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#ifndef __GLOBALS_INC
#define __GLOBALS_INC

#include "features.cginc"

SamplerState point_repeat_s;
SamplerState linear_repeat_s;
SamplerState aniso4_trilinear_repeat_s;
SamplerState aniso4_trilinear_mirror_s;
SamplerState aniso4_trilinear_clamp_s;
SamplerState bilinear_repeat_s;
SamplerState linear_clamp_s;
SamplerState bilinear_clamp_s;
SamplerState trilinear_repeat_s;

int _Mode;  // opaque, cutout, transparent, etc.

texture2D _MainTex;
float4 _MainTex_ST;
float4 _Color;

texture2D _BumpMap;
float4 _BumpMap_ST;
float _BumpScale;


texture2D _MetallicGlossMap;
float4 _MetallicGlossMap_ST;
float _Glossiness;
float _Metallic;

float _Exposure_Occlusion;

texture2D _DFG_LUT;
float _Specular_AA_Variance;
float _Specular_AA_Threshold;
float _BRDF_Specular_Min_Denom;

#if defined(_EMISSIONS)
texture2D _EmissionMap;
float4 _EmissionMap_ST;
texture2D _EmissionMask;
float4 _EmissionMask_ST;
float3 _EmissionColor;
#endif  // _EMISSIONS

#if defined(_OUTLINES)
float4 _Outlines_Color;
float _Outlines_Width;
texture2D _Outlines_Thickness;
#endif  // _OUTLINES

#if defined(_SHADOWS)
float4 _Shadow_0_Color;
float _Shadow_0_Threshold;
float _Shadow_0_Blur;

#if defined(_SHADOW_1)
float4 _Shadow_1_Color;
float _Shadow_1_Threshold;
float _Shadow_1_Blur;
#endif  // _SHADOW_1
#endif  // _SHADOWS

#if defined(_BRIGHTNESS_CLAMP)
float _Brightness_Clamp_Min;
float _Brightness_Clamp_Max;
#endif  // _BRIGHTNESS_CLAMP

#if defined(_WRAPPED_LIGHTING)
float _Wrapped_Lighting_Amount;
#endif  // _WRAPPED_LIGHTING

#if defined(_AMBIENT_OCCLUSION)
texture2D _OcclusionMap;
float4 _OcclusionMap_ST;
float _OcclusionStrength;
#endif  // __AMBIENT_OCCLUSION

#if defined(_BENT_NORMALS)
texture2D _Bent_Normals_Map;
float4 _Bent_Normals_Map_ST;
float _Bent_Normals_Strength;
#endif  // _BENT_NORMALS

#if defined(_MARBLE)
Texture3D _Marble_Noise;
texture2D _Marble_Post_Ramp;
float3 _Marble_Scale;
float _Marble_Octaves;
float _Marble_Strength;
float _Marble_Lacunarity;
float _Marble_Gain;
#endif  // _MARBLE

#if defined(_MARBLE_TIME)
float _Marble_Speed;
float3 _Marble_Direction;
#endif  // _MARBLE_TIME

#if defined(_MARBLE_OFFSET)
float3 _Marble_Offset;
#endif  // _MARBLE_OFFSET

#if defined(_KINTSUGI)
float3 _Kintsugi_Scale;
float _Kintsugi_Threshold;
float _Kintsugi_Width;
float3 _Kintsugi_Color;
float _Kintsugi_Smoothness;
float _Kintsugi_Metallic;
#endif  // _KINTSUGI

#if defined(_KINTSUGI_DOMAIN_WARPING)
Texture3D _Kintsugi_Domain_Warping_Noise;
float3 _Kintsugi_Domain_Warping_Scale;
float _Kintsugi_Domain_Warping_Strength;
float _Kintsugi_Domain_Warping_Octaves;
float _Kintsugi_Domain_Warping_Lacunarity;
float _Kintsugi_Domain_Warping_Gain;
#endif  // _KINTSUGI_DOMAIN_WARPING

#if defined(_TESSELLATION)
float _Tessellation_Factor;
float _Tessellation_Frustum_Culling_Bias;
float _Tessellation_Falloff_Factor;
#endif  // _TESSELLATION

#if defined(_CLEARCOAT)
float _Clearcoat_Strength;
float _Clearcoat_Roughness;
#endif  // _CLEARCOAT

#if defined(_CLEARCOAT_NORMALS)
texture2D _Clearcoat_Normals;
float4 _Clearcoat_Normals_ST;
float _Clearcoat_Normals_Strength;
#endif  // _CLEARCOAT_NORMALS

#if defined(_CLEARCOAT_MASK)
texture2D _Clearcoat_Mask;
float4 _Clearcoat_Mask_ST;
float _Clearcoat_Mask_Strength;
#endif  // _CLEARCOAT_MASK

#if defined(_DETAILS)
texture2D _DetailNormalMap;
float4 _DetailNormalMap_ST;
float _DetailNormalMapScale;
texture2D _DetailMask;
float4 _DetailMask_ST;
int _Details_UV_Channel;
#endif  // _DETAILS

#if defined(_GLITTER)
float _Glitter_Amount;
float _Glitter_Roughness;
int _Glitter_Angular_Cells;
float _Glitter_Filter_Size;
float3 _Glitter_Tint;
float _Glitter_UV_Channel;
#endif  // _GLITTER

#if defined(_GLITTER_MASK)
texture2D _Glitter_Mask;
float4 _Glitter_Mask_ST;
#endif  // _GLITTER_MASK

#if defined(_GLITTER_BASE_ROUGHNESS_OVERRIDE)
float _Glitter_Base_Roughness_Override;
#endif  // _GLITTER_BASE_ROUGHNESS_OVERRIDE

#if defined(_UV_SCROLL)
float2 _UV_Scroll_Speed;
#endif  // _UV_SCROLL

#if defined(_CENTER_OFFSET)
texture2D _Center_Offset_Heightmap;
float4 _Center_Offset_Heightmap_ST;
float _Center_Offset_Factor;
#endif  // _CENTER_OFFSET

#if defined(_LOGICAL_TIME)
float _Logical_Time;
#endif  // _LOGICAL_TIME

#if defined(_APERIODIC_TILING)
float _Aperiodic_Tiling_Scale;
float _Aperiodic_Tiling_Edge_Thickness;
float4 _Aperiodic_Tiling_Edge_Color;
float4 _Aperiodic_Tiling_Color_0;
float4 _Aperiodic_Tiling_Color_1;
float4 _Aperiodic_Tiling_Color_2;
float4 _Aperiodic_Tiling_Color_3;
float4 _Aperiodic_Tiling_Color_4;
float4 _Aperiodic_Tiling_Color_5;
float4 _Aperiodic_Tiling_Color_6;
float4 _Aperiodic_Tiling_Color_7;
float4 _Aperiodic_Tiling_Color_8;
float4 _Aperiodic_Tiling_Color_9;
#endif  // _APERIODIC_TILING

#if defined(_APERIODIC_TILING_NORMALS)
float _Aperiodic_Tiling_Normal_Strength;
float _Aperiodic_Tiling_Normal_Thickness;
#endif  // _APERIODIC_TILING_NORMALS

#if defined(_ZEBRA)
float _Zebra_Scale;
float _Zebra_Angle;
float _Zebra_X_Scale;
#endif  // _ZEBRA

#if defined(_CUSTOM31_WORLD)
int _Custom31_World_Ray_March_Steps;
float _Custom31_World_Ray_March_Min_Dist;
float _Custom31_World_Ray_March_Max_Dist;

#if defined(_CUSTOM31_WORLD_HEXAGONS)
float _Custom31_World_Hexagons_Grid_Scale;
float _Custom31_World_Hexagons_Tile_Radius;
float _Custom31_World_Hexagons_Tile_Thickness;
#endif  // _CUSTOM31_WORLD_HEXAGONS
#endif  // _CUSTOM31_WORLD

float getTime() {
#if defined(_LOGICAL_TIME)
  return _Logical_Time;
#else
  return _Time[0];
#endif  // _LOGICAL_TIME
}

#if defined(_RAY_MARCHING)
float _Ray_Marching_Max_Dist;
float _Ray_Marching_Min_Dist;
float _Ray_Marching_Max_Iter;
#endif  // _RAY_MARCHING

#if defined(_RAY_MARCHING_OVERSTEP)
float _Ray_Marching_Overstepping_Factor;
#endif  // _RAY_MARCHING_OVERSTEP

#if defined(_RAY_MARCHING_BAKED_ORIGINS)
int _Baked_Origins_UV_Channel_Index;
#endif  // _RAY_MARCHING_BAKED_ORIGINS

#if defined(_RAY_MARCHING_CART_INSTANCING)
float _Ray_Marching_Cart_Instancing_Count_X;
float _Ray_Marching_Cart_Instancing_Count_Y;
float _Ray_Marching_Cart_Instancing_Count_Z;
float _Ray_Marching_Cart_Instancing_Span_X;
float _Ray_Marching_Cart_Instancing_Span_Y;
float _Ray_Marching_Cart_Instancing_Span_Z;
#endif  // _RAY_MARCHING_CART_INSTANCING

#if defined(_RAY_MARCHING_CART_INSTANCING_OFFSETS)
float _Ray_Marching_Cart_Instancing_Offsets_X_Every_Y;
float _Ray_Marching_Cart_Instancing_Offsets_X_Every_Z;
float _Ray_Marching_Cart_Instancing_Offsets_Y_Every_X;
float _Ray_Marching_Cart_Instancing_Offsets_Y_Every_Z;
float _Ray_Marching_Cart_Instancing_Offsets_Z_Every_X;
float _Ray_Marching_Cart_Instancing_Offsets_Z_Every_Y;
#endif  // _RAY_MARCHING_CART_INSTANCING_OFFSETS

#if defined(_RAY_MARCHING_CART_GRID)
float _Ray_Marching_Cart_Grid_Radius;
float _Ray_Marching_Cart_Grid_Count_X;
float _Ray_Marching_Cart_Grid_Count_Y;
float _Ray_Marching_Cart_Grid_Count_Z;
float _Ray_Marching_Cart_Grid_Span_X;
float _Ray_Marching_Cart_Grid_Span_Y;
float _Ray_Marching_Cart_Grid_Span_Z;
#endif  // _RAY_MARCHING_CART_GRID

#if defined(_RAY_MARCHING_HEX_GRID)
float _Ray_Marching_Hex_Grid_Radius;
float _Ray_Marching_Hex_Grid_Count;
#endif  // _RAY_MARCHING_HEX_GRID

#if defined(_RAY_MARCHING_SCALING)
float _Ray_Marching_Scaling_Factor_X;
float _Ray_Marching_Scaling_Factor_Y;
float _Ray_Marching_Scaling_Factor_Z;
#endif  // _RAY_MARCHING_SCALING

#if defined(_RAY_MARCHING_BALL_GRID)
float _Ray_Marching_Ball_Grid_Radius;
float _Ray_Marching_Ball_Grid_Count_X;
float _Ray_Marching_Ball_Grid_Count_Y;
float _Ray_Marching_Ball_Grid_Count_Z;
#endif  // _RAY_MARCHING_BALL_GRID

#if defined(_RAY_MARCHING_BALL)
float _Ray_Marching_Ball_Radius;
#endif  // _RAY_MARCHING_BALL

#if defined(_RAY_MARCHING_HEXAGON)
float _Ray_Marching_Hexagon_Radius;
float _Ray_Marching_Hexagon_Height;
#endif  // _RAY_MARCHING_HEXAGON

#if defined(_INSTANCE_DISTANCE_CULLING)
float _Instance_Distance_Culling_Min_Distance;
float _Instance_Distance_Culling_Max_Distance;
#endif  // _INSTANCE_DISTANCE_CULLING

#if defined(_INSTANCE_TEXTURE_OFFSET)
texture2D _Instance_Texture_Offset_Data_Tex;
float4 _Instance_Texture_Offset_Data_Tex_TexelSize;
float3 _Instance_Texture_Offset_Cell_Dimensions;
float3 _Instance_Texture_Offset_Angle_Randomization;
float _Instance_Texture_Offset_Scale_Randomization;
float3 _Instance_Texture_Offset_Base_Scale;
float4 _Instance_Texture_Offset_Base_Rotation;
#endif  // _INSTANCE_TEXTURE_OFFSET

// Instancing buffer must be declared at global scope for D3D11 compatibility
#if defined(_INSTANCE_TEXTURE_OFFSET) && defined(UNITY_INSTANCING_ENABLED)
UNITY_INSTANCING_BUFFER_START(InstanceProps)
  UNITY_DEFINE_INSTANCED_PROP(float, _Instance_ID)
#define _Instance_ID_arr InstanceProps
UNITY_INSTANCING_BUFFER_END(InstanceProps)
#endif  // _INSTANCE_TEXTURE_OFFSET && UNITY_INSTANCING_ENABLED

#if defined(_PARALLAX_HEIGHTMAP)
float _Parallax_Heightmap_Scale;
float _Parallax_Heightmap_Bias;

#if defined(_PARALLAX_HEIGHTMAP_TEXTURE)
texture2D _Parallax_Heightmap;
float4 _Parallax_Heightmap_ST;
#endif  // _PARALLAX_HEIGHTMAP_TEXTURE

#if defined(_PARALLAX_HEIGHTMAP_RAY_MARCHING)
float _Parallax_Heightmap_Ray_Marching_Steps;
#endif  // _PARALLAX_HEIGHTMAP_RAY_MARCHING

#endif  // _PARALLAX_HEIGHTMAP


#define DECAL_UV_MODE_REPEAT     0
#define DECAL_UV_MODE_MIRROR     1
#define DECAL_UV_MODE_CLAMP      2

#define DECAL_MIX_MODE_ALPHA_BLEND 0
#define DECAL_MIX_MODE_MULTIPLY    1
#define DECAL_MIX_MODE_ADD_PRODUCT 2

#define DECAL_GLOBALS(N) \
  float4 _Decal##N##_Color; \
  texture2D _Decal##N##_MainTex; \
  float4 _Decal##N##_MainTex_ST; \
  float _Decal##N##_Opacity; \
  int _Decal##N##_UV_Mode; \
  int _Decal##N##_UV_Channel; \
  int _Decal##N##_Mix_Mode; \
  float _Decal##N##_Rotation_Enabled; \
  float _Decal##N##_Rotation; \
  float _Decal##N##_Mask_Enabled; \
  texture2D _Decal##N##_Mask; \
  float4 _Decal##N##_Mask_ST; \
  int _Decal##N##_Mask_UV_Channel; \
  float _Decal##N##_Mask_Invert; \
  float _Decal##N##_Albedo_Clamp; \
  float _Decal##N##_SDF_Enabled; \
  float _Decal##N##_SDF_Threshold; \
  float _Decal##N##_SDF_Invert; \
  float _Decal##N##_Metallic_Gloss_Enabled; \
  texture2D _Decal##N##_Metallic_Gloss; \
  float4 _Decal##N##_Metallic_Gloss_ST; \
  float _Decal##N##_Metallic; \
  float _Decal##N##_Gloss; \
  float _Decal##N##_Normal_Enabled; \
  texture2D _Decal##N##_Normal; \
  float _Decal##N##_Normal_Scale;

#if defined(_DECAL0)
DECAL_GLOBALS(0)
#endif
#if defined(_DECAL1)
DECAL_GLOBALS(1)
#endif
#if defined(_DECAL2)
DECAL_GLOBALS(2)
#endif
#if defined(_DECAL3)
DECAL_GLOBALS(3)
#endif
#if defined(_DECAL4)
DECAL_GLOBALS(4)
#endif
#if defined(_DECAL5)
DECAL_GLOBALS(5)
#endif
#if defined(_DECAL6)
DECAL_GLOBALS(6)
#endif
#if defined(_DECAL7)
DECAL_GLOBALS(7)
#endif

#define MATCAP_MODE_REPLACE     0
#define MATCAP_MODE_ADD         1
#define MATCAP_MODE_MULTIPLY    2
#define MATCAP_MODE_SUBTRACT    3
#define MATCAP_MODE_ADD_PRODUCT 4

#if defined(_MATCAP0)
texture2D _Matcap0;
float _Matcap0_Strength;
int _Matcap0_Mode;
float _Matcap0_Invert;
#if defined(_MATCAP0_QUANTIZATION)
float _Matcap0_Quantization_Steps;
#endif  // _MATCAP0_QUANTIZATION
#if defined(_MATCAP0_MASK)
texture2D _Matcap0_Mask;
float4 _Matcap0_Mask_ST;
#endif  // _MATCAP0_MASK
#endif  // _MATCAP0

#if defined(_MATCAP1)
texture2D _Matcap1;
float _Matcap1_Strength;
int _Matcap1_Mode;
float _Matcap1_Invert;
#if defined(_MATCAP1_QUANTIZATION)
float _Matcap1_Quantization_Steps;
#endif  // _MATCAP1_QUANTIZATION
#if defined(_MATCAP1_MASK)
texture2D _Matcap1_Mask;
float4 _Matcap1_Mask_ST;
#endif  // _MATCAP1_MASK
#endif  // _MATCAP1

#if defined(_RIM_LIGHTING0)
float4 _Rim_Lighting0_Color;
float _Rim_Lighting0_Center;
float _Rim_Lighting0_Blur;
int _Rim_Lighting0_Mode;
#if defined(_RIM_LIGHTING0_QUANTIZATION)
float _Rim_Lighting0_Quantization_Steps;
#endif  // _RIM_LIGHTING0_QUANTIZATION
#if defined(_RIM_LIGHTING0_MASK)
texture2D _Rim_Lighting0_Mask;
float4 _Rim_Lighting0_Mask_ST;
#endif  // _RIM_LIGHTING0_MASK
#endif  // _RIM_LIGHTING0

#if defined(_VERTEX_DEFORMATION)
float _Vertex_Deformation_Slot_0_Enabled;
int _Vertex_Deformation_Slot_0_Opcode;
float _Vertex_Deformation_Slot_0_Float_0;
float _Vertex_Deformation_Slot_0_Float_1;
float _Vertex_Deformation_Slot_0_Float_2;
float _Vertex_Deformation_Slot_0_Float_3;
float4 _Vertex_Deformation_Slot_0_Vector_0;
float4 _Vertex_Deformation_Slot_0_Vector_1;
float4 _Vertex_Deformation_Slot_0_Vector_2;
float4 _Vertex_Deformation_Slot_0_Vector_3;

float _Vertex_Deformation_Slot_1_Enabled;
int _Vertex_Deformation_Slot_1_Opcode;
float _Vertex_Deformation_Slot_1_Float_0;
float _Vertex_Deformation_Slot_1_Float_1;
float _Vertex_Deformation_Slot_1_Float_2;
float _Vertex_Deformation_Slot_1_Float_3;
float4 _Vertex_Deformation_Slot_1_Vector_0;
float4 _Vertex_Deformation_Slot_1_Vector_1;
float4 _Vertex_Deformation_Slot_1_Vector_2;
float4 _Vertex_Deformation_Slot_1_Vector_3;

float _Vertex_Deformation_Slot_2_Enabled;
int _Vertex_Deformation_Slot_2_Opcode;
float _Vertex_Deformation_Slot_2_Float_0;
float _Vertex_Deformation_Slot_2_Float_1;
float _Vertex_Deformation_Slot_2_Float_2;
float _Vertex_Deformation_Slot_2_Float_3;
float4 _Vertex_Deformation_Slot_2_Vector_0;
float4 _Vertex_Deformation_Slot_2_Vector_1;
float4 _Vertex_Deformation_Slot_2_Vector_2;
float4 _Vertex_Deformation_Slot_2_Vector_3;

float _Vertex_Deformation_Slot_3_Enabled;
int _Vertex_Deformation_Slot_3_Opcode;
float _Vertex_Deformation_Slot_3_Float_0;
float _Vertex_Deformation_Slot_3_Float_1;
float _Vertex_Deformation_Slot_3_Float_2;
float _Vertex_Deformation_Slot_3_Float_3;
float4 _Vertex_Deformation_Slot_3_Vector_0;
float4 _Vertex_Deformation_Slot_3_Vector_1;
float4 _Vertex_Deformation_Slot_3_Vector_2;
float4 _Vertex_Deformation_Slot_3_Vector_3;

float _Vertex_Deformation_Slot_4_Enabled;
int _Vertex_Deformation_Slot_4_Opcode;
float _Vertex_Deformation_Slot_4_Float_0;
float _Vertex_Deformation_Slot_4_Float_1;
float _Vertex_Deformation_Slot_4_Float_2;
float _Vertex_Deformation_Slot_4_Float_3;
float4 _Vertex_Deformation_Slot_4_Vector_0;
float4 _Vertex_Deformation_Slot_4_Vector_1;
float4 _Vertex_Deformation_Slot_4_Vector_2;
float4 _Vertex_Deformation_Slot_4_Vector_3;

float _Vertex_Deformation_Slot_5_Enabled;
int _Vertex_Deformation_Slot_5_Opcode;
float _Vertex_Deformation_Slot_5_Float_0;
float _Vertex_Deformation_Slot_5_Float_1;
float _Vertex_Deformation_Slot_5_Float_2;
float _Vertex_Deformation_Slot_5_Float_3;
float4 _Vertex_Deformation_Slot_5_Vector_0;
float4 _Vertex_Deformation_Slot_5_Vector_1;
float4 _Vertex_Deformation_Slot_5_Vector_2;
float4 _Vertex_Deformation_Slot_5_Vector_3;

float _Vertex_Deformation_Slot_6_Enabled;
int _Vertex_Deformation_Slot_6_Opcode;
float _Vertex_Deformation_Slot_6_Float_0;
float _Vertex_Deformation_Slot_6_Float_1;
float _Vertex_Deformation_Slot_6_Float_2;
float _Vertex_Deformation_Slot_6_Float_3;
float4 _Vertex_Deformation_Slot_6_Vector_0;
float4 _Vertex_Deformation_Slot_6_Vector_1;
float4 _Vertex_Deformation_Slot_6_Vector_2;
float4 _Vertex_Deformation_Slot_6_Vector_3;

float _Vertex_Deformation_Slot_7_Enabled;
int _Vertex_Deformation_Slot_7_Opcode;
float _Vertex_Deformation_Slot_7_Float_0;
float _Vertex_Deformation_Slot_7_Float_1;
float _Vertex_Deformation_Slot_7_Float_2;
float _Vertex_Deformation_Slot_7_Float_3;
float4 _Vertex_Deformation_Slot_7_Vector_0;
float4 _Vertex_Deformation_Slot_7_Vector_1;
float4 _Vertex_Deformation_Slot_7_Vector_2;
float4 _Vertex_Deformation_Slot_7_Vector_3;

float _Vertex_Deformation_Slot_8_Enabled;
int _Vertex_Deformation_Slot_8_Opcode;
float _Vertex_Deformation_Slot_8_Float_0;
float _Vertex_Deformation_Slot_8_Float_1;
float _Vertex_Deformation_Slot_8_Float_2;
float _Vertex_Deformation_Slot_8_Float_3;
float4 _Vertex_Deformation_Slot_8_Vector_0;
float4 _Vertex_Deformation_Slot_8_Vector_1;
float4 _Vertex_Deformation_Slot_8_Vector_2;
float4 _Vertex_Deformation_Slot_8_Vector_3;

float _Vertex_Deformation_Slot_9_Enabled;
int _Vertex_Deformation_Slot_9_Opcode;
float _Vertex_Deformation_Slot_9_Float_0;
float _Vertex_Deformation_Slot_9_Float_1;
float _Vertex_Deformation_Slot_9_Float_2;
float _Vertex_Deformation_Slot_9_Float_3;
float4 _Vertex_Deformation_Slot_9_Vector_0;
float4 _Vertex_Deformation_Slot_9_Vector_1;
float4 _Vertex_Deformation_Slot_9_Vector_2;
float4 _Vertex_Deformation_Slot_9_Vector_3;

float _Vertex_Deformation_Slot_10_Enabled;
int _Vertex_Deformation_Slot_10_Opcode;
float _Vertex_Deformation_Slot_10_Float_0;
float _Vertex_Deformation_Slot_10_Float_1;
float _Vertex_Deformation_Slot_10_Float_2;
float _Vertex_Deformation_Slot_10_Float_3;
float4 _Vertex_Deformation_Slot_10_Vector_0;
float4 _Vertex_Deformation_Slot_10_Vector_1;
float4 _Vertex_Deformation_Slot_10_Vector_2;
float4 _Vertex_Deformation_Slot_10_Vector_3;

float _Vertex_Deformation_Slot_11_Enabled;
int _Vertex_Deformation_Slot_11_Opcode;
float _Vertex_Deformation_Slot_11_Float_0;
float _Vertex_Deformation_Slot_11_Float_1;
float _Vertex_Deformation_Slot_11_Float_2;
float _Vertex_Deformation_Slot_11_Float_3;
float4 _Vertex_Deformation_Slot_11_Vector_0;
float4 _Vertex_Deformation_Slot_11_Vector_1;
float4 _Vertex_Deformation_Slot_11_Vector_2;
float4 _Vertex_Deformation_Slot_11_Vector_3;

float _Vertex_Deformation_Slot_12_Enabled;
int _Vertex_Deformation_Slot_12_Opcode;
float _Vertex_Deformation_Slot_12_Float_0;
float _Vertex_Deformation_Slot_12_Float_1;
float _Vertex_Deformation_Slot_12_Float_2;
float _Vertex_Deformation_Slot_12_Float_3;
float4 _Vertex_Deformation_Slot_12_Vector_0;
float4 _Vertex_Deformation_Slot_12_Vector_1;
float4 _Vertex_Deformation_Slot_12_Vector_2;
float4 _Vertex_Deformation_Slot_12_Vector_3;

float _Vertex_Deformation_Slot_13_Enabled;
int _Vertex_Deformation_Slot_13_Opcode;
float _Vertex_Deformation_Slot_13_Float_0;
float _Vertex_Deformation_Slot_13_Float_1;
float _Vertex_Deformation_Slot_13_Float_2;
float _Vertex_Deformation_Slot_13_Float_3;
float4 _Vertex_Deformation_Slot_13_Vector_0;
float4 _Vertex_Deformation_Slot_13_Vector_1;
float4 _Vertex_Deformation_Slot_13_Vector_2;
float4 _Vertex_Deformation_Slot_13_Vector_3;

float _Vertex_Deformation_Slot_14_Enabled;
int _Vertex_Deformation_Slot_14_Opcode;
float _Vertex_Deformation_Slot_14_Float_0;
float _Vertex_Deformation_Slot_14_Float_1;
float _Vertex_Deformation_Slot_14_Float_2;
float _Vertex_Deformation_Slot_14_Float_3;
float4 _Vertex_Deformation_Slot_14_Vector_0;
float4 _Vertex_Deformation_Slot_14_Vector_1;
float4 _Vertex_Deformation_Slot_14_Vector_2;
float4 _Vertex_Deformation_Slot_14_Vector_3;

float _Vertex_Deformation_Slot_15_Enabled;
int _Vertex_Deformation_Slot_15_Opcode;
float _Vertex_Deformation_Slot_15_Float_0;
float _Vertex_Deformation_Slot_15_Float_1;
float _Vertex_Deformation_Slot_15_Float_2;
float _Vertex_Deformation_Slot_15_Float_3;
float4 _Vertex_Deformation_Slot_15_Vector_0;
float4 _Vertex_Deformation_Slot_15_Vector_1;
float4 _Vertex_Deformation_Slot_15_Vector_2;
float4 _Vertex_Deformation_Slot_15_Vector_3;
#endif  // _VERTEX_DEFORMATION

#if defined(_SSFD)
float4 _SSFD_Tint;
float _SSFD_Scale;
float _SSFD_Max_Fwidth;
texture3D _SSFD_Noise;
float _SSFD_Size_Factor;
float _SSFD_Threshold;
#endif  // _SSFD

#if defined(_SSFD_SHADOW)
float _SSFD_Shadow_Amount;
#endif  // _SSFD_SHADOW

#if defined(_CLOTH)
float4 _Cloth_Sheen;
#endif  // _CLOTH

#if defined(_LETTER_GRID)
texture2D _Letter_Grid_Texture;
float4 _Letter_Grid_Texture_TexelSize;
float _Letter_Grid_Tex_Res_X;
float _Letter_Grid_Tex_Res_Y;
float _Letter_Grid_Res_X;
float _Letter_Grid_Res_Y;
float4 _Letter_Grid_Data_Row_0;
float4 _Letter_Grid_Data_Row_1;
float4 _Letter_Grid_Data_Row_2;
float4 _Letter_Grid_Data_Row_3;
int _Letter_Grid_UV_Channel;
float4 _Letter_Grid_UV_Scale_Offset;
float _Letter_Grid_Padding;
float4 _Letter_Grid_Color;
float _Letter_Grid_Metallic;
float _Letter_Grid_Roughness;
float _Letter_Grid_Emission;
texture2D _Letter_Grid_Mask;
float _Letter_Grid_Global_Offset;
float _Letter_Grid_Screen_Px_Range;
float _Letter_Grid_Min_Screen_Px_Range;
float _Letter_Grid_Blurriness;
float _Letter_Grid_Alpha_Threshold;
#endif  // _LETTER_GRID

#if defined(_LETTER_GRID_ANIMATE)
float _Letter_Grid_Animate_Speed;
#endif  // _LETTER_GRID_ANIMATE

#if defined(_BURLEY_TILING)
float _Burley_Tiling_Input_Scale;
float _Burley_Tiling_Output_Scale;
float _Burley_Tiling_Blend_Gamma;
texture2D _Burley_Tiling_Maintex;
texture2D _Burley_Tiling_Maintex_LUT;
#endif  // _BURLEY_TILING

#if defined(_BURLEY_TILING_ROTATION_CONSTRAINT)
float _Burley_Tiling_Rotation_Constraint;
#endif  // _BURLEY_TILING_ROTATION_CONSTRAINT

#if defined(_BURLEY_TILING_AMBIENT_OCCLUSION)
texture2D _Burley_Tiling_Ambient_Occlusion_Map;
texture2D _Burley_Tiling_Ambient_Occlusion_Map_LUT;
#endif  // _BURLEY_TILING_AMBIENT_OCCLUSION

#if defined(_BURLEY_TILING_SMOOTHNESS)
texture2D _Burley_Tiling_Smoothness_Map;
texture2D _Burley_Tiling_Smoothness_Map_LUT;
#endif  // _BURLEY_TILING_SMOOTHNESS

#if defined(_BURLEY_TILING_NORMAL)
texture2D _Burley_Tiling_Normal_Map;
texture2D _Burley_Tiling_Normal_Map_LUT;
float _Burley_Tiling_Normal_Strength;
#endif  // _BURLEY_TILING_NORMAL

#if defined(_BURLEY_TILING_HEIGHTMAP)
texture2D _Burley_Tiling_Heightmap;
texture2D _Burley_Tiling_Heightmap_LUT;
#endif  // _BURLEY_TILING_HEIGHTMAP

#if defined(_TRIPLANAR_LAYER0)
texture2D _Triplanar_Layer0_MainTex;
float _Triplanar_Layer0_Scale;

#if defined(_TRIPLANAR_LAYER0_NORMAL)
texture2D _Triplanar_Layer0_Normal;
float _Triplanar_Layer0_Normal_Scale;
#endif  // _TRIPLANAR_LAYER0_NORMAL

#if defined(_TRIPLANAR_LAYER0_METALLIC_GLOSS)
texture2D _Triplanar_Layer0_Metallic_Gloss;
#endif  // _TRIPLANAR_LAYER0_METALLIC_GLOSS

#if defined(_TRIPLANAR_LAYER0_BURLEY)
float _Triplanar_Layer0_Burley_Blend_Gamma;
texture2D _Triplanar_Layer0_MainTex_Burley_LUT;
texture2D _Triplanar_Layer0_Normal_Burley_LUT;
texture2D _Triplanar_Layer0_Metallic_Gloss_Burley_LUT;
#endif  // _TRIPLANAR_LAYER0_BURLEY
#endif  // _TRIPLANAR_LAYER0

#endif  // __GLOBALS_INC