE
#pragma target 3.0
#pragma multi_compile_vertex LOD_FADE_PERCENTAGE LOD_FADE_CROSSFADE
#pragma multi_compile_fragment __ LOD_FADE_CROSSFADE
#pragma instancing_options assumeuniformscaling maxcount:50
#pragma multi_compile_instancing
#pragma multi_compile_fog
#pragma skip_variants INSTANCING_ON
#pragma multi_compile_fwdadd
#include "HLSLSupport.cginc"
#define UNITY_ASSUME_UNIFORM_SCALING
#define UNITY_MAX_INSTANCE_COUNT 50
#define UNITY_INSTANCED_LOD_FADE
#define UNITY_INSTANCED_SH
#define UNITY_INSTANCED_LIGHTMAPSTS
#include "UnityShaderVariables.cginc"
#include "UnityShaderUtilities.cginc"

#include "UnityCG.cginc"
#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))


            #pragma shader_feature_local _WINDQUALITY_NONE _WINDQUALITY_FASTEST _WINDQUALITY_FAST _WINDQUALITY_BETTER _WINDQUALITY_BEST _WINDQUALITY_PALM
            #pragma shader_feature_local EFFECT_BILLBOARD
            #pragma shader_feature_local EFFECT_HUE_VARIATION
            #pragma shader_feature_local EFFECT_SUBSURFACE
            #pragma shader_feature_local EFFECT_BUMP
            #pragma shader_feature_local EFFECT_EXTRA_TEX

#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
#include "../../Core/CurvedWorldTransform.cginc"


            #define ENABLE_WIND
            #define EFFECT_BACKSIDE_NORMALS
            #include "SpeedTree8Common.cginc"

        

// vertex-to-fragment interpolation data
struct v2f_SpeedTreeSurf {
  UNITY_POSITION(pos);
  half2 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_SpeedTreeSurf vert_SpeedTreeSurf (appdata_full v) {
  UNITY_SETUP_INSTANCE_ID(v);
  v2f_SpeedTreeSurf o;
  UNITY_INITIALIZE_OUTPUT(v2f_SpeedTreeSurf,o);
  UNITY_TRANSFER_INSTANCE_ID(v,o);
  UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
  SpeedTreeVert (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_SpeedTreeSurf (v2f_SpeedTreeSurf IN, float vface : VFACE) : 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.facing.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;
  #if UNITY_VFACE_FLIPPED
     vface = -vface;
  #endif
  surfIN.facing = vface;
  #ifdef UNITY_COMPILER_HLSL
  SurfaceOutputStandard o = (SurfaceOutputStandard)0;
  #else
  SurfaceOutputStandard o;
  #endif
  o.Albedo = 0.0;
  o.Emission = 0.0;
  o.Alpha = 0.0;
  o.Occlusion = 1.0;
  fixed3 normalWorldVertex = fixed3(0,0,1);
  o.Normal = fixed3(0,0,1);

  // call surface function
  SpeedTreeSurf (surfIN, o);
  UNITY_APPLY_DITHER_CROSSFADE(IN.pos.xy);
  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 += LightingSpeedTreeSubsurface (o, worldViewDir, gi);
  c.a = 0.0;
  UNITY_APPLY_FOG(_unity_fogCoord, c); // apply fog
  UNITY_OPAQUE_ALPHA(c.a);
  return c;
}



ENDCG

}

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

CGPROGRAM
// compile directives
#pragma vertex vert_SpeedTreeSurf
#pragma fragment frag_SpeedTreeSurf
#pragma target 3.0 LOD_FADE_CROSSFADE
#pragma target 3.0
#pragma multi_compile_vertex LOD_FADE_PERCENTAGE LOD_FADE_CROSSFADE
#pragma multi_compile_fragment __ LOD_FADE_CROSSFADE
#pragma instancing_options assumeuniformscaling maxcount:50
#pragma multi_compile_instancing
#pragma exclude_renderers nomrt
#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
#pragma multi_compile_prepassfinal
#include "HLSLSupport.cginc"
#define UNITY_ASSUME_UNIFORM_SCALING
#define UNITY_MAX_INSTANCE_COUNT 50
#define UNITY_INSTANCED_LOD_FADE
#define UNITY_INSTANCED_SH
#define UNITY_INSTANCED_LIGHTMAPSTS
#include "UnityShaderVariables.cginc"
#include "UnityShaderUtilities.cginc"

#include "UnityCG.cginc"
#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))


            #pragma shader_feature_local _WINDQUALITY_NONE _WINDQUALITY_FASTEST _WINDQUALITY_FAST _WINDQUALITY_BETTER _WINDQUALITY_BEST _WINDQUALITY_PALM
            #pragma shader_feature_local EFFECT_BILLBOARD
            #pragma shader_feature_local EFFECT_HUE_VARIATION
            #pragma shader_feature_local EFFECT_SUBSURFACE
            #pragma shader_feature_local EFFECT_BUMP
            #pragma shader_feature_local EFFECT_EXTRA_TEX


#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
#include "../../Core/CurvedWorldTransform.cginc"


            #define ENABLE_WIND
            #define EFFECT_BACKSIDE_NORMALS
            #include "SpeedTree8Common.cginc"

        

// vertex-to-fragment interpolation data
struct v2f_SpeedTreeSurf {
  UNITY_POSITION(pos);
  half2 pack0 : TEXCOORD0; // _MainTex
  float4 tSpace0 : TEXCOORD1;
  float4 tSpace1 : TEXCOORD2;
  float4 tSpace2 : TEXCOORD3;
  fixed4 color : COLOR0;
#ifndef DIRLIGHTMAP_OFF
  float3 viewDir : TEXCOORD4;
#endif
  float4 lmap : TEXCOORD5;
#ifndef LIGHTMAP_ON
  #if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL
    half3 sh : TEXCOORD6; // SH
  #endif
#else
  #ifdef DIRLIGHTMAP_OFF
    float4 lmapFadePos : TEXCOORD6;
  #endif
#endif
  UNITY_VERTEX_INPUT_INSTANCE_ID
  UNITY_VERTEX_OUTPUT_STEREO
};
float4 _MainTex_ST;

// vertex shader
v2f_SpeedTreeSurf vert_SpeedTreeSurf (appdata_full v) {
  UNITY_SETUP_INSTANCE_ID(v);
  v2f_SpeedTreeSurf o;
  UNITY_INITIALIZE_OUTPUT(v2f_SpeedTreeSurf,o);
  UNITY_TRANSFER_INSTANCE_ID(v,o);
  UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
  SpeedTreeVert (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);
  float3 viewDirForLight = UnityWorldSpaceViewDir(worldPos);
  #ifndef DIRLIGHTMAP_OFF
  o.viewDir.x = dot(viewDirForLight, worldTangent);
  o.viewDir.y = dot(viewDirForLight, worldBinormal);
  o.viewDir.z = dot(viewDirForLight, worldNormal);
  #endif
  o.color = v.color;
#ifdef DYNAMICLIGHTMAP_ON
  o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
#else
  o.lmap.zw = 0;
#endif
#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_SpeedTreeSurf (v2f_SpeedTreeSurf IN, float vface : VFACE,
    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.facing.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;
  #if UNITY_VFACE_FLIPPED
     vface = -vface;
  #endif
  surfIN.facing = vface;
  #ifdef UNITY_COMPILER_HLSL
  SurfaceOutputStandard o = (SurfaceOutputStandard)0;
  #else
  SurfaceOutputStandard o;
  #endif
  o.Albedo = 0.0;
  o.Emission = 0.0;
  o.Alpha = 0.0;
  o.Occlusion = 1.0;
  fixed3 normalWorldVertex = fixed3(0,0,1);
  o.Normal = fixed3(0,0,1);

  // call surface function
  SpeedTreeSurf (surfIN, o);
  UNITY_APPLY_DITHER_CROSSFADE(IN.pos.xy);
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
  LightingSpeedTreeSubsurface_GI(o, giInput, gi);

  // call lighting function to output g-buffer
  outEmission = LightingSpeedTreeSubsurface_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
}


ENDCG

}

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

CGPROGRAM
// compile directives
#pragma vertex vert_SpeedTreeSurf
#pragma fragment frag_SpeedTreeSurf
#pragma target 3.0 LOD_FADE_CROSSFADE
#pragma target 3.0
#pragma multi_compile_vertex LOD_FADE_PERCENTAGE LOD_FADE_CROSSFADE
#pragma multi_compile_fragment __ LOD_FADE_CROSSFADE
#pragma instancing_options assumeuniformscaling maxcount:50
#pragma multi_compile_instancing
#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
#pragma multi_compile_shadowcaster
#include "HLSLSupport.cginc"
#define UNITY_ASSUME_UNIFORM_SCALING
#define UNITY_MAX_INSTANCE_COUNT 50
#define UNITY_INSTANCED_LOD_FADE
#define UNITY_INSTANCED_SH
#define UNITY_INSTANCED_LIGHTMAPSTS
#include "UnityShaderVariables.cginc"
#include "UnityShaderUtilities.cginc"

#include "UnityCG.cginc"
#include "Lighting.cginc"

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


            #pragma shader_feature_local _WINDQUALITY_NONE _WINDQUALITY_FASTEST _WINDQUALITY_FAST _WINDQUALITY_BETTER _WINDQUALITY_BEST _WINDQUALITY_PALM
            #pragma shader_feature_local EFFECT_BILLBOARD
            #pragma shader_feature_local EFFECT_HUE_VARIATION
            #pragma shader_feature_local EFFECT_SUBSURFACE
            #pragma shader_feature_local EFFECT_BUMP
            #pragma shader_feature_local EFFECT_EXTRA_TEX

#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
#include "../../Core/CurvedWorldTransform.cginc"


            #define ENABLE_WIND
            #define EFFECT_BACKSIDE_NORMALS
            #include "SpeedTree8Common.cginc"

        

// vertex-to-fragment interpolation data
struct v2f_SpeedTreeSurf {
  V2F_SHADOW_CASTER;
  half2 pack0 : TEXCOORD1; // _MainTex
  float3 worldPos : TEXCOORD2;
  fixed4 color : COLOR0;
  UNITY_VERTEX_INPUT_INSTANCE_ID
  UNITY_VERTEX_OUTPUT_STEREO
};
float4 _MainTex_ST;

// vertex shader
v2f_SpeedTreeSurf vert_SpeedTreeSurf (appdata_full v) {
  UNITY_SETUP_INSTANCE_ID(v);
  v2f_SpeedTreeSurf o;
  UNITY_INITIALIZE_OUTPUT(v2f_SpeedTreeSurf,o);
  UNITY_TRANSFER_INSTANCE_ID(v,o);
  UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
  SpeedTreeVert (v);
  o.pack0.xy = TRANSFORM_TEX(v.texcoord, _MainTex);
  float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
  float3 worldNormal = UnityObjectToWorldNormal(v.normal);
  o.worldPos.xyz = worldPos;
  o.color = v.color;
  TRANSFER_SHADOW_CASTER_NORMALOFFSET(o)
  return o;
}

// fragment shader
fixed4 frag_SpeedTreeSurf (v2f_SpeedTreeSurf 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;
  surfIN.facing.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
  surfIN.color = IN.color;
  #ifdef UNITY_COMPILER_HLSL
  SurfaceOutputStandard o = (SurfaceOutputStandard)0;
  #else
  SurfaceOutputStandard o;
  #endif
  o.Albedo = 0.0;
  o.Emission = 0.0;
  o.Alpha = 0.0;
  o.Occlusion = 1.0;
  fixed3 normalWorldVertex = fixed3(0,0,1);

  // call surface function
  SpeedTreeSurf (surfIN, o);
  UNITY_APPLY_DITHER_CROSSFADE(IN.pos.xy);
  SHADOW_CASTER_FRAGMENT(IN)
}


ENDCG

}

	// ---- meta information extraction pass:
	Pass {
		Name "Meta"
		Tags { "LightMode" = "Meta" }
		Cull Off

CGPROGRAM
// compile directives
#pragma vertex vert_SpeedTreeSurf
#pragma fragment frag_SpeedTreeSurf
#pragma target 3.0 LOD_FADE_CROSSFADE
#pragma target 3.0
#pragma multi_compile_vertex LOD_FADE_PERCENTAGE LOD_FADE_CROSSFADE
#pragma multi_compile_fragment __ LOD_FADE_CROSSFADE
#pragma instancing_options assumeuniformscaling maxcount:50
#pragma multi_compile_instancing
#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
#pragma shader_feature EDITOR_VISUALIZATION

#include "HLSLSupport.cginc"
#define UNITY_ASSUME_UNIFORM_SCALING
#define UNITY_MAX_INSTANCE_COUNT 50
#define UNITY_INSTANCED_LOD_FADE
#define UNITY_INSTANCED_SH
#define UNITY_INSTANCED_LIGHTMAPSTS
#include "UnityShaderVariables.cginc"
#include "UnityShaderUtilities.cginc"

#include "UnityCG.cginc"
#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))


            #pragma shader_feature_local _WINDQUALITY_NONE _WINDQUALITY_FASTEST _WINDQUALITY_FAST _WINDQUALITY_BETTER _WINDQUALITY_BEST _WINDQUALITY_PALM
            #pragma shader_feature_local EFFECT_BILLBOARD
            #pragma shader_feature_local EFFECT_HUE_VARIATION
            #pragma shader_feature_local EFFECT_SUBSURFACE
            #pragma shader_feature_local EFFECT_BUMP
            #pragma shader_feature_local EFFECT_EXTRA_TEX

            #define ENABLE_WIND
            #define EFFECT_BACKSIDE_NORMALS
            #include "SpeedTree8Common.cginc"

        
#include "UnityMetaPass.cginc"

// vertex-to-fragment interpolation data
struct v2f_SpeedTreeSurf {
  UNITY_POSITION(pos);
  half2 pack0 : TEXCOORD0; // _MainTex
  float4 tSpace0 : TEXCOORD1;
  float4 tSpace1 : TEXCOORD2;
  float4 tSpace2 : TEXCOORD3;
  fixed4 color : COLOR0;
#ifdef EDITOR_VISUALIZATION
  float2 vizUV : TEXCOORD4;
  float4 lightCoord : TEXCOORD5;
#endif
  UNITY_VERTEX_INPUT_INSTANCE_ID
  UNITY_VERTEX_OUTPUT_STEREO
};
float4 _MainTex_ST;

// vertex shader
v2f_SpeedTreeSurf vert_SpeedTreeSurf (appdata_full v) {
  UNITY_SETUP_INSTANCE_ID(v);
  v2f_SpeedTreeSurf o;
  UNITY_INITIALIZE_OUTPUT(v2f_SpeedTreeSurf,o);
  UNITY_TRANSFER_INSTANCE_ID(v,o);
  UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
  SpeedTreeVert (v);
  o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST);
#ifdef EDITOR_VISUALIZATION
  o.vizUV = 0;
  o.lightCoord = 0;
  if (unity_VisualizationMode == EDITORVIZ_TEXTURE)
    o.vizUV = UnityMetaVizUV(unity_EditorViz_UVIndex, v.texcoord.xy, v.texcoord1.xy, v.texcoord2.xy, unity_EditorViz_Texture_ST);
  else if (unity_VisualizationMode == EDITORVIZ_SHOWLIGHTMASK)
  {
    o.vizUV = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
    o.lightCoord = mul(unity_EditorViz_WorldToLight, mul(unity_ObjectToWorld, float4(v.vertex.xyz, 1)));
  }
#endif
  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;
  return o;
}

// fragment shader
fixed4 frag_SpeedTreeSurf (v2f_SpeedTreeSurf 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.facing.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
  surfIN.color = IN.color;
  #ifdef UNITY_COMPILER_HLSL
  SurfaceOutputStandard o = (SurfaceOutputStandard)0;
  #else
  SurfaceOutputStandard o;
  #endif
  o.Albedo = 0.0;
  o.Emission = 0.0;
  o.Alpha = 0.0;
  o.Occlusion = 1.0;
  fixed3 normalWorldVertex = fixed3(0,0,1);

  // call surface function
  SpeedTreeSurf (surfIN, o);
  UNITY_APPLY_DITHER_CROSSFADE(IN.pos.xy);
  UnityMetaInput metaIN;
  UNITY_INITIALIZE_OUTPUT(UnityMetaInput, metaIN);
  metaIN.Albedo = o.Albedo;
  metaIN.Emission = o.Emission;
#ifdef EDITOR_VISUALIZATION
  metaIN.VizUV = IN.vizUV;
  metaIN.LightCoord = IN.lightCoord;
#endif
  return UnityMetaFragment(metaIN);
}


ENDCG

}


    }

    // targeting SM2.0: Many effects are disabled for fewer instructions
    SubShader
    {
        Tags
        {
            "Queue"="AlphaTest"
            "IgnoreProjector"="True"
            "RenderType"="TransparentCutout"
            "DisableBatching"="LODFading"
        }
        LOD 400
        Cull [_TwoSided]

        
	// ------------------------------------------------------------
	// 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_SpeedTreeSurf
#pragma fragment frag_SpeedTreeSurf
#pragma multi_compile_vertex LOD_FADE_PERCENTAGE
#pragma multi_compile_fog
#pragma multi_compile_fwdbase
#include "HLSLSupport.cginc"
#define UNITY_INSTANCED_LOD_FADE
#define UNITY_INSTANCED_SH
#define UNITY_INSTANCED_LIGHTMAPSTS
#include "UnityShaderVariables.cginc"
#include "UnityShaderUtilities.cginc"

#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "UnityPBSLighting.cginc"
#include "AutoLight.cginc"

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


            #pragma shader_feature_local EFFECT_BILLBOARD
            #pragma shader_feature_local EFFECT_EXTRA_TEX


#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE
#define CURVEDWORLD_BEND_ID_1
#pragma shader_feature_local CURVEDWORLD_DISABLED_ON
#include "../../Core/CurvedWorldTransform.cginc"


            #include "SpeedTree8Common.cginc"

        

// 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_WORLD_POS
struct v2f_SpeedTreeSurf {
  UNITY_POSITION(pos);
  half2 pack0 : TEXCOORD0; // _MainTex
  float3 worldNormal : TEXCOORD1;
  float4 worldPos : TEXCOORD2;
  fixed4 color : COLOR0;
  #if UNITY_SHOULD_SAMPLE_SH
  half3 sh : TEXCOORD3; // SH
  #endif
  UNITY_LIGHTING_COORDS(4,5)
  #if SHADER_TARGET >= 30
  float4 lmap : TEXCOORD6;
  #endif
  UNITY_VERTEX_INPUT_INSTANCE_ID
  UNITY_VERTEX_OUTPUT_STEREO
};
#endif
// high-precision fragment shader registers:
#ifndef UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS
struct v2f_SpeedTreeSurf {
  UNITY_POSITION(pos);
  half2 pack0 : TEXCOORD0; // _MainTex
  float3 worldNormal : TEXCOORD1;
  float3 worldPos : TEXCOORD2;
  fixed4 color : COLOR0;
  #if UNITY_SHOULD_SAMPLE_SH
  half3 sh : TEXCOORD3; // SH
  #endif
  UNITY_FOG_COORDS(4)
  UNITY_SHADOW_COORDS(5)
  #if SHADER_TARGET >= 30
  float4 lmap : TEXCOORD6;
  #endif
  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_WORLD_POS
struct v2f_SpeedTreeSurf {
  UNITY_POSITION(pos);
  half2 pack0 : TEXCOORD0; // _MainTex
  float3 worldNormal : TEXCOORD1;
  float4 worldPos : TEXCOORD2;
  fixed4 color : COLOR0;
  float4 lmap : TEXCOORD3;
  UNITY_LIGHTING_COORDS(4,5)
  UNITY_VERTEX_INPUT_INSTANCE_ID
  UNITY_VERTEX_OUTPUT_STEREO
};
#endif
// high-precision fragment shader registers:
#ifndef UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS
struct v2f_SpeedTreeSurf {
  UNITY_POSITION(pos);
  half2 pack0 : TEXCOORD0; // _MainTex
  float3 worldNormal : TEXCOORD1;
  float3 worldPos : TEXCOORD2;
  fixed4 color : COLOR0;
  float4 lmap : TEXCOORD3;
  UNITY_FOG_COORDS(4)
  UNITY_SHADOW_COORDS(5)
  #ifdef DIRLIGHTMAP_COMBINED
  float3 tSpace0 : TEXCOORD6;
  float3 tSpace1 : TEXCOORD7;
  float3 tSpace2 : TEXCOORD8;
  #endif
  UNITY_VERTEX_INPUT_INSTANCE_ID
  UNITY_VERTEX_OUTPUT_STEREO
};
#endif
#endif
float4 _MainTex_ST;

// vertex shader
v2f_SpeedTreeSurf vert_SpeedTreeSurf (appdata_full v) {
  UNITY_SETUP_INSTANCE_ID(v);
  v2f_SpeedTreeSurf o;
  UNITY_INITIALIZE_OUTPUT(v2f_SpeedTreeSurf,o);
  UNITY_TRANSFER_INSTANCE_ID(v,o);
  UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
  SpeedTreeVert (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);
  #if defined(LIGHTMAP_ON) && defined(DIRLIGHTMAP_COMBINED)
  fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);
  fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;
  fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;
  #endif
  #if defined(LIGHTMAP_ON) && defined(DIRLIGHTMAP_COMBINED) && !defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS)
  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);
  #endif
  o.worldPos.xyz = worldPos;
  o.worldNormal = worldNormal;
  o.color = v.color;
  #ifdef DYNAMICLIGHTMAP_ON
  o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
  #endif
  #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_SpeedTreeSurf (v2f_SpeedTreeSurf 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;
  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
  SurfaceOutputStandard o = (SurfaceOutputStandard)0;
  #else
  SurfaceOutputStandard o;
  #endif
  o.Albedo = 0.0;
  o.Emission = 0.0;
  o.Alpha = 0.0;
  o.Occlusion = 1.0;
  fixed3 normalWorldVertex = fixed3(0,0,1);
  o.Normal = IN.worldNormal;
  normalWorldVertex = IN.worldNormal;

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

  // compute lighting & shadowing factor
  UNITY_LIGHT_ATTENUATION(atten, IN, worldPos)
  fixed4 c = 0;

  // 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
  LightingStandard_GI(o, giInput, gi);

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

ENDCG

}

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

CGPROGRAM
// compile directives
#pragma vertex vert_SpeedTreeSurf
#pragma fragment frag_SpeedTreeSurf
#pragma multi_compile_vertex LOD_FADE_PERCENTAGE
#pragma multi_compile_fog
#pragma skip_variants INSTANCING_ON
#pragma multi_compile_fwdadd
#include "HLSLSupport.cginc"
#define UNITY_INSTANCED_LOD_FADE
#define UNITY_INSTANCED_SH
#define UNITY_INSTANCED_LIGHTMAPSTS
#include "UnityShaderVariables.cginc"
#include "UnityShaderUtilities.cginc"

#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "UnityPBSLighting.cginc"
#include "AutoLight.cginc"

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

            #pragma shader_feature_local EFFECT_BILLBOARD
            #pragma shader_feature_local EFFECT_EXTRA_TEX


#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE
#define CURVEDWORLD_BEND_ID_1
#pragma shader_feature_local CURVEDWORLD_DISABLED_ON
#include "../../Core/CurvedWorldTransform.cginc"


            #include "SpeedTree8Common.cginc"

        

// vertex-to-fragment interpolation data
struct v2f_SpeedTreeSurf {
  UNITY_POSITION(pos);
  half2 pack0 : TEXCOORD0; // _MainTex
  float3 worldNormal : TEXCOORD1;
  float3 worldPos : TEXCOORD2;
  fixed4 color : COLOR0;
  UNITY_LIGHTING_COORDS(3,4)
  UNITY_FOG_COORDS(5)
  UNITY_VERTEX_INPUT_INSTANCE_ID
  UNITY_VERTEX_OUTPUT_STEREO
};
float4 _MainTex_ST;

// vertex shader
v2f_SpeedTreeSurf vert_SpeedTreeSurf (appdata_full v) {
  UNITY_SETUP_INSTANCE_ID(v);
  v2f_SpeedTreeSurf o;
  UNITY_INITIALIZE_OUTPUT(v2f_SpeedTreeSurf,o);
  UNITY_TRANSFER_INSTANCE_ID(v,o);
  UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
  SpeedTreeVert (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);
  o.worldPos.xyz = worldPos;
  o.worldNormal = worldNormal;
  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_SpeedTreeSurf (v2f_SpeedTreeSurf 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;
  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
  SurfaceOutputStandard o = (SurfaceOutputStandard)0;
  #else
  SurfaceOutputStandard o;
  #endif
  o.Albedo = 0.0;
  o.Emission = 0.0;
  o.Alpha = 0.0;
  o.Occlusion = 1.0;
  fixed3 normalWorldVertex = fixed3(0,0,1);
  o.Normal = IN.worldNormal;
  normalWorldVertex = IN.worldNormal;

  // call surface function
  SpeedTreeSurf (surfIN, o);
  UNITY_LIGHT_ATTENUATION(atten, IN, worldPos)
  fixed4 c = 0;

  // 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 += LightingStandard (o, worldViewDir, gi);
  c.a = 0.0;
  UNITY_APPLY_FOG(_unity_fogCoord, c); // apply fog
  UNITY_OPAQUE_ALPHA(c.a);
  return c;
}

ENDCG

}

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

CGPROGRAM
// compile directives
#pragma vertex vert_SpeedTreeSurf
#pragma fragment frag_SpeedTreeSurf
#pragma multi_compile_vertex LOD_FADE_PERCENTAGE
#pragma exclude_renderers nomrt
#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
#pragma multi_compile_prepassfinal
#include "HLSLSupport.cginc"
#define UNITY_INSTANCED_LOD_FADE
#define UNITY_INSTANCED_SH
#define UNITY_INSTANCED_LIGHTMAPSTS
#include "UnityShaderVariables.cginc"
#include "UnityShaderUtilities.cginc"

#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "UnityPBSLighting.cginc"

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

            #pragma shader_feature_local EFFECT_BILLBOARD
            #pragma shader_feature_local EFFECT_EXTRA_TEX


#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE
#define CURVEDWORLD_BEND_ID_1
#pragma shader_feature_local CURVEDWORLD_DISABLED_ON
#include "../../Core/CurvedWorldTransform.cginc"


            #include "SpeedTree8Common.cginc"

        

// vertex-to-fragment interpolation data
struct v2f_SpeedTreeSurf {
  UNITY_POSITION(pos);
  half2 pack0 : TEXCOORD0; // _MainTex
  float3 worldNormal : TEXCOORD1;
  float3 worldPos : TEXCOORD2;
  fixed4 color : COLOR0;
#ifndef DIRLIGHTMAP_OFF
  float3 viewDir : TEXCOORD3;
#endif
  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_SpeedTreeSurf vert_SpeedTreeSurf (appdata_full v) {
  UNITY_SETUP_INSTANCE_ID(v);
  v2f_SpeedTreeSurf o;
  UNITY_INITIALIZE_OUTPUT(v2f_SpeedTreeSurf,o);
  UNITY_TRANSFER_INSTANCE_ID(v,o);
  UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
  SpeedTreeVert (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);
  o.worldPos.xyz = worldPos;
  o.worldNormal = worldNormal;
  float3 viewDirForLight = UnityWorldSpaceViewDir(worldPos);
  #ifndef DIRLIGHTMAP_OFF
  o.viewDir = viewDirForLight;
  #endif
  o.color = v.color;
#ifdef DYNAMICLIGHTMAP_ON
  o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
#else
  o.lmap.zw = 0;
#endif
#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_SpeedTreeSurf (v2f_SpeedTreeSurf 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
  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
  SurfaceOutputStandard o = (SurfaceOutputStandard)0;
  #else
  SurfaceOutputStandard o;
  #endif
  o.Albedo = 0.0;
  o.Emission = 0.0;
  o.Alpha = 0.0;
  o.Occlusion = 1.0;
  fixed3 normalWorldVertex = fixed3(0,0,1);
  o.Normal = IN.worldNormal;
  normalWorldVertex = IN.worldNormal;

  // call surface function
  SpeedTreeSurf (surfIN, o);
fixed3 originalNormal = o.Normal;
  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
  LightingStandard_GI(o, giInput, gi);

  // call lighting function to output g-buffer
  outEmission = LightingStandard_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
}

ENDCG

}

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

CGPROGRAM
// compile directives
#pragma vertex vert_SpeedTreeSurf
#pragma fragment frag_SpeedTreeSurf
#pragma multi_compile_vertex LOD_FADE_PERCENTAGE
#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
#pragma multi_compile_shadowcaster
#include "HLSLSupport.cginc"
#define UNITY_INSTANCED_LOD_FADE
#define UNITY_INSTANCED_SH
#define UNITY_INSTANCED_LIGHTMAPSTS
#include "UnityShaderVariables.cginc"
#include "UnityShaderUtilities.cginc"

#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "UnityPBSLighting.cginc"

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

            #pragma shader_feature_local EFFECT_BILLBOARD
            #pragma shader_feature_local EFFECT_EXTRA_TEX


#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE
#define CURVEDWORLD_BEND_ID_1
#pragma shader_feature_local CURVEDWORLD_DISABLED_ON
#include "../../Core/CurvedWorldTransform.cginc"


            #include "SpeedTree8Common.cginc"

        

// vertex-to-fragment interpolation data
struct v2f_SpeedTreeSurf {
  V2F_SHADOW_CASTER;
  half2 pack0 : TEXCOORD1; // _MainTex
  float3 worldPos : TEXCOORD2;
  fixed4 color : COLOR0;
  UNITY_VERTEX_INPUT_INSTANCE_ID
  UNITY_VERTEX_OUTPUT_STEREO
};
float4 _MainTex_ST;

// vertex shader
v2f_SpeedTreeSurf vert_SpeedTreeSurf (appdata_full v) {
  UNITY_SETUP_INSTANCE_ID(v);
  v2f_SpeedTreeSurf o;
  UNITY_INITIALIZE_OUTPUT(v2f_SpeedTreeSurf,o);
  UNITY_TRANSFER_INSTANCE_ID(v,o);
  UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
  SpeedTreeVert (v);
  o.pack0.xy = TRANSFORM_TEX(v.texcoord, _MainTex);
  float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
  float3 worldNormal = UnityObjectToWorldNormal(v.normal);
  o.worldPos.xyz = worldPos;
  o.color = v.color;
  TRANSFER_SHADOW_CASTER_NORMALOFFSET(o)
  return o;
}

// fragment shader
fixed4 frag_SpeedTreeSurf (v2f_SpeedTreeSurf 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;
  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
  surfIN.color = IN.color;
  #ifdef UNITY_COMPILER_HLSL
  SurfaceOutputStandard o = (SurfaceOutputStandard)0;
  #else
  SurfaceOutputStandard o;
  #endif
  o.Albedo = 0.0;
  o.Emission = 0.0;
  o.Alpha = 0.0;
  o.Occlusion = 1.0;
  fixed3 normalWorldVertex = fixed3(0,0,1);

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

ENDCG

}

	// ---- meta information extraction pass:
	Pass {
		Name "Meta"
		Tags { "LightMode" = "Meta" }
		Cull Off

CGPROGRAM
// compile directives
#pragma vertex vert_SpeedTreeSurf
#pragma fragment frag_SpeedTreeSurf
#pragma multi_compile_vertex LOD_FADE_PERCENTAGE
#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
#pragma shader_feature EDITOR_VISUALIZATION

#include "HLSLSupport.cginc"
#define UNITY_INSTANCED_LOD_FADE
#define UNITY_INSTANCED_SH
#define UNITY_INSTANCED_LIGHTMAPSTS
#include "UnityShaderVariables.cginc"
#include "UnityShaderUtilities.cginc"

#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "UnityPBSLighting.cginc"

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

            #pragma shader_feature_local EFFECT_BILLBOARD
            #pragma shader_feature_local EFFECT_EXTRA_TEX


#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE
#define CURVEDWORLD_BEND_ID_1
#pragma shader_feature_local CURVEDWORLD_DISABLED_ON
#include "../../Core/CurvedWorldTransform.cginc"


            #include "SpeedTree8Common.cginc"

        
#include "UnityMetaPass.cginc"

// vertex-to-fragment interpolation data
struct v2f_SpeedTreeSurf {
  UNITY_POSITION(pos);
  half2 pack0 : TEXCOORD0; // _MainTex
  float3 worldPos : TEXCOORD1;
  fixed4 color : COLOR0;
#ifdef EDITOR_VISUALIZATION
  float2 vizUV : TEXCOORD2;
  float4 lightCoord : TEXCOORD3;
#endif
  UNITY_VERTEX_INPUT_INSTANCE_ID
  UNITY_VERTEX_OUTPUT_STEREO
};
float4 _MainTex_ST;

// vertex shader
v2f_SpeedTreeSurf vert_SpeedTreeSurf (appdata_full v) {
  UNITY_SETUP_INSTANCE_ID(v);
  v2f_SpeedTreeSurf o;
  UNITY_INITIALIZE_OUTPUT(v2f_SpeedTreeSurf,o);
  UNITY_TRANSFER_INSTANCE_ID(v,o);
  UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
  SpeedTreeVert (v);
  o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST);
#ifdef EDITOR_VISUALIZATION
  o.vizUV = 0;
  o.lightCoord = 0;
  if (unity_VisualizationMode == EDITORVIZ_TEXTURE)
    o.vizUV = UnityMetaVizUV(unity_EditorViz_UVIndex, v.texcoord.xy, v.texcoord1.xy, v.texcoord2.xy, unity_EditorViz_Texture_ST);
  else if (unity_VisualizationMode == EDITORVIZ_SHOWLIGHTMASK)
  {
    o.vizUV = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
    o.lightCoord = mul(unity_EditorViz_WorldToLight, mul(unity_ObjectToWorld, float4(v.vertex.xyz, 1)));
  }
#endif
  o.pack0.xy = TRANSFORM_TEX(v.texcoord, _MainTex);
  float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
  float3 worldNormal = UnityObjectToWorldNormal(v.normal);
  o.worldPos.xyz = worldPos;
  o.color = v.color;
  return o;
}

// fragment shader
fixed4 frag_SpeedTreeSurf (v2f_SpeedTreeSurf 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;
  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
  surfIN.color = IN.color;
  #ifdef UNITY_COMPILER_HLSL
  SurfaceOutputStandard o = (SurfaceOutputStandard)0;
  #else
  SurfaceOutputStandard o;
  #endif
  o.Albedo = 0.0;
  o.Emission = 0.0;
  o.Alpha = 0.0;
  o.Occlusion = 1.0;
  fixed3 normalWorldVertex = fixed3(0,0,1);

  // call surface function
  SpeedTreeSurf (surfIN, o);
  UnityMetaInput metaIN;
  UNITY_INITIALIZE_OUTPUT(UnityMetaInput, metaIN);
  metaIN.Albedo = o.Albedo;
  metaIN.Emission = o.Emission;
#ifdef EDITOR_VISUALIZATION
  metaIN.VizUV = IN.vizUV;
  metaIN.LightCoord = IN.lightCoord;
#endif
  return UnityMetaFragment(metaIN);
}

ENDCG

}
    }
    FallBack "Hidden/Amazing Assets/Curved World/Fallback/VertexLit Cutout" 
    CustomEditor "AmazingAssets.CurvedWorld.Editor.SpeedTree8ShaderGUI"
}
