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  shaderSourceCode: "//--------------------------------------------------------------------------------------------------------------------------------\r\n//
    Cartoon FX\r\n// (c) 2012-2020 Jean Moreno\r\n//--------------------------------------------------------------------------------------------------------------------------------\r\n\r\nShader
    \"Cartoon FX/Remaster/Particle Ubershader\"\r\n{\r\n\tProperties\r\n\t{\r\n\t//#
    Blending\r\n\t//#\r\n\t\t[Enum(UnityEngine.Rendering.BlendMode)] _SrcBlend (\"Blend
    Source\", Float) = 5\r\n\t\t[Enum(UnityEngine.Rendering.BlendMode)] _DstBlend
    (\"Blend Destination\", Float) = 10\r\n\t\t[KeywordEnumNoPrefix(Alpha Blending,
    _ALPHABLEND_ON, Alpha Blending Premultiplied, _ALPHAPREMULTIPLY_ON, Multiplicative,
    _ALPHAMODULATE_ON, Additive, _CFXR_ADDITIVE)] _BlendingType (\"Blending Type\",
    Float) = 0\r\n\r\n\t//# \r\n\t\t[ToggleNoKeyword] _ZWrite (\"Depth Write\", Float)
    = 0\r\n\t\t[Toggle(_ALPHATEST_ON)] _UseAlphaClip (\"Alpha Clipping (Cutout)\",
    Float) = 0\r\n\t//# IF_KEYWORD _ALPHATEST_ON\r\n\t\t_Cutoff (\"Cutoff Threshold\",
    Range(0.001,1)) = 0.1\r\n\t//# END_IF\r\n\t\r\n\t//# --------------------------------------------------------\r\n\t\r\n\t\t[Toggle(_FADING_ON)]
    _UseSP (\"Soft Particles\", Float) = 0\r\n\t//# IF_KEYWORD _FADING_ON\r\n\t\t_SoftParticlesFadeDistanceNear
    (\"Near Fade\", Float) = 0\r\n\t\t_SoftParticlesFadeDistanceFar (\"Far Fade\",
    Float) = 1\r\n\t//# END_IF\r\n\r\n\t//# \r\n\r\n\t\t[Toggle(_CFXR_EDGE_FADING)]
    _UseEF (\"Edge Fade\", Float) = 0\r\n\t//# IF_KEYWORD _CFXR_EDGE_FADING\r\n\t\t_EdgeFadePow
    (\"Edge Fade Power\", Float) = 1\r\n\t//# END_IF\r\n\r\n\t//# \r\n\r\n\t//# ========================================================\r\n\r\n\t//#
    Effects\r\n\t//#\r\n\r\n\t\t[Toggle(_CFXR_DISSOLVE)] _UseDissolve (\"Enable Dissolve\",
    Float) = 0\r\n\t//# IF_KEYWORD _CFXR_DISSOLVE\r\n\t\t_DissolveTex (\"Dissolve
    Texture\", 2D) = \"gray\" {}\r\n\t\t_DissolveSmooth (\"Dissolve Smoothing\",
    Range(0.0001,0.5)) = 0.1\r\n\t\t[ToggleNoKeyword] _InvertDissolveTex (\"Invert
    Dissolve Texture\", Float) = 0\r\n\t\t[ToggleNoKeyword] _DoubleDissolve (\"Double
    Dissolve\", Float) = 0\r\n\t\t[Toggle(_CFXR_DISSOLVE_ALONG_UV_X)] _UseDissolveOffsetUV
    (\"Dissolve offset along X\", Float) = 0\r\n\t//# IF_KEYWORD _CFXR_DISSOLVE_ALONG_UV_X\r\n\t\t_DissolveScroll
    (\"UV Scrolling\", Vector) = (0,0,0,0)\r\n\t//# END_IF\r\n\t//# END_IF\r\n\r\n\t//#
    --------------------------------------------------------\r\n\r\n\t\t[Toggle(_CFXR_UV_DISTORTION)]
    _UseUVDistortion (\"Enable UV Distortion\", Float) = 0\r\n\t//# IF_KEYWORD _CFXR_UV_DISTORTION\r\n\t\t\r\n\t\t[NoScaleOffset]
    _DistortTex (\"Distortion Texture\", 2D) = \"gray\" {}\r\n\t\t_DistortScrolling
    (\"Scroll (XY) Tile (ZW)\", Vector) = (0,0,1,1)\r\n\t\t[Toggle(_CFXR_UV2_DISTORTION)]
    _UseUV2Distortion (\"Use UV2\", Float) = 0\r\n\t\t_Distort (\"Distortion Strength\",
    Range(0,2.0)) = 0.1\r\n\t\t[ToggleNoKeyword] _FadeAlongU (\"Fade along Y\", Float)
    = 0\r\n\t\t[Toggle(_CFXR_UV_DISTORTION_ADD)] _UVDistortionAdd (\"Add to base
    UV\", Float) = 0\r\n\t//# END_IF\r\n\r\n\t//# ========================================================\r\n\r\n\t//#
    Colors\r\n\t//#\r\n\r\n\t\t[NoScaleOffset] _MainTex (\"Texture\", 2D) = \"white\"
    {}\r\n\t\t[Toggle(_CFXR_SINGLE_CHANNEL)] _SingleChannel (\"Single Channel Texture\",
    Float) = 0\r\n\r\n\t//# --------------------------------------------------------\r\n\r\n\t\t[KeywordEnum(Off,1x,2x)]
    _CFXR_OVERLAYTEX (\"Enable Overlay Texture\", Float) = 0\r\n\t//# IF_KEYWORD
    _CFXR_OVERLAYTEX_1X || _CFXR_OVERLAYTEX_2X\r\n\t\t[KeywordEnum(RGBA,RGB,A)] _CFXR_OVERLAYBLEND
    (\"Overlay Blend Channels\", Float) = 0\r\n\t\t[NoScaleOffset] _OverlayTex (\"Overlay
    Texture\", 2D) = \"white\" {}\r\n\t\t_OverlayTex_Scroll (\"Overlay Scrolling
    / Scale\", Vector) = (0.1,0.1,1,1)\r\n\t//# END_IF\r\n\r\n\t//# --------------------------------------------------------\r\n\r\n\t\t[Toggle(_FLIPBOOK_BLENDING)]
    _UseFB (\"Flipbook Blending\", Float) = 0\r\n\r\n\t//# --------------------------------------------------------\r\n\r\n\t\t[Toggle(_CFXR_SECONDCOLOR_LERP)]
    _UseSecondColor (\"Secondary Vertex Color (TEXCOORD2)\", Float) = 0\r\n\t//#
    IF_KEYWORD _CFXR_SECONDCOLOR_LERP\r\n\t\t[NoScaleOffset] _SecondColorTex (\"Second
    Color Map\", 2D) = \"black\" {}\r\n\t\t_SecondColorSmooth (\"Second Color Smoothing\",
    Range(0.0001,0.5)) = 0.2\r\n\t//# END_IF\r\n\r\n\t//# --------------------------------------------------------\r\n\r\n\t\t[Toggle(_CFXR_FONT_COLORS)]
    _UseFontColor (\"Use Font Colors\", Float) = 0\r\n\r\n//\t//# --------------------------------------------------------\r\n//\r\n//\t[Toggle(_CFXR_GRADIENTMAP)]
    _UseGradientMap (\"Gradient Map\", Float) = 0\r\n//\t//# IF_KEYWORD _CFXR_GRADIENTMAP\r\n//\t\t[NoScaleOffset]
    _GradientMap (\"Gradient Map\", 2D) = \"black\" {}\r\n//\t//# END_IF\r\n\r\n\t//#
    --------------------------------------------------------\r\n\r\n\t\t[Toggle(_CFXR_HDR_BOOST)]
    _HdrBoost (\"Enable HDR Multiplier\", Float) = 0\r\n\t//# IF_KEYWORD _CFXR_HDR_BOOST\r\n\t\t
    _HdrMultiply (\"HDR Multiplier\", Float) = 2\r\n\t//# END_IF\r\n\r\n\t//# --------------------------------------------------------\r\n\t\r\n\t//#
    Lighting\r\n\t//#\r\n\r\n\t\t[KeywordEnumNoPrefix(Off, _, Direct, _CFXR_LIGHTING_DIRECT,
    Indirect, _CFXR_LIGHTING_INDIRECT, Both, _CFXR_LIGHTING_ALL)] _UseLighting (\"Mode\",
    Float) = 0\r\n\t//# IF_KEYWORD _CFXR_LIGHTING_DIRECT || _CFXR_LIGHTING_ALL\r\n\t\t_DirectLightingRamp
    (\"Direct Lighting Ramp\", Range(0,1)) = 1.0\r\n\t//# END_IF\r\n\t//# \r\n\t//#
    IF_KEYWORD _CFXR_LIGHTING_DIRECT || _CFXR_LIGHTING_INDIRECT || _CFXR_LIGHTING_ALL\r\n\t\t[Toggle(_NORMALMAP)]
    _UseNormalMap (\"Enable Normal Map\", Float) = 0\r\n\t//# IF_KEYWORD _NORMALMAP\r\n\t\t[NoScaleOffset]
    _BumpMap (\"Normal Map\", 2D) = \"bump\" {}\r\n\t\t_BumpScale (\"Normal Scale\",
    Range(-1, 1)) = 1.0\r\n\t//# END_IF\r\n\t//# \r\n\t\t[Toggle(_EMISSION)] _UseEmission
    (\"Enable Emission (TEXCOORD2)\", Float) = 0\r\n\t//# \r\n\t\t[Toggle(_CFXR_LIGHTING_WPOS_OFFSET)]
    _UseLightingWorldPosOffset (\"Enable World Pos. Offset\", Float) = 0\r\n\t//#
    IF_KEYWORD _CFXR_LIGHTING_WPOS_OFFSET\r\n\t\t_LightingWorldPosStrength (\"Offset
    Strength\", Range(0,1)) = 0.2\r\n\t//# END_IF\r\n\t//# \r\n\t\t[Toggle(_CFXR_LIGHTING_BACK)]
    _UseBackLighting (\"Enable Backlighting\", Float) = 0\r\n\t//# IF_KEYWORD _CFXR_LIGHTING_BACK\r\n\t\t_DirLightScreenAtten
    (\"Dir. Light Screen Attenuation\", Range(0, 5)) = 1.0\r\n\t\t_BacklightTransmittance
    (\"Backlight Transmittance\", Range(0, 2)) = 1.0\r\n\t//# END_IF\r\n\t//# \r\n\t//#
    IF_KEYWORD _CFXR_LIGHTING_INDIRECT || _CFXR_LIGHTING_ALL\r\n\t\t_IndirectLightingMix
    (\"Indirect Lighting Mix\", Range(0,1)) = 0.5\r\n\t//# END_IF\r\n\t\t_ShadowColor
    (\"Shadow Color\", Color) = (0,0,0,1)\r\n\t//# \r\n\t//# END_IF\r\n\r\n\t//#
    ========================================================\r\n\t//# Shadows\r\n\t//#\r\n\r\n\t\t[KeywordEnum(Off,On,CustomTexture)]
    _CFXR_DITHERED_SHADOWS (\"Dithered Shadows\", Float) = 0\r\n\t//# IF_KEYWORD
    _CFXR_DITHERED_SHADOWS_ON || _CFXR_DITHERED_SHADOWS_CUSTOMTEXTURE\r\n\t\t_ShadowStrength\t\t(\"Shadows
    Strength Max\", Range(0,1)) = 1.0\r\n\t\t//#\tIF_KEYWORD _CFXR_DITHERED_SHADOWS_CUSTOMTEXTURE\r\n\t\t_DitherCustom\t\t(\"Dithering
    3D Texture\", 3D) = \"black\" {}\r\n\t\t//#\tEND_IF\r\n\t//# END_IF\r\n\r\n//\t\t_ReceivedShadowsStrength
    (\"Received Shadows Strength\", Range(0,1)) = 0.5\r\n\t}\r\n\t\r\n\tCategory\r\n\t{\r\n\t\tTags\r\n\t\t{\r\n\t\t\t\"Queue\"=\"Transparent\"\r\n\t\t\t\"IgnoreProjector\"=\"True\"\r\n\t\t\t\"RenderType\"=\"Transparent\"\r\n\t\t\t\"PreviewType\"=\"Plane\"\r\n\t\t}\r\n\r\n\t\tBlend
    [_SrcBlend] [_DstBlend], One One\r\n\t\tZWrite [_ZWrite]\r\n\t\tCull  Off\r\n\r\n\t\t//====================================================================================================================================\r\n\t\t//
    Universal Rendering Pipeline\r\n\r\n\t\tSubshader\r\n\t\t{\r\n\t\t\tPass\r\n\t\t\t{\r\n\t\t\t\tName
    \"BASE_URP\"\r\n\t\t\t\tTags { \"LightMode\"=\"UniversalForward\" }\r\n\r\n\t\t\t\tCGPROGRAM\r\n\r\n\t\t\t\t#pragma
    vertex vertex_program\r\n\t\t\t\t#pragma fragment fragment_program\r\n\t\t\t\t\r\n\t\t\t\t#pragma
    target 2.0\r\n\t\t\t\t\r\n\t\t\t\t// #pragma multi_compile_instancing\r\n\t\t\t\t//
    #pragma instancing_options procedural:ParticleInstancingSetup\r\n\r\n\t\t\t\t#pragma
    multi_compile_fog\r\n\t\t\t\t//#pragma multi_compile_fwdbase\r\n\t\t\t\t//#pragma
    multi_compile SHADOWS_SCREEN\r\n\r\n\t\t\t\t#pragma shader_feature_local _ _CFXR_SINGLE_CHANNEL\r\n\t\t\t\t#pragma
    shader_feature_local _ _CFXR_DISSOLVE\r\n\t\t\t\t#pragma shader_feature_local
    _ _CFXR_DISSOLVE_ALONG_UV_X\r\n\t\t\t\t#pragma shader_feature_local _ _CFXR_UV_DISTORTION\r\n\t\t\t\t#pragma
    shader_feature_local _ _CFXR_UV2_DISTORTION\r\n\t\t\t\t#pragma shader_feature_local
    _ _CFXR_UV_DISTORTION_ADD\r\n\t\t\t\t// #pragma shader_feature_local _ _CFXR_GRADIENTMAP\r\n\t\t\t\t#pragma
    shader_feature_local _ _CFXR_SECONDCOLOR_LERP _CFXR_FONT_COLORS\r\n\t\t\t\t#pragma
    shader_feature_local _ _CFXR_OVERLAYTEX_1X _CFXR_OVERLAYTEX_2X\r\n\t\t\t\t#pragma
    shader_feature_local _ _CFXR_OVERLAYBLEND_A _CFXR_OVERLAYBLEND_RGB\r\n\t\t\t\t#pragma
    shader_feature_local _ _CFXR_HDR_BOOST\r\n\t\t\t\t#pragma shader_feature_local
    _ _CFXR_EDGE_FADING\r\n\t\t\t\t#pragma shader_feature_local _ _CFXR_LIGHTING_DIRECT
    _CFXR_LIGHTING_INDIRECT _CFXR_LIGHTING_ALL\r\n\t\t\t\t#pragma shader_feature_local
    _ _CFXR_LIGHTING_WPOS_OFFSET\r\n\t\t\t\t#pragma shader_feature_local _ _CFXR_LIGHTING_BACK\r\n\r\n\t\t\t\t//
    Using the same keywords as Unity's Standard Particle shader to minimize project-wide
    keyword usage\r\n\t\t\t\t#pragma shader_feature_local _ _NORMALMAP\r\n\t\t\t\t#pragma
    shader_feature_local _ _EMISSION\r\n\t\t\t\t#pragma shader_feature_local _ _FLIPBOOK_BLENDING\r\n\t\t\t\t#pragma
    shader_feature_local _ _FADING_ON\r\n\t\t\t\t#pragma shader_feature_local _ _ALPHATEST_ON\r\n\t\t\t\t#pragma
    shader_feature_local _ _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON
    _CFXR_ADDITIVE\r\n\r\n\t\t\t\t#define CFXR_URP\r\n\t\t\t\t#define CFXR_UBERSHADER\r\n\t\t\t\t#include
    \"CFXR_PASSES.cginc\"\r\n\r\n\t\t\t\tENDCG\r\n\t\t\t}\r\n\t\t\t\r\n\t\t\t// Same
    as above with 'Universal2D' instead and DISABLE_SOFT_PARTICLES keyword\r\n\t\t\tPass\r\n\t\t\t{\r\n\t\t\t\tName
    \"BASE_URP\"\r\n\t\t\t\tTags { \"LightMode\"=\"Universal2D\" }\r\n\r\n\t\t\t\tCGPROGRAM\r\n\r\n\t\t\t\t#pragma
    vertex vertex_program\r\n\t\t\t\t#pragma fragment fragment_program\r\n\t\t\t\t\r\n\t\t\t\t#pragma
    target 2.0\r\n\t\t\t\t\r\n\t\t\t\t// #pragma multi_compile_instancing\r\n\t\t\t\t//
    #pragma instancing_options procedural:ParticleInstancingSetup\r\n\r\n\t\t\t\t#pragma
    multi_compile_fog\r\n\t\t\t\t//#pragma multi_compile_fwdbase\r\n\t\t\t\t//#pragma
    multi_compile SHADOWS_SCREEN\r\n\r\n\t\t\t\t#pragma shader_feature_local _ _CFXR_SINGLE_CHANNEL\r\n\t\t\t\t#pragma
    shader_feature_local _ _CFXR_DISSOLVE\r\n\t\t\t\t#pragma shader_feature_local
    _ _CFXR_DISSOLVE_ALONG_UV_X\r\n\t\t\t\t#pragma shader_feature_local _ _CFXR_UV_DISTORTION\r\n\t\t\t\t#pragma
    shader_feature_local _ _CFXR_UV2_DISTORTION\r\n\t\t\t\t#pragma shader_feature_local
    _ _CFXR_UV_DISTORTION_ADD\r\n\t\t\t\t// #pragma shader_feature_local _ _CFXR_GRADIENTMAP\r\n\t\t\t\t#pragma
    shader_feature_local _ _CFXR_SECONDCOLOR_LERP _CFXR_FONT_COLORS\r\n\t\t\t\t#pragma
    shader_feature_local _ _CFXR_OVERLAYTEX_1X _CFXR_OVERLAYTEX_2X\r\n\t\t\t\t#pragma
    shader_feature_local _ _CFXR_OVERLAYBLEND_A _CFXR_OVERLAYBLEND_RGB\r\n\t\t\t\t#pragma
    shader_feature_local _ _CFXR_HDR_BOOST\r\n\t\t\t\t#pragma shader_feature_local
    _ _CFXR_EDGE_FADING\r\n\t\t\t\t#pragma shader_feature_local _ _CFXR_LIGHTING_DIRECT
    _CFXR_LIGHTING_INDIRECT _CFXR_LIGHTING_ALL\r\n\t\t\t\t#pragma shader_feature_local
    _ _CFXR_LIGHTING_WPOS_OFFSET\r\n\t\t\t\t#pragma shader_feature_local _ _CFXR_LIGHTING_BACK\r\n\r\n\t\t\t\t//
    Using the same keywords as Unity's Standard Particle shader to minimize project-wide
    keyword usage\r\n\t\t\t\t#pragma shader_feature_local _ _NORMALMAP\r\n\t\t\t\t#pragma
    shader_feature_local _ _EMISSION\r\n\t\t\t\t#pragma shader_feature_local _ _FLIPBOOK_BLENDING\r\n\t\t\t\t#pragma
    shader_feature_local _ _FADING_ON\r\n\t\t\t\t#pragma shader_feature_local _ _ALPHATEST_ON\r\n\t\t\t\t#pragma
    shader_feature_local _ _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON
    _CFXR_ADDITIVE\r\n\r\n\t\t\t\t#define CFXR_UPR\r\n\t\t\t\t#define DISABLE_SOFT_PARTICLES\r\n\t\t\t\t#define
    CFXR_UBERSHADER\r\n\t\t\t\t#include \"CFXR_PASSES.cginc\"\r\n\r\n\t\t\t\tENDCG\r\n\t\t\t}\r\n\r\n\t\t\t//--------------------------------------------------------------------------------------------------------------------------------\r\n\r\n\t\t\tPass\r\n\t\t\t{\r\n\t\t\t\tName
    \"ShadowCaster\"\r\n\t\t\t\tTags { \"LightMode\" = \"ShadowCaster\" }\r\n\r\n\t\t\t\tBlendOp
    Add\r\n\t\t\t\tBlend One Zero\r\n\t\t\t\tZWrite On\r\n\t\t\t\tCull Off\r\n\r\n\t\t\t\tCGPROGRAM\r\n\r\n\t\t\t\t#pragma
    vertex vertex_program\r\n\t\t\t\t#pragma fragment fragment_program\r\n\r\n\t\t\t\t#pragma
    shader_feature_local _ _CFXR_SINGLE_CHANNEL\r\n\t\t\t\t#pragma shader_feature_local
    _ _CFXR_DISSOLVE\r\n\t\t\t\t#pragma shader_feature_local _ _CFXR_DISSOLVE_ALONG_UV_X\r\n\t\t\t\t#pragma
    shader_feature_local _ _CFXR_UV_DISTORTION\r\n\t\t\t\t#pragma shader_feature_local
    _ _CFXR_UV2_DISTORTION\r\n\t\t\t\t#pragma shader_feature_local _ _CFXR_UV_DISTORTION_ADD\r\n\t\t\t\t#pragma
    shader_feature_local _ _CFXR_OVERLAYTEX_1X _CFXR_OVERLAYTEX_2X\r\n\t\t\t\t#pragma
    shader_feature_local _ _CFXR_OVERLAYBLEND_A _CFXR_OVERLAYBLEND_RGB\r\n\t\t\t\t#pragma
    shader_feature_local _ _FLIPBOOK_BLENDING\r\n\r\n\t\t\t\t#pragma shader_feature_local
    _ _ALPHATEST_ON\r\n\t\t\t\t#pragma shader_feature_local _ _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
    _ALPHAMODULATE_ON _CFXR_ADDITIVE\r\n\r\n\t\t\t\t#pragma multi_compile_shadowcaster\r\n\t\t\t\t#pragma
    shader_feature_local _ _CFXR_DITHERED_SHADOWS_ON _CFXR_DITHERED_SHADOWS_CUSTOMTEXTURE\r\n\r\n\t\t\t#if
    (_CFXR_DITHERED_SHADOWS_ON || _CFXR_DITHERED_SHADOWS_CUSTOMTEXTURE) && !defined(SHADER_API_GLES)\r\n\t\t\t\t#pragma
    target 3.0\t\t//needed for VPOS\r\n\t\t\t#endif\r\n\r\n\t\t\t\t#define CFXR_UPR\r\n\t\t\t\t#define
    PASS_SHADOW_CASTER\r\n\t\t\t\t#define CFXR_UBERSHADER\r\n\t\t\t\t#include \"CFXR_PASSES.cginc\"\r\n\r\n\t\t\t\tENDCG\r\n\t\t\t}\r\n\t\t}\r\n\r\n\t\t//====================================================================================================================================\r\n\t\t//
    Built-in Rendering Pipeline\r\n\r\n\t\tSubShader\r\n\t\t{\r\n\t\t\tPass\r\n\t\t\t{\r\n\t\t\t\tName
    \"BASE\"\r\n\t\t\t\tTags { \"LightMode\"=\"ForwardBase\" }\r\n\r\n\t\t\t\tCGPROGRAM\r\n\r\n\t\t\t\t#pragma
    vertex vertex_program\r\n\t\t\t\t#pragma fragment fragment_program\r\n\r\n\t\t\t\t//vertInstancingSetup
    writes to global, not allowed with DXC\r\n\t\t\t\t// #pragma never_use_dxc\r\n\t\t\t\t//
    #pragma target 2.5\r\n\t\t\t\t// #pragma multi_compile_instancing\r\n\t\t\t\t//
    #pragma instancing_options procedural:vertInstancingSetup\r\n\r\n\t\t\t\t#pragma
    multi_compile_particles\r\n\t\t\t\t#pragma multi_compile_fog\r\n\t\t\t\t//#pragma
    multi_compile_fwdbase\r\n\t\t\t\t//#pragma multi_compile SHADOWS_SCREEN\r\n\r\n\t\t\t\t#pragma
    shader_feature_local _ _CFXR_SINGLE_CHANNEL\r\n\t\t\t\t#pragma shader_feature_local
    _ _CFXR_DISSOLVE\r\n\t\t\t\t#pragma shader_feature_local _ _CFXR_DISSOLVE_ALONG_UV_X\r\n\t\t\t\t#pragma
    shader_feature_local _ _CFXR_UV_DISTORTION\r\n\t\t\t\t#pragma shader_feature_local
    _ _CFXR_UV2_DISTORTION\r\n\t\t\t\t#pragma shader_feature_local _ _CFXR_UV_DISTORTION_ADD\r\n\t\t\t\t//
    #pragma shader_feature_local _ _CFXR_GRADIENTMAP\r\n\t\t\t\t#pragma shader_feature_local
    _ _CFXR_SECONDCOLOR_LERP _CFXR_FONT_COLORS\r\n\t\t\t\t#pragma shader_feature_local
    _ _CFXR_OVERLAYTEX_1X _CFXR_OVERLAYTEX_2X\r\n\t\t\t\t#pragma shader_feature_local
    _ _CFXR_OVERLAYBLEND_A _CFXR_OVERLAYBLEND_RGB\r\n\t\t\t\t#pragma shader_feature_local
    _ _CFXR_HDR_BOOST\r\n\t\t\t\t#pragma shader_feature_local _ _CFXR_EDGE_FADING\r\n\t\t\t\t#pragma
    shader_feature_local _ _CFXR_LIGHTING_DIRECT _CFXR_LIGHTING_INDIRECT _CFXR_LIGHTING_ALL\r\n\t\t\t\t#pragma
    shader_feature_local _ _CFXR_LIGHTING_WPOS_OFFSET\r\n\t\t\t\t#pragma shader_feature_local
    _ _CFXR_LIGHTING_BACK\r\n\r\n\t\t\t\t// Using the same keywords as Unity's Standard
    Particle shader to minimize project-wide keyword usage\r\n\t\t\t\t#pragma shader_feature_local
    _ _NORMALMAP\r\n\t\t\t\t#pragma shader_feature_local _ _EMISSION\r\n\t\t\t\t#pragma
    shader_feature_local _ _FLIPBOOK_BLENDING\r\n\t\t\t\t#pragma shader_feature_local
    _ _FADING_ON\r\n\t\t\t\t#pragma shader_feature_local _ _ALPHATEST_ON\r\n\t\t\t\t#pragma
    shader_feature_local _ _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON
    _CFXR_ADDITIVE\r\n\r\n\t\t\t\t#include \"UnityStandardParticleInstancing.cginc\"\r\n\t\t\t\t#define
    CFXR_UBERSHADER\r\n\t\t\t\t#include \"CFXR_PASSES.cginc\"\r\n\r\n\t\t\t\tENDCG\r\n\t\t\t}\r\n\r\n\t\t\t//--------------------------------------------------------------------------------------------------------------------------------\r\n\r\n\t\t\tPass\r\n\t\t\t{\r\n\t\t\t\tName
    \"ShadowCaster\"\r\n\t\t\t\tTags { \"LightMode\" = \"ShadowCaster\" }\r\n\r\n\t\t\t\tBlendOp
    Add\r\n\t\t\t\tBlend One Zero\r\n\t\t\t\tZWrite On\r\n\t\t\t\tCull Off\r\n\r\n\t\t\t\tCGPROGRAM\r\n\r\n\t\t\t\t#pragma
    vertex vertex_program\r\n\t\t\t\t#pragma fragment fragment_program\r\n\r\n\t\t\t\t//vertInstancingSetup
    writes to global, not allowed with DXC\r\n\t\t\t\t// #pragma never_use_dxc\r\n\t\t\t\t//
    #pragma target 2.5\r\n\t\t\t\t// #pragma multi_compile_instancing\r\n\t\t\t\t//
    #pragma instancing_options procedural:vertInstancingSetup\r\n\r\n\t\t\t\t#pragma
    shader_feature_local _ _CFXR_SINGLE_CHANNEL\r\n\t\t\t\t#pragma shader_feature_local
    _ _CFXR_DISSOLVE\r\n\t\t\t\t#pragma shader_feature_local _ _CFXR_DISSOLVE_ALONG_UV_X\r\n\t\t\t\t#pragma
    shader_feature_local _ _CFXR_UV_DISTORTION\r\n\t\t\t\t#pragma shader_feature_local
    _ _CFXR_UV2_DISTORTION\r\n\t\t\t\t#pragma shader_feature_local _ _CFXR_UV_DISTORTION_ADD\r\n\t\t\t\t#pragma
    shader_feature_local _ _CFXR_OVERLAYTEX_1X _CFXR_OVERLAYTEX_2X\r\n\t\t\t\t#pragma
    shader_feature_local _ _CFXR_OVERLAYBLEND_A _CFXR_OVERLAYBLEND_RGB\r\n\t\t\t\t#pragma
    shader_feature_local _ _FLIPBOOK_BLENDING\r\n\r\n\t\t\t\t#pragma shader_feature_local
    _ _ALPHATEST_ON\r\n\t\t\t\t#pragma shader_feature_local _ _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
    _ALPHAMODULATE_ON _CFXR_ADDITIVE\r\n\r\n\t\t\t\t#pragma multi_compile_shadowcaster\r\n\t\t\t\t#pragma
    shader_feature_local _ _CFXR_DITHERED_SHADOWS_ON _CFXR_DITHERED_SHADOWS_CUSTOMTEXTURE\r\n\r\n\t\t\t#if
    (_CFXR_DITHERED_SHADOWS_ON || _CFXR_DITHERED_SHADOWS_CUSTOMTEXTURE) && !defined(SHADER_API_GLES)\r\n\t\t\t\t#pragma
    target 3.0\t\t//needed for VPOS\r\n\t\t\t#endif\r\n\r\n\t\t\t\t#include \"UnityStandardParticleInstancing.cginc\"\r\n\r\n\t\t\t\t#define
    PASS_SHADOW_CASTER\r\n\t\t\t\t#define CFXR_UBERSHADER\r\n\t\t\t\t#include \"CFXR_PASSES.cginc\"\r\n\r\n\t\t\t\tENDCG\r\n\t\t\t}\r\n\t\t}\r\n\t}\r\n\t\r\n\tCustomEditor
    \"CartoonFX.MaterialInspector\"\r\n}\r\n\r\n"
  shaderName: Cartoon FX/Remaster/Particle Ubershader
  shaderErrors: []
  variantCount: 283253760
  variantCountUsed: 8
