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#ifndef __FEATURES_INC
#define __FEATURES_INC
//ifex _Ambient_Occlusion_Enabled==0
#pragma shader_feature_local _AMBIENT_OCCLUSION
//endex
//ifex _Emission_Enabled==0
#pragma shader_feature_local _EMISSION
//endex
//ifex _Wrapped_Lighting_Enabled==0
#pragma shader_feature_local _WRAPPED_LIGHTING
//endex
//ifex _Min_Brightness_Enabled==0
#pragma shader_feature_local _MIN_BRIGHTNESS
//endex
//ifex _Quantize_NoL_Enabled==0
#pragma shader_feature_local _QUANTIZE_NOL
//endex
//ifex _Quantize_Specular_Enabled==0
#pragma shader_feature_local _QUANTIZE_SPECULAR
//endex
//ifex _Metallics_Enabled==0
#pragma shader_feature_local _METALLICS
//endex
//ifex _Outlines_Enabled==0
#pragma shader_feature_local _OUTLINES
//endex
//ifex _Outline_Mask_Enabled==0
#pragma shader_feature_local _OUTLINE_MASK
//endex
//ifex _Matcap0_Enabled==0
#pragma shader_feature_local _MATCAP0
#pragma shader_feature_local _MATCAP0_MASK
#pragma shader_feature_local _MATCAP0_QUANTIZATION
//endex
//ifex _Rim_Lighting0_Enabled==0
#pragma shader_feature_local _RIM_LIGHTING0
#pragma shader_feature_local _RIM_LIGHTING0_MASK
#pragma shader_feature_local _RIM_LIGHTING0_ANGLE_LIMIT
#pragma shader_feature_local _RIM_LIGHTING0_QUANTIZATION
//endex
//ifex _Rim_Lighting1_Enabled==0
#pragma shader_feature_local _RIM_LIGHTING1
#pragma shader_feature_local _RIM_LIGHTING1_MASK
#pragma shader_feature_local _RIM_LIGHTING1_ANGLE_LIMIT
#pragma shader_feature_local _RIM_LIGHTING1_QUANTIZATION
//endex
//ifex _Rim_Lighting2_Enabled==0
#pragma shader_feature_local _RIM_LIGHTING2
#pragma shader_feature_local _RIM_LIGHTING2_MASK
#pragma shader_feature_local _RIM_LIGHTING2_ANGLE_LIMIT
#pragma shader_feature_local _RIM_LIGHTING2_QUANTIZATION
//endex
//ifex _Rim_Lighting3_Enabled==0
#pragma shader_feature_local _RIM_LIGHTING3
#pragma shader_feature_local _RIM_LIGHTING3_MASK
#pragma shader_feature_local _RIM_LIGHTING3_ANGLE_LIMIT
#pragma shader_feature_local _RIM_LIGHTING3_QUANTIZATION
//endex
//ifex _Vertex_Domain_Warping_Enabled==0
#pragma shader_feature_local _VERTEX_DOMAIN_WARPING
//endex
//ifex _Eye_Effect_00_Enabled==0
#pragma shader_feature_local _EYE_EFFECT_00
//endex
//ifex _SSFD_Enabled==0
#pragma shader_feature_local _SSFD
//endex
#endif // __FEATURES_INC
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