Adding emission to shader

I am currently editing a shader and I am trying to add emissions to it I currently have th bare bones portion of emissions but was wondering what else I needed to do. currently it shows up but even with an emission map populated and color selected it currently does nothing.

Shader "Ashy/RPD Emission"
{
	Properties
	{
		_PosterTexture("Poster Texture", 2D) = "white" {}
		_Offset("Offset", Float) = -0.04500474
		_EmissionColor("Color", Color) = (0,0,0)
        _EmissionMap("Emission", 2D) = "white" {}


		//_TransmissionShadow( "Transmission Shadow", Range( 0, 1 ) ) = 0.5
		//_TransStrength( "Trans Strength", Range( 0, 50 ) ) = 1
		//_TransNormal( "Trans Normal Distortion", Range( 0, 1 ) ) = 0.5
		//_TransScattering( "Trans Scattering", Range( 1, 50 ) ) = 2
		//_TransDirect( "Trans Direct", Range( 0, 1 ) ) = 0.9
		//_TransAmbient( "Trans Ambient", Range( 0, 1 ) ) = 0.1
		//_TransShadow( "Trans Shadow", Range( 0, 1 ) ) = 0.5
		//_TessPhongStrength( "Tess Phong Strength", Range( 0, 1 ) ) = 0.5
		//_TessValue( "Tess Max Tessellation", Range( 1, 32 ) ) = 16
		//_TessMin( "Tess Min Distance", Float ) = 10
		//_TessMax( "Tess Max Distance", Float ) = 25
		//_TessEdgeLength ( "Tess Edge length", Range( 2, 50 ) ) = 16
		//_TessMaxDisp( "Tess Max Displacement", Float ) = 25
		//[ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0
		//[ToggleOff] _GlossyReflections("Reflections", Float) = 1.0
	}

	SubShader
	{
		
		Tags { "RenderType"="Opaque" "Queue"="Geometry" "DisableBatching"="False" }
	LOD 0

		Cull Back
		AlphaToMask Off
		ZWrite On
		ZTest LEqual
		ColorMask RGBA
		
		Blend Off
		

		CGINCLUDE
		#pragma target 3.0
		#pragma shader_feature _EMISSION

		float4 FixedTess( float tessValue )
		{
			return tessValue;
		}

		float CalcDistanceTessFactor (float4 vertex, float minDist, float maxDist, float tess, float4x4 o2w, float3 cameraPos )
		{
			float3 wpos = mul(o2w,vertex).xyz;
			float dist = distance (wpos, cameraPos);
			float f = clamp(1.0 - (dist - minDist) / (maxDist - minDist), 0.01, 1.0) * tess;
			return f;
		}

		float4 CalcTriEdgeTessFactors (float3 triVertexFactors)
		{
			float4 tess;
			tess.x = 0.5 * (triVertexFactors.y + triVertexFactors.z);
			tess.y = 0.5 * (triVertexFactors.x + triVertexFactors.z);
			tess.z = 0.5 * (triVertexFactors.x + triVertexFactors.y);
			tess.w = (triVertexFactors.x + triVertexFactors.y + triVertexFactors.z) / 3.0f;
			return tess;
		}

		float CalcEdgeTessFactor (float3 wpos0, float3 wpos1, float edgeLen, float3 cameraPos, float4 scParams )
		{
			float dist = distance (0.5 * (wpos0+wpos1), cameraPos);
			float len = distance(wpos0, wpos1);
			float f = max(len * scParams.y / (edgeLen * dist), 1.0);
			return f;
		}

		float DistanceFromPlane (float3 pos, float4 plane)
		{
			float d = dot (float4(pos,1.0f), plane);
			return d;
		}

		bool WorldViewFrustumCull (float3 wpos0, float3 wpos1, float3 wpos2, float cullEps, float4 planes[6] )
		{
			float4 planeTest;
			planeTest.x = (( DistanceFromPlane(wpos0, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
						  (( DistanceFromPlane(wpos1, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
						  (( DistanceFromPlane(wpos2, planes[0]) > -cullEps) ? 1.0f : 0.0f );
			planeTest.y = (( DistanceFromPlane(wpos0, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
						  (( DistanceFromPlane(wpos1, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
						  (( DistanceFromPlane(wpos2, planes[1]) > -cullEps) ? 1.0f : 0.0f );
			planeTest.z = (( DistanceFromPlane(wpos0, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
						  (( DistanceFromPlane(wpos1, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
						  (( DistanceFromPlane(wpos2, planes[2]) > -cullEps) ? 1.0f : 0.0f );
			planeTest.w = (( DistanceFromPlane(wpos0, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
						  (( DistanceFromPlane(wpos1, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
						  (( DistanceFromPlane(wpos2, planes[3]) > -cullEps) ? 1.0f : 0.0f );
			return !all (planeTest);
		}

		float4 DistanceBasedTess( float4 v0, float4 v1, float4 v2, float tess, float minDist, float maxDist, float4x4 o2w, float3 cameraPos )
		{
			float3 f;
			f.x = CalcDistanceTessFactor (v0,minDist,maxDist,tess,o2w,cameraPos);
			f.y = CalcDistanceTessFactor (v1,minDist,maxDist,tess,o2w,cameraPos);
			f.z = CalcDistanceTessFactor (v2,minDist,maxDist,tess,o2w,cameraPos);

			return CalcTriEdgeTessFactors (f);
		}

		float4 EdgeLengthBasedTess( float4 v0, float4 v1, float4 v2, float edgeLength, float4x4 o2w, float3 cameraPos, float4 scParams )
		{
			float3 pos0 = mul(o2w,v0).xyz;
			float3 pos1 = mul(o2w,v1).xyz;
			float3 pos2 = mul(o2w,v2).xyz;
			float4 tess;
			tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
			tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
			tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams);
			tess.w = (tess.x + tess.y + tess.z) / 3.0f;
			return tess;
		}

		float4 EdgeLengthBasedTessCull( float4 v0, float4 v1, float4 v2, float edgeLength, float maxDisplacement, float4x4 o2w, float3 cameraPos, float4 scParams, float4 planes[6] )
		{
			float3 pos0 = mul(o2w,v0).xyz;
			float3 pos1 = mul(o2w,v1).xyz;
			float3 pos2 = mul(o2w,v2).xyz;
			float4 tess;

			if (WorldViewFrustumCull(pos0, pos1, pos2, maxDisplacement, planes))
			{
				tess = 0.0f;
			}
			else
			{
				tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
				tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
				tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams);
				tess.w = (tess.x + tess.y + tess.z) / 3.0f;
			}
			return tess;
		}
		ENDCG

		
		Pass
		{
			
			Name "ForwardBase"
			Tags { "LightMode"="ForwardBase" }

			Blend One Zero

			CGPROGRAM
			#define ASE_NEEDS_FRAG_SHADOWCOORDS
			#pragma multi_compile_instancing
			#pragma multi_compile __ LOD_FADE_CROSSFADE
			#pragma multi_compile_fog
			#define ASE_FOG 1
			#pragma shader_feature _EMISSION
			#pragma vertex vert
			#pragma fragment frag
			#pragma multi_compile_fwdbase
			#ifndef UNITY_PASS_FORWARDBASE
				#define UNITY_PASS_FORWARDBASE
			#endif
			#include "HLSLSupport.cginc"
			#ifndef UNITY_INSTANCED_LOD_FADE
				#define UNITY_INSTANCED_LOD_FADE
			#endif
			#ifndef UNITY_INSTANCED_SH
				#define UNITY_INSTANCED_SH
			#endif
			#ifndef UNITY_INSTANCED_LIGHTMAPSTS
				#define UNITY_INSTANCED_LIGHTMAPSTS
			#endif
			#include "UnityShaderVariables.cginc"
			#include "UnityCG.cginc"
			#include "Lighting.cginc"
			#include "UnityPBSLighting.cginc"
			#include "AutoLight.cginc"

			
			struct appdata {
				float4 vertex : POSITION;
				float4 tangent : TANGENT;
				float3 normal : NORMAL;
				float4 texcoord1 : TEXCOORD1;
				float4 texcoord2 : TEXCOORD2;
				float4 ase_texcoord : TEXCOORD0;
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

			struct v2f {
				#if UNITY_VERSION >= 201810
					UNITY_POSITION(pos);
				#else
					float4 pos : SV_POSITION;
				#endif
				#if defined(LIGHTMAP_ON) || (!defined(LIGHTMAP_ON) && SHADER_TARGET >= 30)
					float4 lmap : TEXCOORD0;
				#endif
				#if !defined(LIGHTMAP_ON) && UNITY_SHOULD_SAMPLE_SH
					half3 sh : TEXCOORD1;
				#endif
				#if defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS) && UNITY_VERSION >= 201810 && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
					UNITY_LIGHTING_COORDS(2,3)
				#elif defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
					#if UNITY_VERSION >= 201710
						UNITY_SHADOW_COORDS(2)
					#else
						SHADOW_COORDS(2)
					#endif
				#endif
				#ifdef ASE_FOG
					UNITY_FOG_COORDS(4)
				#endif
				float4 tSpace0 : TEXCOORD5;
				float4 tSpace1 : TEXCOORD6;
				float4 tSpace2 : TEXCOORD7;
				#if defined(ASE_NEEDS_FRAG_SCREEN_POSITION)
				float4 screenPos : TEXCOORD8;
				#endif
				float4 ase_texcoord9 : TEXCOORD9;
				UNITY_VERTEX_INPUT_INSTANCE_ID
				UNITY_VERTEX_OUTPUT_STEREO
			};

			#ifdef ASE_TRANSMISSION
				float _TransmissionShadow;
			#endif
			#ifdef ASE_TRANSLUCENCY
				float _TransStrength;
				float _TransNormal;
				float _TransScattering;
				float _TransDirect;
				float _TransAmbient;
				float _TransShadow;
			#endif
			#ifdef ASE_TESSELLATION
				float _TessPhongStrength;
				float _TessValue;
				float _TessMin;
				float _TessMax;
				float _TessEdgeLength;
				float _TessMaxDisp;
			#endif
			uniform sampler2D _PosterTexture;
			uniform float _Offset;


			
			v2f VertexFunction (appdata v  ) {
				UNITY_SETUP_INSTANCE_ID(v);
				v2f o;
				UNITY_INITIALIZE_OUTPUT(v2f,o);
				UNITY_TRANSFER_INSTANCE_ID(v,o);
				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);

				o.ase_texcoord9.xy = v.ase_texcoord.xy;
				
				//setting value to unused interpolator channels and avoid initialization warnings
				o.ase_texcoord9.zw = 0;
				#ifdef ASE_ABSOLUTE_VERTEX_POS
					float3 defaultVertexValue = v.vertex.xyz;
				#else
					float3 defaultVertexValue = float3(0, 0, 0);
				#endif
				float3 vertexValue = defaultVertexValue;
				#ifdef ASE_ABSOLUTE_VERTEX_POS
					v.vertex.xyz = vertexValue;
				#else
					v.vertex.xyz += vertexValue;
				#endif
				v.vertex.w = 1;
				v.normal = v.normal;
				v.tangent = v.tangent;

				o.pos = UnityObjectToClipPos(v.vertex);
				float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
				fixed3 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);

				#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

				#ifndef LIGHTMAP_ON
					#if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL
						o.sh = 0;
						#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

				#if UNITY_VERSION >= 201810 && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
					UNITY_TRANSFER_LIGHTING(o, v.texcoord1.xy);
				#elif defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
					#if UNITY_VERSION >= 201710
						UNITY_TRANSFER_SHADOW(o, v.texcoord1.xy);
					#else
						TRANSFER_SHADOW(o);
					#endif
				#endif

				#ifdef ASE_FOG
					UNITY_TRANSFER_FOG(o,o.pos);
				#endif
				#if defined(ASE_NEEDS_FRAG_SCREEN_POSITION)
					o.screenPos = ComputeScreenPos(o.pos);
				#endif
				return o;
			}

			#if defined(ASE_TESSELLATION)
			struct VertexControl
			{
				float4 vertex : INTERNALTESSPOS;
				float4 tangent : TANGENT;
				float3 normal : NORMAL;
				float4 texcoord1 : TEXCOORD1;
				float4 texcoord2 : TEXCOORD2;
				float4 ase_texcoord : TEXCOORD0;

				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

			struct TessellationFactors
			{
				float edge[3] : SV_TessFactor;
				float inside : SV_InsideTessFactor;
			};

			VertexControl vert ( appdata v )
			{
				VertexControl o;
				UNITY_SETUP_INSTANCE_ID(v);
				UNITY_TRANSFER_INSTANCE_ID(v, o);
				o.vertex = v.vertex;
				o.tangent = v.tangent;
				o.normal = v.normal;
				o.texcoord1 = v.texcoord1;
				o.texcoord2 = v.texcoord2;
				o.ase_texcoord = v.ase_texcoord;
				return o;
			}

			TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
			{
				TessellationFactors o;
				float4 tf = 1;
				float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
				float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
				#if defined(ASE_FIXED_TESSELLATION)
				tf = FixedTess( tessValue );
				#elif defined(ASE_DISTANCE_TESSELLATION)
				tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, UNITY_MATRIX_M, _WorldSpaceCameraPos );
				#elif defined(ASE_LENGTH_TESSELLATION)
				tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams );
				#elif defined(ASE_LENGTH_CULL_TESSELLATION)
				tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
				#endif
				o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
				return o;
			}

			[domain("tri")]
			[partitioning("fractional_odd")]
			[outputtopology("triangle_cw")]
			[patchconstantfunc("TessellationFunction")]
			[outputcontrolpoints(3)]
			VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
			{
			   return patch[id];
			}

			[domain("tri")]
			v2f DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
			{
				appdata o = (appdata) 0;
				o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
				o.tangent = patch[0].tangent * bary.x + patch[1].tangent * bary.y + patch[2].tangent * bary.z;
				o.normal = patch[0].normal * bary.x + patch[1].normal * bary.y + patch[2].normal * bary.z;
				o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z;
				o.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z;
				o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
				#if defined(ASE_PHONG_TESSELLATION)
				float3 pp[3];
				for (int i = 0; i < 3; ++i)
					pp[i] = o.vertex.xyz - patch[i].normal * (dot(o.vertex.xyz, patch[i].normal) - dot(patch[i].vertex.xyz, patch[i].normal));
				float phongStrength = _TessPhongStrength;
				o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
				#endif
				UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
				return VertexFunction(o);
			}
			#else
			v2f vert ( appdata v )
			{
				return VertexFunction( v );
			}
			#endif

			fixed4 frag (v2f IN 
				#ifdef _DEPTHOFFSET_ON
				, out float outputDepth : SV_Depth
				#endif
				) : SV_Target
			{
				UNITY_SETUP_INSTANCE_ID(IN);

				#ifdef LOD_FADE_CROSSFADE
					UNITY_APPLY_DITHER_CROSSFADE(IN.pos.xy);
				#endif

				#if defined(_SPECULAR_SETUP)
					SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;
				#else
					SurfaceOutputStandard o = (SurfaceOutputStandard)0;
				#endif
				float3 WorldTangent = float3(IN.tSpace0.x,IN.tSpace1.x,IN.tSpace2.x);
				float3 WorldBiTangent = float3(IN.tSpace0.y,IN.tSpace1.y,IN.tSpace2.y);
				float3 WorldNormal = float3(IN.tSpace0.z,IN.tSpace1.z,IN.tSpace2.z);
				float3 worldPos = float3(IN.tSpace0.w,IN.tSpace1.w,IN.tSpace2.w);
				float3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));
				#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
					UNITY_LIGHT_ATTENUATION(atten, IN, worldPos)
				#else
					half atten = 1;
				#endif
				#if defined(ASE_NEEDS_FRAG_SCREEN_POSITION)
				float4 ScreenPos = IN.screenPos;
				#endif

				float2 texCoord11 = IN.ase_texcoord9.xy * float2( 1,1 ) + float2( 0,0 );
				float2 break21 = texCoord11;
				float4 appendResult20 = (float4(break21.x , ( break21.y + _Offset ) , 0.0 , 0.0));
				
				o.Albedo = tex2D( _PosterTexture, appendResult20.xy ).rgb;
				o.Normal = fixed3( 0, 0, 1 );
				//o.Emission = half3( 0, 0, 0 );
				#if defined(_SPECULAR_SETUP)
					o.Specular = fixed3( 0, 0, 0 );
				#else
					o.Metallic = 0;
				#endif
				o.Smoothness = 0;
				o.Occlusion = 1;
				o.Alpha = 1;
				float AlphaClipThreshold = 0.5;
				float AlphaClipThresholdShadow = 0.5;
				float3 BakedGI = 0;
				float3 RefractionColor = 1;
				float RefractionIndex = 1;
				float3 Transmission = 1;
				float3 Translucency = 1;

				#ifdef _ALPHATEST_ON
					clip( o.Alpha - AlphaClipThreshold );
				#endif

				#ifdef _DEPTHOFFSET_ON
					outputDepth = IN.pos.z;
				#endif

				#ifndef USING_DIRECTIONAL_LIGHT
					fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));
				#else
					fixed3 lightDir = _WorldSpaceLightPos0.xyz;
				#endif

				fixed4 c = 0;
				float3 worldN;
				worldN.x = dot(IN.tSpace0.xyz, o.Normal);
				worldN.y = dot(IN.tSpace1.xyz, o.Normal);
				worldN.z = dot(IN.tSpace2.xyz, o.Normal);
				worldN = normalize(worldN);
				o.Normal = worldN;

				UnityGI gi;
				UNITY_INITIALIZE_OUTPUT(UnityGI, gi);
				gi.indirect.diffuse = 0;
				gi.indirect.specular = 0;
				gi.light.color = _LightColor0.rgb;
				gi.light.dir = lightDir;

				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;
				#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

				#if defined(_SPECULAR_SETUP)
					LightingStandardSpecular_GI(o, giInput, gi);
				#else
					LightingStandard_GI( o, giInput, gi );
				#endif

				#ifdef ASE_BAKEDGI
					gi.indirect.diffuse = BakedGI;
				#endif

				#if UNITY_SHOULD_SAMPLE_SH && !defined(LIGHTMAP_ON) && defined(ASE_NO_AMBIENT)
					gi.indirect.diffuse = 0;
				#endif

				#if defined(_SPECULAR_SETUP)
					c += LightingStandardSpecular (o, worldViewDir, gi);
				#else
					c += LightingStandard( o, worldViewDir, gi );
				#endif

				#ifdef ASE_TRANSMISSION
				{
					float shadow = _TransmissionShadow;
					#ifdef DIRECTIONAL
						float3 lightAtten = lerp( _LightColor0.rgb, gi.light.color, shadow );
					#else
						float3 lightAtten = gi.light.color;
					#endif
					half3 transmission = max(0 , -dot(o.Normal, gi.light.dir)) * lightAtten * Transmission;
					c.rgb += o.Albedo * transmission;
				}
				#endif

				#ifdef ASE_TRANSLUCENCY
				{
					float shadow = _TransShadow;
					float normal = _TransNormal;
					float scattering = _TransScattering;
					float direct = _TransDirect;
					float ambient = _TransAmbient;
					float strength = _TransStrength;

					#ifdef DIRECTIONAL
						float3 lightAtten = lerp( _LightColor0.rgb, gi.light.color, shadow );
					#else
						float3 lightAtten = gi.light.color;
					#endif
					half3 lightDir = gi.light.dir + o.Normal * normal;
					half transVdotL = pow( saturate( dot( worldViewDir, -lightDir ) ), scattering );
					half3 translucency = lightAtten * (transVdotL * direct + gi.indirect.diffuse * ambient) * Translucency;
					c.rgb += o.Albedo * translucency * strength;
				}
				#endif

				//#ifdef ASE_REFRACTION
				//	float4 projScreenPos = ScreenPos / ScreenPos.w;
				//	float3 refractionOffset = ( RefractionIndex - 1.0 ) * mul( UNITY_MATRIX_V, WorldNormal ).xyz * ( 1.0 - dot( WorldNormal, WorldViewDirection ) );
				//	projScreenPos.xy += refractionOffset.xy;
				//	float3 refraction = UNITY_SAMPLE_SCREENSPACE_TEXTURE( _GrabTexture, projScreenPos ) * RefractionColor;
				//	color.rgb = lerp( refraction, color.rgb, color.a );
				//	color.a = 1;
				//#endif

				//c.rgb += o.Emission;

				#ifdef ASE_FOG
					UNITY_APPLY_FOG(IN.fogCoord, c);
				#endif
				return c;
			}
			ENDCG
		}

		
		Pass
		{
			
			Name "ForwardAdd"
			Tags { "LightMode"="ForwardAdd" }
			ZWrite Off
			Blend One One

			CGPROGRAM
			#define ASE_NEEDS_FRAG_SHADOWCOORDS
			#pragma multi_compile_instancing
			#pragma multi_compile __ LOD_FADE_CROSSFADE
			#pragma multi_compile_fog
			#define ASE_FOG 1
			#pragma shader_feature _EMISSION
			#pragma vertex vert
			#pragma fragment frag
			#pragma skip_variants INSTANCING_ON
			#pragma multi_compile_fwdadd_fullshadows
			#ifndef UNITY_PASS_FORWARDADD
				#define UNITY_PASS_FORWARDADD
			#endif
			#include "HLSLSupport.cginc"
			#if !defined( UNITY_INSTANCED_LOD_FADE )
				#define UNITY_INSTANCED_LOD_FADE
			#endif
			#if !defined( UNITY_INSTANCED_SH )
				#define UNITY_INSTANCED_SH
			#endif
			#if !defined( UNITY_INSTANCED_LIGHTMAPSTS )
				#define UNITY_INSTANCED_LIGHTMAPSTS
			#endif
			#include "UnityShaderVariables.cginc"
			#include "UnityCG.cginc"
			#include "Lighting.cginc"
			#include "UnityPBSLighting.cginc"
			#include "AutoLight.cginc"

			
			struct appdata {
				float4 vertex : POSITION;
				float4 tangent : TANGENT;
				float3 normal : NORMAL;
				float4 texcoord1 : TEXCOORD1;
				float4 texcoord2 : TEXCOORD2;
				float4 ase_texcoord : TEXCOORD0;
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};
			struct v2f {
				#if UNITY_VERSION >= 201810
					UNITY_POSITION(pos);
				#else
					float4 pos : SV_POSITION;
				#endif
				#if UNITY_VERSION >= 201810 && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
					UNITY_LIGHTING_COORDS(1,2)
				#elif defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
					#if UNITY_VERSION >= 201710
						UNITY_SHADOW_COORDS(1)
					#else
						SHADOW_COORDS(1)
					#endif
				#endif
				#ifdef ASE_FOG
					UNITY_FOG_COORDS(3)
				#endif
				float4 tSpace0 : TEXCOORD5;
				float4 tSpace1 : TEXCOORD6;
				float4 tSpace2 : TEXCOORD7;
				#if defined(ASE_NEEDS_FRAG_SCREEN_POSITION)
				float4 screenPos : TEXCOORD8;
				#endif
				float4 ase_texcoord9 : TEXCOORD9;
				UNITY_VERTEX_INPUT_INSTANCE_ID
				UNITY_VERTEX_OUTPUT_STEREO
			};

			#ifdef ASE_TRANSMISSION
				float _TransmissionShadow;
			#endif
			#ifdef ASE_TRANSLUCENCY
				float _TransStrength;
				float _TransNormal;
				float _TransScattering;
				float _TransDirect;
				float _TransAmbient;
				float _TransShadow;
			#endif
			#ifdef ASE_TESSELLATION
				float _TessPhongStrength;
				float _TessValue;
				float _TessMin;
				float _TessMax;
				float _TessEdgeLength;
				float _TessMaxDisp;
			#endif
			uniform sampler2D _PosterTexture;
			uniform float _Offset;


			
			v2f VertexFunction (appdata v  ) {
				UNITY_SETUP_INSTANCE_ID(v);
				v2f o;
				UNITY_INITIALIZE_OUTPUT(v2f,o);
				UNITY_TRANSFER_INSTANCE_ID(v,o);
				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);

				o.ase_texcoord9.xy = v.ase_texcoord.xy;
				
				//setting value to unused interpolator channels and avoid initialization warnings
				o.ase_texcoord9.zw = 0;
				#ifdef ASE_ABSOLUTE_VERTEX_POS
					float3 defaultVertexValue = v.vertex.xyz;
				#else
					float3 defaultVertexValue = float3(0, 0, 0);
				#endif
				float3 vertexValue = defaultVertexValue;
				#ifdef ASE_ABSOLUTE_VERTEX_POS
					v.vertex.xyz = vertexValue;
				#else
					v.vertex.xyz += vertexValue;
				#endif
				v.vertex.w = 1;
				v.normal = v.normal;
				v.tangent = v.tangent;

				o.pos = UnityObjectToClipPos(v.vertex);
				float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
				fixed3 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);

				#if UNITY_VERSION >= 201810 && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
					UNITY_TRANSFER_LIGHTING(o, v.texcoord1.xy);
				#elif defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
					#if UNITY_VERSION >= 201710
						UNITY_TRANSFER_SHADOW(o, v.texcoord1.xy);
					#else
						TRANSFER_SHADOW(o);
					#endif
				#endif

				#ifdef ASE_FOG
					UNITY_TRANSFER_FOG(o,o.pos);
				#endif
				#if defined(ASE_NEEDS_FRAG_SCREEN_POSITION)
					o.screenPos = ComputeScreenPos(o.pos);
				#endif
				return o;
			}

			#if defined(ASE_TESSELLATION)
			struct VertexControl
			{
				float4 vertex : INTERNALTESSPOS;
				float4 tangent : TANGENT;
				float3 normal : NORMAL;
				float4 texcoord1 : TEXCOORD1;
				float4 texcoord2 : TEXCOORD2;
				float4 ase_texcoord : TEXCOORD0;

				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

			struct TessellationFactors
			{
				float edge[3] : SV_TessFactor;
				float inside : SV_InsideTessFactor;
			};

			VertexControl vert ( appdata v )
			{
				VertexControl o;
				UNITY_SETUP_INSTANCE_ID(v);
				UNITY_TRANSFER_INSTANCE_ID(v, o);
				o.vertex = v.vertex;
				o.tangent = v.tangent;
				o.normal = v.normal;
				o.texcoord1 = v.texcoord1;
				o.texcoord2 = v.texcoord2;
				o.ase_texcoord = v.ase_texcoord;
				return o;
			}

			TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
			{
				TessellationFactors o;
				float4 tf = 1;
				float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
				float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
				#if defined(ASE_FIXED_TESSELLATION)
				tf = FixedTess( tessValue );
				#elif defined(ASE_DISTANCE_TESSELLATION)
				tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, UNITY_MATRIX_M, _WorldSpaceCameraPos );
				#elif defined(ASE_LENGTH_TESSELLATION)
				tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams );
				#elif defined(ASE_LENGTH_CULL_TESSELLATION)
				tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
				#endif
				o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
				return o;
			}

			[domain("tri")]
			[partitioning("fractional_odd")]
			[outputtopology("triangle_cw")]
			[patchconstantfunc("TessellationFunction")]
			[outputcontrolpoints(3)]
			VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
			{
			   return patch[id];
			}

			[domain("tri")]
			v2f DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
			{
				appdata o = (appdata) 0;
				o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
				o.tangent = patch[0].tangent * bary.x + patch[1].tangent * bary.y + patch[2].tangent * bary.z;
				o.normal = patch[0].normal * bary.x + patch[1].normal * bary.y + patch[2].normal * bary.z;
				o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z;
				o.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z;
				o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
				#if defined(ASE_PHONG_TESSELLATION)
				float3 pp[3];
				for (int i = 0; i < 3; ++i)
					pp[i] = o.vertex.xyz - patch[i].normal * (dot(o.vertex.xyz, patch[i].normal) - dot(patch[i].vertex.xyz, patch[i].normal));
				float phongStrength = _TessPhongStrength;
				o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
				#endif
				UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
				return VertexFunction(o);
			}
			#else
			v2f vert ( appdata v )
			{
				return VertexFunction( v );
			}
			#endif

			fixed4 frag ( v2f IN 
				#ifdef _DEPTHOFFSET_ON
				, out float outputDepth : SV_Depth
				#endif
				) : SV_Target
			{
				UNITY_SETUP_INSTANCE_ID(IN);

				#ifdef LOD_FADE_CROSSFADE
					UNITY_APPLY_DITHER_CROSSFADE(IN.pos.xy);
				#endif

				#if defined(_SPECULAR_SETUP)
					SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;
				#else
					SurfaceOutputStandard o = (SurfaceOutputStandard)0;
				#endif
				float3 WorldTangent = float3(IN.tSpace0.x,IN.tSpace1.x,IN.tSpace2.x);
				float3 WorldBiTangent = float3(IN.tSpace0.y,IN.tSpace1.y,IN.tSpace2.y);
				float3 WorldNormal = float3(IN.tSpace0.z,IN.tSpace1.z,IN.tSpace2.z);
				float3 worldPos = float3(IN.tSpace0.w,IN.tSpace1.w,IN.tSpace2.w);
				float3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));
				#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
					UNITY_LIGHT_ATTENUATION(atten, IN, worldPos)
				#else
					half atten = 1;
				#endif
				#if defined(ASE_NEEDS_FRAG_SCREEN_POSITION)
				float4 ScreenPos = IN.screenPos;
				#endif


				float2 texCoord11 = IN.ase_texcoord9.xy * float2( 1,1 ) + float2( 0,0 );
				float2 break21 = texCoord11;
				float4 appendResult20 = (float4(break21.x , ( break21.y + _Offset ) , 0.0 , 0.0));
				
				o.Albedo = tex2D( _PosterTexture, appendResult20.xy ).rgb;
				o.Normal = fixed3( 0, 0, 1 );
				//o.Emission = half3( 0, 0, 0 );
				#if defined(_SPECULAR_SETUP)
					o.Specular = fixed3( 0, 0, 0 );
				#else
					o.Metallic = 0;
				#endif
				o.Smoothness = 0;
				o.Occlusion = 1;
				o.Alpha = 1;
				float AlphaClipThreshold = 0.5;
				float3 Transmission = 1;
				float3 Translucency = 1;

				#ifdef _ALPHATEST_ON
					clip( o.Alpha - AlphaClipThreshold );
				#endif

				#ifdef _DEPTHOFFSET_ON
					outputDepth = IN.pos.z;
				#endif

				#ifndef USING_DIRECTIONAL_LIGHT
					fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));
				#else
					fixed3 lightDir = _WorldSpaceLightPos0.xyz;
				#endif

				fixed4 c = 0;
				float3 worldN;
				worldN.x = dot(IN.tSpace0.xyz, o.Normal);
				worldN.y = dot(IN.tSpace1.xyz, o.Normal);
				worldN.z = dot(IN.tSpace2.xyz, o.Normal);
				worldN = normalize(worldN);
				o.Normal = worldN;

				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;

				#if defined(_SPECULAR_SETUP)
					c += LightingStandardSpecular( o, worldViewDir, gi );
				#else
					c += LightingStandard( o, worldViewDir, gi );
				#endif

				#ifdef ASE_TRANSMISSION
				{
					float shadow = _TransmissionShadow;
					#ifdef DIRECTIONAL
						float3 lightAtten = lerp( _LightColor0.rgb, gi.light.color, shadow );
					#else
						float3 lightAtten = gi.light.color;
					#endif
					half3 transmission = max(0 , -dot(o.Normal, gi.light.dir)) * lightAtten * Transmission;
					c.rgb += o.Albedo * transmission;
				}
				#endif

				#ifdef ASE_TRANSLUCENCY
				{
					float shadow = _TransShadow;
					float normal = _TransNormal;
					float scattering = _TransScattering;
					float direct = _TransDirect;
					float ambient = _TransAmbient;
					float strength = _TransStrength;

					#ifdef DIRECTIONAL
						float3 lightAtten = lerp( _LightColor0.rgb, gi.light.color, shadow );
					#else
						float3 lightAtten = gi.light.color;
					#endif
					half3 lightDir = gi.light.dir + o.Normal * normal;
					half transVdotL = pow( saturate( dot( worldViewDir, -lightDir ) ), scattering );
					half3 translucency = lightAtten * (transVdotL * direct + gi.indirect.diffuse * ambient) * Translucency;
					c.rgb += o.Albedo * translucency * strength;
				}
				#endif

				//#ifdef ASE_REFRACTION
				//	float4 projScreenPos = ScreenPos / ScreenPos.w;
				//	float3 refractionOffset = ( RefractionIndex - 1.0 ) * mul( UNITY_MATRIX_V, WorldNormal ).xyz * ( 1.0 - dot( WorldNormal, WorldViewDirection ) );
				//	projScreenPos.xy += refractionOffset.xy;
				//	float3 refraction = UNITY_SAMPLE_SCREENSPACE_TEXTURE( _GrabTexture, projScreenPos ) * RefractionColor;
				//	color.rgb = lerp( refraction, color.rgb, color.a );
				//	color.a = 1;
				//#endif

				#ifdef ASE_FOG
					UNITY_APPLY_FOG(IN.fogCoord, c);
				#endif
				return c;
			}
			ENDCG
		}

		
		Pass
		{
			
			Name "Deferred"
			Tags { "LightMode"="Deferred" }

			AlphaToMask Off

			CGPROGRAM
			#define ASE_NEEDS_FRAG_SHADOWCOORDS
			#pragma multi_compile_instancing
			#pragma multi_compile __ LOD_FADE_CROSSFADE
			#pragma multi_compile_fog
			#define ASE_FOG 1
			#pragma shader_feature _EMISSION
			#pragma vertex vert
			#pragma fragment frag
			#pragma target 3.0
			#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
			#pragma multi_compile_prepassfinal
			#ifndef UNITY_PASS_DEFERRED
				#define UNITY_PASS_DEFERRED
			#endif
			#include "HLSLSupport.cginc"
			#if !defined( UNITY_INSTANCED_LOD_FADE )
				#define UNITY_INSTANCED_LOD_FADE
			#endif
			#if !defined( UNITY_INSTANCED_SH )
				#define UNITY_INSTANCED_SH
			#endif
			#if !defined( UNITY_INSTANCED_LIGHTMAPSTS )
				#define UNITY_INSTANCED_LIGHTMAPSTS
			#endif
			#include "UnityShaderVariables.cginc"
			#include "UnityCG.cginc"
			#include "Lighting.cginc"
			#include "UnityPBSLighting.cginc"

			
			struct appdata {
				float4 vertex : POSITION;
				float4 tangent : TANGENT;
				float3 normal : NORMAL;
				float4 texcoord1 : TEXCOORD1;
				float4 texcoord2 : TEXCOORD2;
				float4 ase_texcoord : TEXCOORD0;
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

			struct v2f {
				#if UNITY_VERSION >= 201810
					UNITY_POSITION(pos);
				#else
					float4 pos : SV_POSITION;
				#endif
				float4 lmap : TEXCOORD2;
				#ifndef LIGHTMAP_ON
					#if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL
						half3 sh : TEXCOORD3;
					#endif
				#else
					#ifdef DIRLIGHTMAP_OFF
						float4 lmapFadePos : TEXCOORD4;
					#endif
				#endif
				float4 tSpace0 : TEXCOORD5;
				float4 tSpace1 : TEXCOORD6;
				float4 tSpace2 : TEXCOORD7;
				float4 ase_texcoord8 : TEXCOORD8;
				UNITY_VERTEX_INPUT_INSTANCE_ID
				UNITY_VERTEX_OUTPUT_STEREO
			};

			#ifdef LIGHTMAP_ON
			float4 unity_LightmapFade;
			#endif
			fixed4 unity_Ambient;
			#ifdef ASE_TESSELLATION
				float _TessPhongStrength;
				float _TessValue;
				float _TessMin;
				float _TessMax;
				float _TessEdgeLength;
				float _TessMaxDisp;
			#endif
			uniform sampler2D _PosterTexture;
			uniform float _Offset;


			
			v2f VertexFunction (appdata v  ) {
				UNITY_SETUP_INSTANCE_ID(v);
				v2f o;
				UNITY_INITIALIZE_OUTPUT(v2f,o);
				UNITY_TRANSFER_INSTANCE_ID(v,o);
				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);

				o.ase_texcoord8.xy = v.ase_texcoord.xy;
				
				//setting value to unused interpolator channels and avoid initialization warnings
				o.ase_texcoord8.zw = 0;
				#ifdef ASE_ABSOLUTE_VERTEX_POS
					float3 defaultVertexValue = v.vertex.xyz;
				#else
					float3 defaultVertexValue = float3(0, 0, 0);
				#endif
				float3 vertexValue = defaultVertexValue;
				#ifdef ASE_ABSOLUTE_VERTEX_POS
					v.vertex.xyz = vertexValue;
				#else
					v.vertex.xyz += vertexValue;
				#endif
				v.vertex.w = 1;
				v.normal = v.normal;
				v.tangent = v.tangent;

				o.pos = UnityObjectToClipPos(v.vertex);
				float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
				fixed3 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);

				#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;
			}

			#if defined(ASE_TESSELLATION)
			struct VertexControl
			{
				float4 vertex : INTERNALTESSPOS;
				float4 tangent : TANGENT;
				float3 normal : NORMAL;
				float4 texcoord1 : TEXCOORD1;
				float4 texcoord2 : TEXCOORD2;
				float4 ase_texcoord : TEXCOORD0;

				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

			struct TessellationFactors
			{
				float edge[3] : SV_TessFactor;
				float inside : SV_InsideTessFactor;
			};

			VertexControl vert ( appdata v )
			{
				VertexControl o;
				UNITY_SETUP_INSTANCE_ID(v);
				UNITY_TRANSFER_INSTANCE_ID(v, o);
				o.vertex = v.vertex;
				o.tangent = v.tangent;
				o.normal = v.normal;
				o.texcoord1 = v.texcoord1;
				o.texcoord2 = v.texcoord2;
				o.ase_texcoord = v.ase_texcoord;
				return o;
			}

			TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
			{
				TessellationFactors o;
				float4 tf = 1;
				float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
				float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
				#if defined(ASE_FIXED_TESSELLATION)
				tf = FixedTess( tessValue );
				#elif defined(ASE_DISTANCE_TESSELLATION)
				tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, UNITY_MATRIX_M, _WorldSpaceCameraPos );
				#elif defined(ASE_LENGTH_TESSELLATION)
				tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams );
				#elif defined(ASE_LENGTH_CULL_TESSELLATION)
				tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
				#endif
				o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
				return o;
			}

			[domain("tri")]
			[partitioning("fractional_odd")]
			[outputtopology("triangle_cw")]
			[patchconstantfunc("TessellationFunction")]
			[outputcontrolpoints(3)]
			VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
			{
			   return patch[id];
			}

			[domain("tri")]
			v2f DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
			{
				appdata o = (appdata) 0;
				o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
				o.tangent = patch[0].tangent * bary.x + patch[1].tangent * bary.y + patch[2].tangent * bary.z;
				o.normal = patch[0].normal * bary.x + patch[1].normal * bary.y + patch[2].normal * bary.z;
				o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z;
				o.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z;
				o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
				#if defined(ASE_PHONG_TESSELLATION)
				float3 pp[3];
				for (int i = 0; i < 3; ++i)
					pp[i] = o.vertex.xyz - patch[i].normal * (dot(o.vertex.xyz, patch[i].normal) - dot(patch[i].vertex.xyz, patch[i].normal));
				float phongStrength = _TessPhongStrength;
				o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
				#endif
				UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
				return VertexFunction(o);
			}
			#else
			v2f vert ( appdata v )
			{
				return VertexFunction( v );
			}
			#endif

			void frag (v2f 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
				#ifdef _DEPTHOFFSET_ON
				, out float outputDepth : SV_Depth
				#endif
			)
			{
				UNITY_SETUP_INSTANCE_ID(IN);

				#ifdef LOD_FADE_CROSSFADE
					UNITY_APPLY_DITHER_CROSSFADE(IN.pos.xy);
				#endif

				#if defined(_SPECULAR_SETUP)
					SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;
				#else
					SurfaceOutputStandard o = (SurfaceOutputStandard)0;
				#endif
				float3 WorldTangent = float3(IN.tSpace0.x,IN.tSpace1.x,IN.tSpace2.x);
				float3 WorldBiTangent = float3(IN.tSpace0.y,IN.tSpace1.y,IN.tSpace2.y);
				float3 WorldNormal = float3(IN.tSpace0.z,IN.tSpace1.z,IN.tSpace2.z);
				float3 worldPos = float3(IN.tSpace0.w,IN.tSpace1.w,IN.tSpace2.w);
				float3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));
				half atten = 1;

				float2 texCoord11 = IN.ase_texcoord8.xy * float2( 1,1 ) + float2( 0,0 );
				float2 break21 = texCoord11;
				float4 appendResult20 = (float4(break21.x , ( break21.y + _Offset ) , 0.0 , 0.0));
				
				o.Albedo = tex2D( _PosterTexture, appendResult20.xy ).rgb;
				o.Normal = fixed3( 0, 0, 1 );
				//o.Emission = half3( 0, 0, 0 );
				#if defined(_SPECULAR_SETUP)
					o.Specular = fixed3( 0, 0, 0 );
				#else
					o.Metallic = 0;
				#endif
				o.Smoothness = 0;
				o.Occlusion = 1;
				o.Alpha = 1;
				float AlphaClipThreshold = 0.5;
				float3 BakedGI = 0;

				#ifdef _ALPHATEST_ON
					clip( o.Alpha - AlphaClipThreshold );
				#endif

				#ifdef _DEPTHOFFSET_ON
					outputDepth = IN.pos.z;
				#endif

				#ifndef USING_DIRECTIONAL_LIGHT
					fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));
				#else
					fixed3 lightDir = _WorldSpaceLightPos0.xyz;
				#endif

				float3 worldN;
				worldN.x = dot(IN.tSpace0.xyz, o.Normal);
				worldN.y = dot(IN.tSpace1.xyz, o.Normal);
				worldN.z = dot(IN.tSpace2.xyz, o.Normal);
				worldN = normalize(worldN);
				o.Normal = worldN;

				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);

				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;
				#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

				#if defined(_SPECULAR_SETUP)
					LightingStandardSpecular_GI( o, giInput, gi );
				#else
					LightingStandard_GI( o, giInput, gi );
				#endif

				#ifdef ASE_BAKEDGI
					gi.indirect.diffuse = BakedGI;
				#endif

				#if UNITY_SHOULD_SAMPLE_SH && !defined(LIGHTMAP_ON) && defined(ASE_NO_AMBIENT)
					gi.indirect.diffuse = 0;
				#endif

				#if defined(_SPECULAR_SETUP)
					outEmission = LightingStandardSpecular_Deferred( o, worldViewDir, gi, outGBuffer0, outGBuffer1, outGBuffer2 );
				#else
					outEmission = LightingStandard_Deferred( o, worldViewDir, gi, outGBuffer0, outGBuffer1, outGBuffer2 );
				#endif

				#if defined(SHADOWS_SHADOWMASK) && (UNITY_ALLOWED_MRT_COUNT > 4)
					outShadowMask = UnityGetRawBakedOcclusions (IN.lmap.xy, float3(0, 0, 0));
				#endif
				#ifndef UNITY_HDR_ON
					outEmission.rgb = exp2(-outEmission.rgb);
				#endif
			}
			ENDCG
		}

		
		Pass
		{
			
			Name "Meta"
			Tags { "LightMode"="Meta" }
			Cull Off

			CGPROGRAM
			#define ASE_NEEDS_FRAG_SHADOWCOORDS
			#pragma multi_compile_instancing
			#pragma multi_compile __ LOD_FADE_CROSSFADE
			#pragma multi_compile_fog
			#define ASE_FOG 1
			#pragma shader_feature _EMISSION
			#pragma vertex vert
			#pragma fragment frag
			#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
			#pragma shader_feature EDITOR_VISUALIZATION
			#ifndef UNITY_PASS_META
				#define UNITY_PASS_META
			#endif
			#include "HLSLSupport.cginc"
			#if !defined( UNITY_INSTANCED_LOD_FADE )
				#define UNITY_INSTANCED_LOD_FADE
			#endif
			#if !defined( UNITY_INSTANCED_SH )
				#define UNITY_INSTANCED_SH
			#endif
			#if !defined( UNITY_INSTANCED_LIGHTMAPSTS )
				#define UNITY_INSTANCED_LIGHTMAPSTS
			#endif
			#include "UnityShaderVariables.cginc"
			#include "UnityCG.cginc"
			#include "Lighting.cginc"
			#include "UnityPBSLighting.cginc"
			#include "UnityMetaPass.cginc"

			
			struct appdata {
				float4 vertex : POSITION;
				float4 tangent : TANGENT;
				float3 normal : NORMAL;
				float4 texcoord1 : TEXCOORD1;
				float4 texcoord2 : TEXCOORD2;
				float4 ase_texcoord : TEXCOORD0;
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};
			struct v2f {
				#if UNITY_VERSION >= 201810
					UNITY_POSITION(pos);
				#else
					float4 pos : SV_POSITION;
				#endif
				#ifdef EDITOR_VISUALIZATION
					float2 vizUV : TEXCOORD1;
					float4 lightCoord : TEXCOORD2;
				#endif
				float4 ase_texcoord3 : TEXCOORD3;
				UNITY_VERTEX_INPUT_INSTANCE_ID
				UNITY_VERTEX_OUTPUT_STEREO
			};

			#ifdef ASE_TESSELLATION
				float _TessPhongStrength;
				float _TessValue;
				float _TessMin;
				float _TessMax;
				float _TessEdgeLength;
				float _TessMaxDisp;
			#endif
			uniform sampler2D _PosterTexture;
			uniform float _Offset;


			
			v2f VertexFunction (appdata v  ) {
				UNITY_SETUP_INSTANCE_ID(v);
				v2f o;
				UNITY_INITIALIZE_OUTPUT(v2f,o);
				UNITY_TRANSFER_INSTANCE_ID(v,o);
				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);

				o.ase_texcoord3.xy = v.ase_texcoord.xy;
				
				//setting value to unused interpolator channels and avoid initialization warnings
				o.ase_texcoord3.zw = 0;
				#ifdef ASE_ABSOLUTE_VERTEX_POS
					float3 defaultVertexValue = v.vertex.xyz;
				#else
					float3 defaultVertexValue = float3(0, 0, 0);
				#endif
				float3 vertexValue = defaultVertexValue;
				#ifdef ASE_ABSOLUTE_VERTEX_POS
					v.vertex.xyz = vertexValue;
				#else
					v.vertex.xyz += vertexValue;
				#endif
				v.vertex.w = 1;
				v.normal = v.normal;
				v.tangent = v.tangent;

				#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.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST);

				return o;
			}

			#if defined(ASE_TESSELLATION)
			struct VertexControl
			{
				float4 vertex : INTERNALTESSPOS;
				float4 tangent : TANGENT;
				float3 normal : NORMAL;
				float4 texcoord1 : TEXCOORD1;
				float4 texcoord2 : TEXCOORD2;
				float4 ase_texcoord : TEXCOORD0;

				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

			struct TessellationFactors
			{
				float edge[3] : SV_TessFactor;
				float inside : SV_InsideTessFactor;
			};

			VertexControl vert ( appdata v )
			{
				VertexControl o;
				UNITY_SETUP_INSTANCE_ID(v);
				UNITY_TRANSFER_INSTANCE_ID(v, o);
				o.vertex = v.vertex;
				o.tangent = v.tangent;
				o.normal = v.normal;
				o.texcoord1 = v.texcoord1;
				o.texcoord2 = v.texcoord2;
				o.ase_texcoord = v.ase_texcoord;
				return o;
			}

			TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
			{
				TessellationFactors o;
				float4 tf = 1;
				float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
				float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
				#if defined(ASE_FIXED_TESSELLATION)
				tf = FixedTess( tessValue );
				#elif defined(ASE_DISTANCE_TESSELLATION)
				tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, UNITY_MATRIX_M, _WorldSpaceCameraPos );
				#elif defined(ASE_LENGTH_TESSELLATION)
				tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams );
				#elif defined(ASE_LENGTH_CULL_TESSELLATION)
				tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
				#endif
				o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
				return o;
			}

			[domain("tri")]
			[partitioning("fractional_odd")]
			[outputtopology("triangle_cw")]
			[patchconstantfunc("TessellationFunction")]
			[outputcontrolpoints(3)]
			VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
			{
			   return patch[id];
			}

			[domain("tri")]
			v2f DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
			{
				appdata o = (appdata) 0;
				o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
				o.tangent = patch[0].tangent * bary.x + patch[1].tangent * bary.y + patch[2].tangent * bary.z;
				o.normal = patch[0].normal * bary.x + patch[1].normal * bary.y + patch[2].normal * bary.z;
				o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z;
				o.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z;
				o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
				#if defined(ASE_PHONG_TESSELLATION)
				float3 pp[3];
				for (int i = 0; i < 3; ++i)
					pp[i] = o.vertex.xyz - patch[i].normal * (dot(o.vertex.xyz, patch[i].normal) - dot(patch[i].vertex.xyz, patch[i].normal));
				float phongStrength = _TessPhongStrength;
				o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
				#endif
				UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
				return VertexFunction(o);
			}
			#else
			v2f vert ( appdata v )
			{
				return VertexFunction( v );
			}
			#endif

			fixed4 frag (v2f IN 
				#ifdef _DEPTHOFFSET_ON
				, out float outputDepth : SV_Depth
				#endif
				) : SV_Target
			{
				UNITY_SETUP_INSTANCE_ID(IN);

				#ifdef LOD_FADE_CROSSFADE
					UNITY_APPLY_DITHER_CROSSFADE(IN.pos.xy);
				#endif

				#if defined(_SPECULAR_SETUP)
					SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;
				#else
					SurfaceOutputStandard o = (SurfaceOutputStandard)0;
				#endif

				float2 texCoord11 = IN.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 );
				float2 break21 = texCoord11;
				float4 appendResult20 = (float4(break21.x , ( break21.y + _Offset ) , 0.0 , 0.0));
				
				o.Albedo = tex2D( _PosterTexture, appendResult20.xy ).rgb;
				o.Normal = fixed3( 0, 0, 1 );
				//o.Emission = half3( 0, 0, 0 );
				o.Alpha = 1;
				float AlphaClipThreshold = 0.5;

				#ifdef _ALPHATEST_ON
					clip( o.Alpha - AlphaClipThreshold );
				#endif

				#ifdef _DEPTHOFFSET_ON
					outputDepth = IN.pos.z;
				#endif

				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
		}

		
		Pass
		{
			
			Name "ShadowCaster"
			Tags { "LightMode"="ShadowCaster" }
			ZWrite On
			ZTest LEqual
			AlphaToMask Off

			CGPROGRAM
			#define ASE_NEEDS_FRAG_SHADOWCOORDS
			#pragma multi_compile_instancing
			#pragma multi_compile __ LOD_FADE_CROSSFADE
			#pragma multi_compile_fog
			#define ASE_FOG 1
			#pragma shader_feature _EMISSION
			#pragma vertex vert
			#pragma fragment frag
			#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
			#pragma multi_compile_shadowcaster
			#ifndef UNITY_PASS_SHADOWCASTER
				#define UNITY_PASS_SHADOWCASTER
			#endif
			#include "HLSLSupport.cginc"
			#ifndef UNITY_INSTANCED_LOD_FADE
				#define UNITY_INSTANCED_LOD_FADE
			#endif
			#ifndef UNITY_INSTANCED_SH
				#define UNITY_INSTANCED_SH
			#endif
			#ifndef UNITY_INSTANCED_LIGHTMAPSTS
				#define UNITY_INSTANCED_LIGHTMAPSTS
			#endif
			#if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES || SHADER_API_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN )
				#define CAN_SKIP_VPOS
			#endif
			#include "UnityShaderVariables.cginc"
			#include "UnityCG.cginc"
			#include "Lighting.cginc"
			#include "UnityPBSLighting.cginc"

			
			struct appdata {
				float4 vertex : POSITION;
				float4 tangent : TANGENT;
				float3 normal : NORMAL;
				float4 texcoord1 : TEXCOORD1;
				float4 texcoord2 : TEXCOORD2;
				
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

			struct v2f {
				V2F_SHADOW_CASTER;
				
				UNITY_VERTEX_INPUT_INSTANCE_ID
				UNITY_VERTEX_OUTPUT_STEREO
			};

			#ifdef UNITY_STANDARD_USE_DITHER_MASK
				sampler3D _DitherMaskLOD;
			#endif
			#ifdef ASE_TESSELLATION
				float _TessPhongStrength;
				float _TessValue;
				float _TessMin;
				float _TessMax;
				float _TessEdgeLength;
				float _TessMaxDisp;
			#endif
			

			
			v2f VertexFunction (appdata v  ) {
				UNITY_SETUP_INSTANCE_ID(v);
				v2f o;
				UNITY_INITIALIZE_OUTPUT(v2f,o);
				UNITY_TRANSFER_INSTANCE_ID(v,o);
				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);

				
				#ifdef ASE_ABSOLUTE_VERTEX_POS
					float3 defaultVertexValue = v.vertex.xyz;
				#else
					float3 defaultVertexValue = float3(0, 0, 0);
				#endif
				float3 vertexValue = defaultVertexValue;
				#ifdef ASE_ABSOLUTE_VERTEX_POS
					v.vertex.xyz = vertexValue;
				#else
					v.vertex.xyz += vertexValue;
				#endif
				v.vertex.w = 1;
				v.normal = v.normal;
				v.tangent = v.tangent;

				TRANSFER_SHADOW_CASTER_NORMALOFFSET(o)
				return o;
			}

			#if defined(ASE_TESSELLATION)
			struct VertexControl
			{
				float4 vertex : INTERNALTESSPOS;
				float4 tangent : TANGENT;
				float3 normal : NORMAL;
				float4 texcoord1 : TEXCOORD1;
				float4 texcoord2 : TEXCOORD2;
				
				UNITY_VERTEX_INPUT_INSTANCE_ID
			};

			struct TessellationFactors
			{
				float edge[3] : SV_TessFactor;
				float inside : SV_InsideTessFactor;
			};

			VertexControl vert ( appdata v )
			{
				VertexControl o;
				UNITY_SETUP_INSTANCE_ID(v);
				UNITY_TRANSFER_INSTANCE_ID(v, o);
				o.vertex = v.vertex;
				o.tangent = v.tangent;
				o.normal = v.normal;
				o.texcoord1 = v.texcoord1;
				o.texcoord2 = v.texcoord2;
				
				return o;
			}

			TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
			{
				TessellationFactors o;
				float4 tf = 1;
				float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
				float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
				#if defined(ASE_FIXED_TESSELLATION)
				tf = FixedTess( tessValue );
				#elif defined(ASE_DISTANCE_TESSELLATION)
				tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, UNITY_MATRIX_M, _WorldSpaceCameraPos );
				#elif defined(ASE_LENGTH_TESSELLATION)
				tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams );
				#elif defined(ASE_LENGTH_CULL_TESSELLATION)
				tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
				#endif
				o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
				return o;
			}

			[domain("tri")]
			[partitioning("fractional_odd")]
			[outputtopology("triangle_cw")]
			[patchconstantfunc("TessellationFunction")]
			[outputcontrolpoints(3)]
			VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
			{
			   return patch[id];
			}

			[domain("tri")]
			v2f DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
			{
				appdata o = (appdata) 0;
				o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
				o.tangent = patch[0].tangent * bary.x + patch[1].tangent * bary.y + patch[2].tangent * bary.z;
				o.normal = patch[0].normal * bary.x + patch[1].normal * bary.y + patch[2].normal * bary.z;
				o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z;
				o.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z;
				
				#if defined(ASE_PHONG_TESSELLATION)
				float3 pp[3];
				for (int i = 0; i < 3; ++i)
					pp[i] = o.vertex.xyz - patch[i].normal * (dot(o.vertex.xyz, patch[i].normal) - dot(patch[i].vertex.xyz, patch[i].normal));
				float phongStrength = _TessPhongStrength;
				o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
				#endif
				UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
				return VertexFunction(o);
			}
			#else
			v2f vert ( appdata v )
			{
				return VertexFunction( v );
			}
			#endif

			fixed4 frag (v2f IN 
				#ifdef _DEPTHOFFSET_ON
				, out float outputDepth : SV_Depth
				#endif
				#if !defined( CAN_SKIP_VPOS )
				, UNITY_VPOS_TYPE vpos : VPOS
				#endif
				) : SV_Target
			{
				UNITY_SETUP_INSTANCE_ID(IN);

				#ifdef LOD_FADE_CROSSFADE
					UNITY_APPLY_DITHER_CROSSFADE(IN.pos.xy);
				#endif

				#if defined(_SPECULAR_SETUP)
					SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0;
				#else
					SurfaceOutputStandard o = (SurfaceOutputStandard)0;
				#endif

				
				o.Normal = fixed3( 0, 0, 1 );
				o.Occlusion = 1;
				o.Alpha = 1;
				float AlphaClipThreshold = 0.5;
				float AlphaClipThresholdShadow = 0.5;

				#ifdef _ALPHATEST_SHADOW_ON
					if (unity_LightShadowBias.z != 0.0)
						clip(o.Alpha - AlphaClipThresholdShadow);
					#ifdef _ALPHATEST_ON
					else
						clip(o.Alpha - AlphaClipThreshold);
					#endif
				#else
					#ifdef _ALPHATEST_ON
						clip(o.Alpha - AlphaClipThreshold);
					#endif
				#endif

				#if defined( CAN_SKIP_VPOS )
				float2 vpos = IN.pos;
				#endif

				#ifdef UNITY_STANDARD_USE_DITHER_MASK
					half alphaRef = tex3D(_DitherMaskLOD, float3(vpos.xy*0.25,o.Alpha*0.9375)).a;
					clip(alphaRef - 0.01);
				#endif

				#ifdef _DEPTHOFFSET_ON
					outputDepth = IN.pos.z;
				#endif

				SHADOW_CASTER_FRAGMENT(IN)
			}
			ENDCG
		}
		
	}
	CustomEditor "ASEMaterialInspector"
	
	Fallback Off
}
/*ASEBEGIN
Version=19105
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ASEEND*/
//CHKSM=8CE7D820C1CF2F25093E91DF62F2EE3C8E27EB12