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#ifndef __FEATURES_INC
#define __FEATURES_INC
//ifex _Gradient_Normals_Enabled==0
#pragma shader_feature_local _GRADIENT_NORMALS
//endex
//ifex _Marble_Enabled==0
#pragma shader_feature_local _MARBLE
//endex
//ifex _Tessellation_Enabled==0
#pragma shader_feature_local _TESSELLATION
#pragma shader_feature_local _TESSELLATION_HEIGHTMAP_WORLD_SPACE
#pragma shader_feature_local _TESSELLATION_HEIGHTMAP_DIRECTION_CONTROL
//endex
//ifex _Clearcoat_Enabled==0
#pragma shader_feature_local _CLEARCOAT
//endex
//ifex _Clearcoat_Mask_Enabled==0
#pragma shader_feature_local _CLEARCOAT_MASK
//endex
//ifex _Details_Enabled==0
#pragma shader_feature_local _DETAILS
//endex
//ifex _Cloth_Sheen_Enabled==0
#pragma shader_feature_local _CLOTH_SHEEN
//endex
//ifex _Vertex_Deformation_Enabled==0
#pragma shader_feature_local _VERTEX_DEFORMATION
#pragma shader_feature_local _VERTEX_DEFORMATION_FRAGMENT_NORMALS
#pragma shader_feature_local _VERTEX_DEFORMATION_TESSELLATION
//endex
//ifex _Vertex_Deformation_Tubes_Enabled==0
#pragma shader_feature_local _VERTEX_DEFORMATION_TUBES
#pragma shader_feature_local _VERTEX_DEFORMATION_TUBE_TO_PLANE_0
#pragma shader_feature_local _VERTEX_DEFORMATION_TUBE_TO_PLANE_1
#pragma shader_feature_local _VERTEX_DEFORMATION_PLANE_TO_TUBE_0
#pragma shader_feature_local _VERTEX_DEFORMATION_PLANE_TO_TUBE_1
//endex
//ifex _Vertex_Deformation_L2_L1_Enabled==0
#pragma shader_feature_local _VERTEX_DEFORMATION_NORM_CONVERSION
//endex
//ifex _Vertex_Deformation_Seal_Enabled==0
#pragma shader_feature_local _VERTEX_DEFORMATION_SEAL
//endex
//ifex _Vertex_Deformation_Sine_Waves_Enabled==0
#pragma shader_feature_local _VERTEX_DEFORMATION_SINE_WAVES
//endex
//ifex _Vertex_Deformation_FBM_Enabled==0
#pragma shader_feature_local _VERTEX_DEFORMATION_FBM
//endex
//ifex _Unlit==0
#pragma shader_feature_local _UNLIT
//endex
//ifex _UV_Scroll_Enabled==0
#pragma shader_feature_local _UV_SCROLL
//endex
//ifex _Center_Offset_Enabled==0
#pragma shader_feature_local _CENTER_OFFSET
//endex
//ifex _Shadow_Caster_Enabled==0
#pragma shader_feature_local _SHADOW_CASTER
//endex
//ifex _Logical_Time_Enabled==0
#pragma shader_feature_local _LOGICAL_TIME
//endex
//ifex _Ray_Marching_Enabled==0
#pragma shader_feature_local _RAY_MARCHING
//endex
//ifex _Ray_Marching_Overstepping_Enabled==0
#pragma shader_feature_local _RAY_MARCHING_OVERSTEP
//endex
//ifex _Ray_Marching_Correct_Repetition_Enabled==0
#pragma shader_feature_local _RAY_MARCHING_CORRECT_REPETITION
//endex
//ifex _Ray_Marching_Baked_Origins_Enabled==0
#pragma shader_feature_local _RAY_MARCHING_BAKED_ORIGINS
//endex
//ifex _Ray_Marching_Cart_Instancing_Enabled==0
#pragma shader_feature_local _RAY_MARCHING_CART_INSTANCING
//endex
//ifex _Ray_Marching_Cart_Instancing_Offsets_Enabled==0
#pragma shader_feature_local _RAY_MARCHING_CART_INSTANCING_OFFSETS
//endex
//ifex _Ray_Marching_Cart_Grid_Enabled==0
#pragma shader_feature_local _RAY_MARCHING_CART_GRID
//endex
//ifex _Ray_Marching_Hex_Grid_Enabled==0
#pragma shader_feature_local _RAY_MARCHING_HEX_GRID
//endex
//ifex _Ray_Marching_Scaling_Enabled==0
#pragma shader_feature_local _RAY_MARCHING_SCALING
//endex
//ifex _Ray_Marching_Ball_Enabled==0
#pragma shader_feature_local _RAY_MARCHING_BALL
//endex
//ifex _Ray_Marching_Hexagon_Enabled==0
#pragma shader_feature_local _RAY_MARCHING_HEXAGON
//endex
#endif // __FEATURES_INC
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