﻿Shader ".poiyomi/Patreon/★ Fur ★"
{
    Properties
    {
        [HideInInspector] shader_is_using_thry_editor ("", Float) = 0
        [HideInInspector] shader_master_label ("<color=#E75898ff>Poiyomi Fur V7.3.028</color>", Float) = 0
        [HideInInspector] shader_presets ("poiToonPresets", Float) = 0
        [HideInInspector] shader_properties_label_file ("7PlusLabels", Float) = 0
        
        [HideInInspector] footer_youtube ("youtube footer button", Float) = 0
        [HideInInspector] footer_twitter ("twitter footer button", Float) = 0
        [HideInInspector] footer_patreon ("patreon footer button", Float) = 0
        [HideInInspector] footer_discord ("discord footer button", Float) = 0
        [HideInInspector] footer_github ("github footer button", Float) = 0
        
        [HideInInspector] GeometryShader_Enabled("", Float) = 1

                
        // Keyword to remind users in the VRChat SDK that this material hasn't been locked.  Inelegant but it works.
        [HideInInspector] _ForgotToLockMaterial (";;YOU_FORGOT_TO_LOCK_THIS_MATERIAL;", Int) = 1
        [ThryShaderOptimizerLockButton] _ShaderOptimizerEnabled ("", Int) = 0
        [Helpbox(1)] _LockTooltip ("Animations don't work by default when locked in. Right click a property if you want to animate it. The shader will lock in automatically at upload time.", Int) = 0

        [ThryWideEnum(Opaque, 0, Cutout, 1, TransClipping, 9, Fade, 2, Transparent, 3, Additive, 4, Soft Additive, 5, Multiplicative, 6, 2x Multiplicative, 7)]_Mode("Rendering Preset--{on_value_actions:[ 
            {value:0,actions:[{type:SET_PROPERTY,data:render_queue=2000}, {type:SET_PROPERTY,data:render_type=Opaque},            {type:SET_PROPERTY,data:_BlendOp=0}, {type:SET_PROPERTY,data:_BlendOpAlpha=0}, {type:SET_PROPERTY,data:_Cutoff=0},  {type:SET_PROPERTY,data:_SrcBlend=1}, {type:SET_PROPERTY,data:_DstBlend=0},  {type:SET_PROPERTY,data:_AlphaToMask=0},  {type:SET_PROPERTY,data:_ZWrite=1}, {type:SET_PROPERTY,data:_ZTest=4},   {type:SET_PROPERTY,data:_AlphaPremultiply=0}]},
            {value:1,actions:[{type:SET_PROPERTY,data:render_queue=2450}, {type:SET_PROPERTY,data:render_type=TransparentCutout}, {type:SET_PROPERTY,data:_BlendOp=0}, {type:SET_PROPERTY,data:_BlendOpAlpha=0}, {type:SET_PROPERTY,data:_Cutoff=.5}, {type:SET_PROPERTY,data:_SrcBlend=1}, {type:SET_PROPERTY,data:_DstBlend=0},  {type:SET_PROPERTY,data:_AlphaToMask=1},  {type:SET_PROPERTY,data:_ZWrite=1}, {type:SET_PROPERTY,data:_ZTest=4},   {type:SET_PROPERTY,data:_AlphaPremultiply=0}]},
            {value:9,actions:[{type:SET_PROPERTY,data:render_queue=2450}, {type:SET_PROPERTY,data:render_type=TransparentCutout}, {type:SET_PROPERTY,data:_BlendOp=0}, {type:SET_PROPERTY,data:_BlendOpAlpha=0}, {type:SET_PROPERTY,data:_Cutoff=0},  {type:SET_PROPERTY,data:_SrcBlend=5}, {type:SET_PROPERTY,data:_DstBlend=10}, {type:SET_PROPERTY,data:_AlphaToMask=0},  {type:SET_PROPERTY,data:_ZWrite=1}, {type:SET_PROPERTY,data:_ZTest=4},   {type:SET_PROPERTY,data:_AlphaPremultiply=0}]},
            {value:2,actions:[{type:SET_PROPERTY,data:render_queue=3000}, {type:SET_PROPERTY,data:render_type=Transparent},       {type:SET_PROPERTY,data:_BlendOp=0}, {type:SET_PROPERTY,data:_BlendOpAlpha=0}, {type:SET_PROPERTY,data:_Cutoff=0},  {type:SET_PROPERTY,data:_SrcBlend=5}, {type:SET_PROPERTY,data:_DstBlend=10}, {type:SET_PROPERTY,data:_AlphaToMask=0},  {type:SET_PROPERTY,data:_ZWrite=0}, {type:SET_PROPERTY,data:_ZTest=4},   {type:SET_PROPERTY,data:_AlphaPremultiply=0}]},
            {value:3,actions:[{type:SET_PROPERTY,data:render_queue=3000}, {type:SET_PROPERTY,data:render_type=Transparent},       {type:SET_PROPERTY,data:_BlendOp=0}, {type:SET_PROPERTY,data:_BlendOpAlpha=0}, {type:SET_PROPERTY,data:_Cutoff=0},  {type:SET_PROPERTY,data:_SrcBlend=1}, {type:SET_PROPERTY,data:_DstBlend=10}, {type:SET_PROPERTY,data:_AlphaToMask=0},  {type:SET_PROPERTY,data:_ZWrite=0}, {type:SET_PROPERTY,data:_ZTest=4},   {type:SET_PROPERTY,data:_AlphaPremultiply=1}]},
            {value:4,actions:[{type:SET_PROPERTY,data:render_queue=3000}, {type:SET_PROPERTY,data:render_type=Transparent},       {type:SET_PROPERTY,data:_BlendOp=0}, {type:SET_PROPERTY,data:_BlendOpAlpha=0}, {type:SET_PROPERTY,data:_Cutoff=0},  {type:SET_PROPERTY,data:_SrcBlend=1}, {type:SET_PROPERTY,data:_DstBlend=1},  {type:SET_PROPERTY,data:_AlphaToMask=0},  {type:SET_PROPERTY,data:_ZWrite=0}, {type:SET_PROPERTY,data:_ZTest=4},   {type:SET_PROPERTY,data:_AlphaPremultiply=0}]},
            {value:5,actions:[{type:SET_PROPERTY,data:render_queue=3000}, {type:SET_PROPERTY,data:render_type=Transparent},        {type:SET_PROPERTY,data:_BlendOp=0}, {type:SET_PROPERTY,data:_BlendOpAlpha=0}, {type:SET_PROPERTY,data:_Cutoff=0},  {type:SET_PROPERTY,data:_SrcBlend=4}, {type:SET_PROPERTY,data:_DstBlend=1},  {type:SET_PROPERTY,data:_AlphaToMask=0},  {type:SET_PROPERTY,data:_ZWrite=0}, {type:SET_PROPERTY,data:_ZTest=4},   {type:SET_PROPERTY,data:_AlphaPremultiply=0}]},
            {value:6,actions:[{type:SET_PROPERTY,data:render_queue=3000}, {type:SET_PROPERTY,data:render_type=Transparent},       {type:SET_PROPERTY,data:_BlendOp=0}, {type:SET_PROPERTY,data:_BlendOpAlpha=0}, {type:SET_PROPERTY,data:_Cutoff=0},  {type:SET_PROPERTY,data:_SrcBlend=2}, {type:SET_PROPERTY,data:_DstBlend=0},  {type:SET_PROPERTY,data:_AlphaToMask=0},  {type:SET_PROPERTY,data:_ZWrite=0}, {type:SET_PROPERTY,data:_ZTest=4},   {type:SET_PROPERTY,data:_AlphaPremultiply=0}]},
            {value:7,actions:[{type:SET_PROPERTY,data:render_queue=3000}, {type:SET_PROPERTY,data:render_type=Transparent},       {type:SET_PROPERTY,data:_BlendOp=0}, {type:SET_PROPERTY,data:_BlendOpAlpha=0}, {type:SET_PROPERTY,data:_Cutoff=0},  {type:SET_PROPERTY,data:_SrcBlend=2}, {type:SET_PROPERTY,data:_DstBlend=3},  {type:SET_PROPERTY,data:_AlphaToMask=0},  {type:SET_PROPERTY,data:_ZWrite=0}, {type:SET_PROPERTY,data:_ZTest=4},   {type:SET_PROPERTY,data:_AlphaPremultiply=0}]}
        }]}]}", Int) = 0

		//FUR
		[HideInInspector] m_furOptions("Fur", Float) = 0
		_FurColor("Fur Color", Color) = (1, 1, 1, 1)
		_FurTexture("Fur Texture", 2D) = "white" { }
		_FurHeightMap("Fur Height Map", 2D) = "white" { }
		_FurMask("Fur Mask", 2D) = "white" { }
		_FurLength("Length", Range(0, .2)) = .025
		_FurGravityStrength("Gravity Strength", Range(-1, 1)) = 0
		[IntRange]_FurLayers("Layers", Range(0, 23)) = 23
		_FurAO("AO", Range(0, 1)) = .5
		[HideInInspector] m_start_furAdvanced("Advanced / Optimization", Float) = 0
		_FurTipAlpha("Fur Tip Alpha", Range(0, 1)) = 1
		_FurFadeStart("Fur Fade Start", Range(0, 1)) = 0
		_AoRampMin("AO Ramp Min", Range(0, 1)) = 0.0
		_AoRampMax("AO Ramp Max", Range(0, 1)) = 1.0
		_FurHeightMapMin("Height Map Min", Range(0, 1)) = 0.0
		_FurHeightMapMax("Height Map Max", Range(0, 1)) = 1.0
		_FurMinDistance("Min Distance", Float) = 2.0
		_FurMaxDistance("Max Distance", Float) = 10.0
		[HideInInspector] m_end_furAdvanced("Advanced / Optimization", Float) = 0

        // Main
        [HideInInspector] m_mainOptions ("Main", Float) = 0
        _Color ("Color & Alpha", Color) = (1, 1, 1, 1)
        _MainTex ("Texture", 2D) = "white" { }
        [HideInInspector][Vector2]_MainTexPan ("Panning", Vector) = (0, 0, 0, 0)
        [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)] _MainTextureUV ("UV", Int) = 0
        _MainEmissionStrength ("Basic Emission", Range(0, 20)) = 0
        [Normal]_BumpMap ("Normal Map", 2D) = "bump" { }
        [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)] _BumpMapUV ("UV", Int) = 0
        [HideInInspector][Vector2]_BumpMapPan ("Panning", Vector) = (0, 0, 0, 0)
        _BumpScale ("Normal Intensity", Range(0, 10)) = 1
        _ClippingMask ("Alpha Map--{reference_properties:[_ClippingMaskPan, _ClippingMaskUV, _Inverse_Clipping]}", 2D) = "white" { }
        [HideInInspector][Vector2]_ClippingMaskPan ("Panning", Vector) = (0, 0, 0, 0)
        [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)] _ClippingMaskUV ("UV", Int) = 0
        [ToggleUI]_Inverse_Clipping ("Invert", Float) = 0
        
        //Hue Shifting
        [HideInInspector] m_start_MainHueShift ("Color Adjust", Float) = 0
        [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)] _MainColorAdjustTextureUV ("UV", Int) = 0
        [ToggleUI]_MainHueShiftReplace ("Hue Replace?", Float) = 1
        _MainHueShift ("Hue Shift", Range(0, 1)) = 0
        _MainHueShiftSpeed ("Hue Shift Speed", Float) = 0
        _Saturation ("Saturation", Range(-1, 10)) = 0
        _MainBrightness("Brightness", Range(-1,1)) = 0
        [HideInInspector][ThryToggle(COLOR_GRADING_HDR)]_MainHueShiftToggle ("Toggle Hueshift", Float) = 0
        _MainColorAdjustTexture ("Mask R(H) G(S) B(B)--{reference_properties:[_MainColorAdjustTexturePan, _MainColorAdjustTextureUV]}", 2D) = "white" { }
        [HideInInspector][Vector2]_MainColorAdjustTexturePan ("Panning", Vector) = (0, 0, 0, 0)
        [HideInInspector] m_end_MainHueShift ("Hue Shift", Float) = 0
        
        // RGBA Masking
        [HideInInspector] m_start_RGBMask ("RGBA Color Masking", Float) = 0
        [HideInInspector][ThryToggle(VIGNETTE)]_RGBMaskEnabled ("RGB Mask Enabled", Float) = 0
        [ToggleUI]_RGBUseVertexColors ("Use Vertex Colors", Float) = 0
        [ToggleUI]_RGBBlendMultiplicative ("Multiplicative?", Float) = 0
        _RGBMask ("Mask", 2D) = "white" { }
        [HideInInspector][Vector2]_RGBMaskPanning ("Panning", Vector) = (0, 0, 0, 0)
        [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)]_RGBMaskUV ("UV", int) = 0
        _RedColor ("R Color", Color) = (1, 1, 1, 1)
        _RedTexure ("R Texture", 2D) = "white" { }
        [HideInInspector][Vector2]_RGBRedPanning ("Panning", Vector) = (0, 0, 0, 0)
        [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)]_RGBRed_UV ("UV", int) = 0
        _GreenColor ("G Color", Color) = (1, 1, 1, 1)
        _GreenTexture ("G Texture", 2D) = "white" { }
        [HideInInspector][Vector2]_RGBGreenPanning ("Panning", Vector) = (0, 0, 0, 0)
        [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)]_RGBGreen_UV ("UV", int) = 0
        _BlueColor ("B Color", Color) = (1, 1, 1, 1)
        _BlueTexture ("B Texture", 2D) = "white" { }
        [HideInInspector][Vector2]_RGBBluePanning ("Panning", Vector) = (0, 0, 0, 0)
        [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)]_RGBBlue_UV ("UV", int) = 0
        _AlphaColor ("A Color", Color) = (1, 1, 1, 1)
        _AlphaTexture ("A Texture", 2D) = "white" { }
        [HideInInspector][Vector2]_RGBAlphaPanning ("Panning", Vector) = (0, 0, 0, 0)
        [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)]_RGBAlpha_UV ("UV", int) = 0
        
        // RGB MASKED NORMALS
        [ThryToggle(GEOM_TYPE_MESH)]_RgbNormalsEnabled ("Enable Normals", Float) = 0
        [ToggleUI]_RGBNormalBlend ("Blend with Base--{condition_show:{type:PROPERTY_BOOL,data:_RgbNormalsEnabled==1}}", Float) = 0
        [Normal]_RgbNormalR ("R Normal--{reference_properties:[_RgbNormalRPan, _RgbNormalRUV],condition_show:{type:PROPERTY_BOOL,data:_RgbNormalsEnabled==1}}", 2D) = "bump" { }
        [HideInInspector][Vector2]_RgbNormalRPan ("Pan", Vector) = (0, 0, 0, 0)
        [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)]_RgbNormalRUV ("UV", int) = 0
        _RgbNormalRScale ("Intensity--{condition_show:{type:PROPERTY_BOOL,data:_RgbNormalsEnabled==1}}", Range(0,10)) = 0 
        [Normal]_RgbNormalG ("G Normal--{reference_properties:[_RgbNormalGPan, _RgbNormalGUV],condition_show:{type:PROPERTY_BOOL,data:_RgbNormalsEnabled==1}}", 2D) = "bump" { }
        [HideInInspector][Vector2]_RgbNormalGPan ("Pan", Vector) = (0, 0, 0, 0)
        [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)]_RgbNormalGUV ("UV", int) = 0
        _RgbNormalGScale ("Intensity--{condition_show:{type:PROPERTY_BOOL,data:_RgbNormalsEnabled==1}}", Range(0,10)) = 0 
        [Normal]_RgbNormalB ("B Normal--{reference_properties:[_RgbNormalBPan, _RgbNormalBUV],condition_show:{type:PROPERTY_BOOL,data:_RgbNormalsEnabled==1}}", 2D) = "bump" { }
        [HideInInspector][Vector2]_RgbNormalBPan ("Pan", Vector) = (0, 0, 0, 0)
        [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)]_RgbNormalBUV ("UV", int) = 0
        _RgbNormalBScale ("Intensity--{condition_show:{type:PROPERTY_BOOL,data:_RgbNormalsEnabled==1}}", Range(0,10)) = 0 
        [Normal]_RgbNormalA ("A Normal--{reference_properties:[_RgbNormalAPan, _RgbNormalAUV],condition_show:{type:PROPERTY_BOOL,data:_RgbNormalsEnabled==1}}", 2D) = "bump" { }
        [HideInInspector][Vector2]_RgbNormalAPan ("Pan", Vector) = (0, 0, 0, 0)
        [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)]_RgbNormalAUV ("UV", int) = 0
        _RgbNormalAScale ("Intensity--{condition_show:{type:PROPERTY_BOOL,data:_RgbNormalsEnabled==1}}", Range(0,10)) = 0 
        [HideInInspector] m_end_RGBMask ("RGB Color Masking", Float) = 0
        
        // Detail Options
        [HideInInspector] m_start_DetailOptions ("Details--{reference_property:_DetailEnabled, button_help:{text:Tutorial,action:{type:URL,data:https://www.youtube.com/watch?v=9oIcQln9of4&list=PL4_Gy3VRJSmbXfQSldzUiChgABQsoBlLw},hover:YouTube}}", Float) = 0
        [HideInInspector][ThryToggle(FINALPASS)]_DetailEnabled ("Enable", Float) = 0
        _DetailMask ("Detail Mask (R:Texture, G:Normal)", 2D) = "white" { }
        [HideInInspector][Vector2]_DetailMaskPan ("Panning", Vector) = (0, 0, 0, 0)
        [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)] _DetailMaskUV ("UV", Int) = 0
        _DetailTint ("Detail Texture Tint", Color) = (1, 1, 1)
        _DetailTex ("Detail Texture", 2D) = "gray" { }
        [HideInInspector][Vector2]_DetailTexPan ("Panning", Vector) = (0, 0, 0, 0)
        [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)] _DetailTexUV ("UV", Int) = 0
        _DetailTexIntensity ("Detail Tex Intensity", Range(0, 10)) = 1
        _DetailBrightness ("Detail Brightness:", Range(0, 2)) = 1
        [Normal]_DetailNormalMap ("Detail Normal", 2D) = "bump" { }
        _DetailNormalMapScale ("Detail Normal Intensity", Range(0, 10)) = 1
        [HideInInspector][Vector2]_DetailNormalMapPan ("Panning", Vector) = (0, 0, 0, 0)
        [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)] _DetailNormalMapUV ("UV", Int) = 0
        [HideInInspector] m_end_DetailOptions ("Details", Float) = 0
        
        // Vertex Colors
        [HideInInspector] m_start_MainVertexColors ("Vertex Colors", Float) = 0
        [ToggleUI]_MainVertexColoringLinearSpace("Linear Colors", Float) = 1
        _MainVertexColoring ("Use Vertex Color", Range(0, 1)) = 0
        _MainUseVertexColorAlpha ("Use Vertex Color Alpha", Range(0, 1)) = 0
        [HideInInspector] m_end_MainVertexColors ("Vertex Colors", Float) = 0
        
        //Vertex Manipulations
        [HideInInspector] m_start_vertexManipulation ("Vertex Offset--{reference_property:_VertexManipulationsEnabled, button_help:{text:Tutorial,action:{type:URL,data:https://www.youtube.com/watch?v=x728WN50JeA&list=PL4_Gy3VRJSmbXfQSldzUiChgABQsoBlLw},hover:YouTube}}", Float) = 0
        [HideInInspector][ThryToggle(AUTO_EXPOSURE)]_VertexManipulationsEnabled ("Enabled", Float) = 0
        [Vector3]_VertexManipulationLocalTranslation ("Local Translation", Vector) = (0, 0, 0, 1)
        [Vector3]_VertexManipulationLocalRotation ("Local Rotation", Vector) = (0, 0, 0, 1)
        _VertexManipulationLocalScale ("Local Scale", Vector) = (1, 1, 1, 1)
        [Vector3]_VertexManipulationWorldTranslation ("World Translation", Vector) = (0, 0, 0, 1)
        _VertexManipulationHeight ("Vertex Height", Float) = 0
        _VertexManipulationHeightMask ("Height Map", 2D) = "white" { }
        [HideInInspector][Vector2]_VertexManipulationHeightPan ("Panning", Vector) = (0, 0, 0, 0)
        [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3)] _VertexManipulationHeightUV ("UV", Int) = 0
        _VertexManipulationHeightBias ("Mask Bias", Range(0, 1)) = 0
        [ToggleUI]_VertexRoundingEnabled ("Rounding Enabled", Float) = 0
        _VertexRoundingDivision ("Division Amount", Float) = 500
        [HideInInspector] m_end_vertexManipulation ("Vertex Offset", Float) = 0
        
        // Alpha Options
        [HideInInspector] m_start_Alpha ("Alpha Options", Float) = 0
        _Cutoff ("Alpha Cuttoff", Range(0, 1.001)) = 0.5
        [ToggleUI]_DitheringEnabled ("Enable Dithering", Float) = 0
        _DitherGradient ("Dither Gradient", Range(0, 1)) = .1
        [ToggleUI]_ForceOpaque ("Force Opaque", Float) = 0
        _MainShadowClipMod ("Shadow Clip Mod", Range(-1, 1)) = 0
        [Enum(Off, 0, On, 1)] _AlphaToMask ("Alpha To Coverage", Float) = 0
        [ToggleUI]_MainAlphaToCoverage ("Sharpenned A2C--{condition_show:{type:PROPERTY_BOOL,data:_AlphaToMask==1}}", Float) = 0
        _MainMipScale ("Mip Level Alpha Scale--{condition_show:{type:PROPERTY_BOOL,data:_AlphaToMask==1}}", Range(0, 1)) = 0.25
        [ToggleUI]_AlphaPremultiply ("Alpha Premultiply", Float) = 0
        _AlphaMod ("Alpha Mod", Range(-1, 1)) = 0.0
        [HideInInspector] m_end_Alpha ("Alpha Options", Float) = 0
        
        // Decal Texture
        [HideInInspector] m_start_DecalSection ("Decals--{button_help:{text:Tutorial,action:{type:URL,data:https://www.youtube.com/watch?v=xHoQVN_F7JE&list=PL4_Gy3VRJSmbXfQSldzUiChgABQsoBlLw},hover:YouTube},reference_property:_DecalEnabled}", Float) = 0
        _DecalMask ("Decal RGBA Mask--{reference_properties:[_DecalMaskPan, _DecalMaskUV]}", 2D) = "white" { }
        [HideInInspector][Vector2]_DecalMaskPan ("Panning", Vector) = (0, 0, 0, 0)
        [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)] _DecalMaskUV ("UV", Int) = 0
        // Decal 0
        [HideInInspector] m_start_Decal0 ("Decal 0", Float) = 0
        [HideInInspector][ThryToggle(GEOM_TYPE_BRANCH)]_DecalEnabled ("Enable", Float) = 0
        _DecalColor ("Color", Color) = (1, 1, 1, 1)
        _DecalEmissionStrength ("Emission Strength", Range(0, 20)) = 0
        _DecalTexture ("Decal--{reference_properties:[_DecalTexturePan, _DecalTextureUV]}", 2D) = "white" { }
        [HideInInspector][Vector2]_DecalTexturePan ("Panning", Vector) = (0, 0, 0, 0)
        [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)] _DecalTextureUV ("UV", Int) = 0
        [ToggleUI]_DecalTiled ("Tiled?", Float) = 0
        _Decal0Depth ("Depth", Float) = 0
        [Vector2]_DecalScale ("Scale", Vector) = (1, 1, 0, 0)
        [Vector2]_DecalPosition ("Position", Vector) = (.5, .5, 0, 0)
        _DecalRotation ("Rotation", Range(0, 360)) = 0
        _DecalRotationSpeed ("Rotation Speed", Float) = 0
         [ThryWideEnum(Replace, 0, Darken, 1, Multiply, 2, Color Burn, 3, Linear Burn, 4, Lighten, 5, Screen, 6, Color Dodge, 7, Linear Dodge (Add), 8, Overlay, 9, Soft Lighten, 10, Hard Light, 11, Vivid Light, 12, Linear Light, 13, Pin Light, 14, Hard Mix, 15, Difference, 16, Exclusion, 17, Subtract, 18, Divide, 19)]_DecalBlendType ("Blending", Range(0, 1)) = 0
        _DecalBlendAlpha("Alpha", Range(0,1)) = 1
        [ToggleUI]_DecalHueShiftEnabled ("Hue Shift Enabled", Float) = 0
        _DecalHueShiftSpeed ("Shift Speed", Float) = 0
        _DecalHueShift ("Hue Shift", Range(0,1)) = 0
        // Decal 0 Audio Link
        [HideInInspector] m_start_Decal0AudioLink ("Audio Link ♫--{ condition_showS:_EnableAudioLink==1}", Float) = 0
        [Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkDecal0ScaleBand ("Scale Band", Int) = 0
        _AudioLinkDecal0Scale("Scale Mod", Vector) = (0,0,0,0)
        [Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkDecal0RotationBand ("Rotation Band", Int) = 0
        [Vector2]_AudioLinkDecal0Rotation("Rotation Mod", Vector) = (0,0,0,0)
        [Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkDecal0AlphaBand ("Alpha Band", Int) = 0
        [Vector2]_AudioLinkDecal0Alpha("Alpha Mod", Vector) = (0,0,0,0)
        [Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkDecal0EmissionBand ("Emission Band", Int) = 0
        [Vector2]_AudioLinkDecal0Emission("Emission Mod", Vector) = (0,0,0,0)
        [HideInInspector] m_end_Decal0AudioLink ("Audio Link", Float) = 0
        [HideInInspector] m_end_Decal0 ("Decal 0", Float) = 0
        // Decal 1
        //"GEOM_TYPE_FROND"
        //"DEPTH_OF_FIELD_COC_VIEW"
        [HideInInspector] m_start_Decal1 ("Decal 1--{reference_property:_DecalEnabled1}", Float) = 0
        [HideInInspector][ThryToggle(GEOM_TYPE_BRANCH_DETAIL)]_DecalEnabled1 ("Enable", Float) = 0
        _DecalColor1 ("Color", Color) = (1, 1, 1, 1)
        _DecalEmissionStrength1 ("Emission Strength", Range(0, 20)) = 0
        _DecalTexture1 ("Decal--{reference_properties:[_DecalTexture1Pan, _DecalTexture1UV]}", 2D) = "white" { }
        [HideInInspector][Vector2]_DecalTexture1Pan ("Panning", Vector) = (0, 0, 0, 0)
        [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)] _DecalTexture1UV ("UV", Int) = 0
        [ToggleUI]_DecalTiled1 ("Tiled?", Float) = 0
        _Decal1Depth ("Depth", Float) = 0
        [Vector2]_DecalScale1 ("Scale", Vector) = (1, 1, 0, 0)
        [Vector2]_DecalPosition1 ("Position", Vector) = (.5, .5, 0, 0)
        _DecalRotation1 ("Rotation", Range(0, 360)) = 0
        _DecalRotationSpeed1 ("Rotation Speed", Float) = 0
         [ThryWideEnum(Replace, 0, Darken, 1, Multiply, 2, Color Burn, 3, Linear Burn, 4, Lighten, 5, Screen, 6, Color Dodge, 7, Linear Dodge (Add), 8, Overlay, 9, Soft Lighten, 10, Hard Light, 11, Vivid Light, 12, Linear Light, 13, Pin Light, 14, Hard Mix, 15, Difference, 16, Exclusion, 17, Subtract, 18, Divide, 19)]_DecalBlendType1 ("Blending", Range(0, 1)) = 0
        _DecalBlendAlpha1("Alpha", Range(0,1)) = 1
        [ToggleUI]_DecalHueShiftEnabled1 ("Hue Shift Enabled", Float) = 0
        _DecalHueShiftSpeed1 ("Shift Speed", Float) = 0
        _DecalHueShift1 ("Hue Shift", Range(0,1)) = 0
        // Decal 1 Audio Link
        [HideInInspector] m_start_Decal1AudioLink ("Audio Link ♫--{ condition_showS:_EnableAudioLink==1}", Float) = 0
        [Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkDecal1ScaleBand ("Scale Band", Int) = 0
        _AudioLinkDecal1Scale("Scale Mod", Vector) = (0,0,0,0)
        [Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkDecal1RotationBand ("Rotation Band", Int) = 0
        [Vector2]_AudioLinkDecal1Rotation("Rotation Mod", Vector) = (0,0,0,0)
        [Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkDecal1AlphaBand ("Alpha Band", Int) = 0
        [Vector2]_AudioLinkDecal1Alpha("Alpha Mod", Vector) = (0,0,0,0)
        [Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkDecal1EmissionBand ("Emission Band", Int) = 0
        [Vector2]_AudioLinkDecal1Emission("Emission Mod", Vector) = (0,0,0,0)
        [HideInInspector] m_end_Decal1AudioLink ("Audio Link", Float) = 0
        [HideInInspector] m_end_Decal1 ("Decal 0", Float) = 0
        // Decal 2
        [HideInInspector] m_start_Decal2 ("Decal 2--{reference_property:_DecalEnabled2}", Float) = 0
        [HideInInspector][ThryToggle(GEOM_TYPE_FROND)]_DecalEnabled2 ("Enable", Float) = 0
        _DecalColor2 ("Color", Color) = (1, 1, 1, 1)
        _DecalEmissionStrength2 ("Emission Strength", Range(0, 20)) = 0
        _DecalTexture2 ("Decal--{reference_properties:[_DecalTexture2Pan, _DecalTexture2UV]}", 2D) = "white" { }
        [HideInInspector][Vector2]_DecalTexture2Pan ("Panning", Vector) = (0, 0, 0, 0)
        [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)] _DecalTexture2UV ("UV", Int) = 0
        [ToggleUI]_DecalTiled2 ("Tiled?", Float) = 0
        _Decal2Depth ("Depth", Float) = 0
        [Vector2]_DecalScale2 ("Scale", Vector) = (1, 1, 0, 0)
        [Vector2]_DecalPosition2 ("Position", Vector) = (.5, .5, 0, 0)
        _DecalRotation2 ("Rotation", Range(0, 360)) = 0
        _DecalRotationSpeed2 ("Rotation Speed", Float) = 0
         [ThryWideEnum(Replace, 0, Darken, 1, Multiply, 2, Color Burn, 3, Linear Burn, 4, Lighten, 5, Screen, 6, Color Dodge, 7, Linear Dodge (Add), 8, Overlay, 9, Soft Lighten, 10, Hard Light, 11, Vivid Light, 12, Linear Light, 13, Pin Light, 14, Hard Mix, 15, Difference, 16, Exclusion, 17, Subtract, 18, Divide, 19)]_DecalBlendType2 ("Blending", Range(0, 1)) = 0
        _DecalBlendAlpha2("Alpha", Range(0,1)) = 1
        [ToggleUI]_DecalHueShiftEnabled2 ("Hue Shift Enabled", Float) = 0
        _DecalHueShiftSpeed2 ("Shift Speed", Float) = 0
        _DecalHueShift2 ("Hue Shift", Range(0,1)) = 0
        // Decal 2 Audio Link
        [HideInInspector] m_start_Decal2AudioLink ("Audio Link ♫--{ condition_showS:_EnableAudioLink==1}", Float) = 0
        [Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkDecal2ScaleBand ("Scale Band", Int) = 0
        _AudioLinkDecal2Scale("Scale Mod", Vector) = (0,0,0,0)
        [Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkDecal2RotationBand ("Rotation Band", Int) = 0
        [Vector2]_AudioLinkDecal2Rotation("Rotation Mod", Vector) = (0,0,0,0)
        [Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkDecal2AlphaBand ("Alpha Band", Int) = 0
        [Vector2]_AudioLinkDecal2Alpha("Alpha Mod", Vector) = (0,0,0,0)
        [Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkDecal2EmissionBand ("Emission Band", Int) = 0
        [Vector2]_AudioLinkDecal2Emission("Emission Mod", Vector) = (0,0,0,0)
        [HideInInspector] m_end_Decal2AudioLink ("Audio Link", Float) = 0
        [HideInInspector] m_end_Decal2 ("Decal 0", Float) = 0
        // Decal 3
        [HideInInspector] m_start_Decal3 ("Decal 3--{reference_property:_DecalEnabled3}", Float) = 0
        [HideInInspector][ThryToggle(DEPTH_OF_FIELD_COC_VIEW)]_DecalEnabled3 ("Enable", Float) = 0
        _DecalColor3 ("Color", Color) = (1, 1, 1, 1)
        _DecalEmissionStrength3 ("Emission Strength", Range(0, 20)) = 0
        _DecalTexture3 ("Decal--{reference_properties:[_DecalTexture3Pan, _DecalTexture3UV]}", 2D) = "white" { }
        [HideInInspector][Vector2]_DecalTexture3Pan ("Panning", Vector) = (0, 0, 0, 0)
        [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)] _DecalTexture3UV ("UV", Int) = 0
        [ToggleUI]_DecalTiled3 ("Tiled?", Float) = 0
        _Decal3Depth ("Depth", Float) = 0
        [Vector2]_DecalScale3 ("Scale", Vector) = (1, 1, 0, 0)
        [Vector2]_DecalPosition3 ("Position", Vector) = (.5, .5, 0, 0)
        _DecalRotation3 ("Rotation", Range(0, 360)) = 0
        _DecalRotationSpeed3 ("Rotation Speed", Float) = 0
         [ThryWideEnum(Replace, 0, Darken, 1, Multiply, 2, Color Burn, 3, Linear Burn, 4, Lighten, 5, Screen, 6, Color Dodge, 7, Linear Dodge (Add), 8, Overlay, 9, Soft Lighten, 10, Hard Light, 11, Vivid Light, 12, Linear Light, 13, Pin Light, 14, Hard Mix, 15, Difference, 16, Exclusion, 17, Subtract, 18, Divide, 19)]_DecalBlendType3 ("Blending", Range(0, 1)) = 0
        _DecalBlendAlpha3("Alpha", Range(0,1)) = 1
        [ToggleUI]_DecalHueShiftEnabled3 ("Hue Shift Enabled", Float) = 0
        _DecalHueShiftSpeed3 ("Shift Speed", Float) = 0
        _DecalHueShift3 ("Hue Shift", Range(0,1)) = 0
        // Decal 3 Audio Link
        [HideInInspector] m_start_Decal3AudioLink ("Audio Link ♫--{ condition_showS:_EnableAudioLink==1}", Float) = 0
        [Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkDecal3ScaleBand ("Scale Band", Int) = 0
        _AudioLinkDecal3Scale("Scale Mod", Vector) = (0,0,0,0)
        [Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkDecal3RotationBand ("Rotation Band", Int) = 0
        [Vector2]_AudioLinkDecal3Rotation("Rotation Mod", Vector) = (0,0,0,0)
        [Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkDecal3AlphaBand ("Alpha Band", Int) = 0
        [Vector2]_AudioLinkDecal3Alpha("Alpha Mod", Vector) = (0,0,0,0)
        [Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkDecal3EmissionBand ("Emission Band", Int) = 0
        [Vector2]_AudioLinkDecal3Emission("Emission Mod", Vector) = (0,0,0,0)
        [HideInInspector] m_end_Decal3AudioLink ("Audio Link", Float) = 0
        [HideInInspector] m_end_Decal3 ("Decal 0", Float) = 0
        [HideInInspector] m_end_DecalSection ("Decal", Float) = 0
        
        // Back Face Textures and Emission
        [HideInInspector] m_start_backFace ("Back Face", Float) = 0
        [ToggleUI]_BackFaceEnabled ("Enable Back Face Options", Float) = 0
        _BackFaceColor ("Color", Color) = (1, 1, 1, 1)
        _BackFaceTexture ("Texture", 2D) = "white" { }
        [ToggleUI]_BackFaceReplaceAlpha ("Replace Alpha", Float) = 0
        [HideInInspector][Vector2]_BackFacePanning ("Panning", Vector) = (0, 0, 0, 0)
        [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)]_BackFaceTextureUV ("UV#", Int) = 0
        _BackFaceDetailIntensity ("Detail Intensity", Range(0, 5)) = 1
        _BackFaceHueShift ("Hue Shift", Range(0, 1)) = 0
        _BackFaceEmissionStrength ("Emission Strength", Range(0, 20)) = 0
        [HideInInspector] m_end_backFace ("Back Face", Float) = 0
        
        // Lighting
        [HideInInspector] m_lightingOptions ("Lighting", Float) = 0
        [HideInInspector] m_start_Lighting ("Light and Shadow", Float) = 0
        [Toggle(VIGNETTE_MASKED)]_EnableLighting ("Enable Lighting", Float) = 1
        [Enum(Toon, 0, Realistic, 1, Wrapped (Beta), 2, Skin (Beta), 3, Flat, 4)] _LightingMode ("Lighting Type", Int) = 4
        _LightingStandardSmoothness ("Smoothness--{condition_show:{type:PROPERTY_BOOL,data:_LightingMode==1}}", Range(0, 1)) = 0
        _LightingWrappedWrap ("Wrap--{condition_show:{type:PROPERTY_BOOL,data:_LightingMode==2}}", Range(0, 2)) = 0
        _LightingWrappedNormalization ("Normalization--{condition_show:{type:PROPERTY_BOOL,data:_LightingMode==2}}", Range(0, 1)) = 0
        [Enum(Ramp Texture, 0, Math Gradient, 1, Shade Mapping, 2)] _LightingRampType ("Ramp Type--{condition_show:{type:OR,condition1:{type:PROPERTY_BOOL,data:_LightingMode==0},condition2:{type:PROPERTY_BOOL,data:_LightingMode==2}}}}", Int) = 0

        // Shade Maps
        _1st_ShadeColor ("1st ShadeColor--{condition_show:{type:AND,condition1:{type:PROPERTY_BOOL,data:_LightingMode==0},condition2:{type:PROPERTY_BOOL,data:_LightingRampType==2}}}", Color) = (1,1,1,1)
        _1st_ShadeMap ("1st ShadeMap--{reference_properties:[_1st_ShadeMapPan, _1st_ShadeMapUV, _Use_1stShadeMapAlpha_As_ShadowMask, _1stShadeMapMask_Inverse],condition_show:{type:AND,condition1:{type:PROPERTY_BOOL,data:_LightingMode==0},condition2:{type:PROPERTY_BOOL,data:_LightingRampType==2}}}", 2D) = "white" {}
        [HideInInspector][Vector2]_1st_ShadeMapPan ("Panning", Vector) = (0, 0, 0, 0)
        [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)] _1st_ShadeMapUV ("UV", Int) = 0
        [HideInInspector][ToggleUI]_Use_1stShadeMapAlpha_As_ShadowMask("1st ShadeMap.a As ShadowMask", Float ) = 0
        [HideInInspector][ToggleUI]_1stShadeMapMask_Inverse("1st ShadeMapMask Inverse", Float ) = 0
        [ToggleUI] _Use_BaseAs1st ("Use BaseMap as 1st ShadeMap--{condition_show:{type:AND,condition1:{type:PROPERTY_BOOL,data:_LightingMode==0},condition2:{type:PROPERTY_BOOL,data:_LightingRampType==2}}}}", Float ) = 0
        _2nd_ShadeColor ("2nd ShadeColor--{condition_show:{type:AND,condition1:{type:PROPERTY_BOOL,data:_LightingMode==0},condition2:{type:PROPERTY_BOOL,data:_LightingRampType==2}}}", Color) = (1,1,1,1)
        _2nd_ShadeMap ("2nd ShadeMap--{reference_properties:[_2nd_ShadeMapPan, _2nd_ShadeMapUV, _Use_2ndShadeMapAlpha_As_ShadowMask, _2ndShadeMapMask_Inverse],condition_show:{type:AND,condition1:{type:PROPERTY_BOOL,data:_LightingMode==0},condition2:{type:PROPERTY_BOOL,data:_LightingRampType==2}}}", 2D) = "white" {}
        [HideInInspector][Vector2]_2nd_ShadeMapPan ("Panning", Vector) = (0, 0, 0, 0)
        [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)] _2nd_ShadeMapUV ("UV", Int) = 0
        [HideInInspector][ToggleUI]_Use_2ndShadeMapAlpha_As_ShadowMask("2nd ShadeMap.a As ShadowMask", Float ) = 0
        [HideInInspector][ToggleUI]_2ndShadeMapMask_Inverse("2nd ShadeMapMask Inverse", Float ) = 0
        [ToggleUI] _Use_1stAs2nd ("Use 1st ShadeMap as 2nd_ShadeMap--{condition_show:{type:AND,condition1:{type:PROPERTY_BOOL,data:_LightingMode==0},condition2:{type:PROPERTY_BOOL,data:_LightingRampType==2}}}", Float ) = 0
        _BaseColor_Step ("BaseColor_Step--{condition_show:{type:AND,condition1:{type:PROPERTY_BOOL,data:_LightingMode==0},condition2:{type:PROPERTY_BOOL,data:_LightingRampType==2}}}", Range(0.01, 1)) = 0.5
        _BaseShade_Feather ("Base/Shade_Feather--{condition_show:{type:AND,condition1:{type:PROPERTY_BOOL,data:_LightingMode==0},condition2:{type:PROPERTY_BOOL,data:_LightingRampType==2}}}", Range(0.0001, 1)) = 0.0001
        _ShadeColor_Step ("ShadeColor_Step--{condition_show:{type:AND,condition1:{type:PROPERTY_BOOL,data:_LightingMode==0},condition2:{type:PROPERTY_BOOL,data:_LightingRampType==2}}}", Range(0.01, 1)) = 0
        _1st2nd_Shades_Feather ("1st/2nd_Shades_Feather--{condition_show:{type:AND,condition1:{type:PROPERTY_BOOL,data:_LightingMode==0},condition2:{type:PROPERTY_BOOL,data:_LightingRampType==2}}}", Range(0.0001, 1)) = 0.0001
        
        // Ramp
        [Gradient]_ToonRamp ("Lighting Ramp--{texture:{width:512,height:4,filterMode:Bilinear,wrapMode:Clamp},force_texture_options:true,condition_show:{type:AND,condition1:{type:OR,condition1:{type:PROPERTY_BOOL,data:_LightingMode==0},condition2:{type:PROPERTY_BOOL,data:_LightingMode==2}},condition2:{type:PROPERTY_BOOL,data:_LightingRampType==0}}}", 2D) = "white" { }
        _LightingShadowMask ("Ramp Mask--{reference_properties:[_LightingShadowMaskPan, _LightingShadowMaskUV],condition_show:{type:OR,condition1:{type:PROPERTY_BOOL,data:_LightingMode==0},condition2:{type:PROPERTY_BOOL,data:_LightingMode==2}}}", 2D) = "white" { }
        [HideInInspector][Vector2]_LightingShadowMaskPan ("Panning", Vector) = (0, 0, 0, 0)
        [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)] _LightingShadowMaskUV ("UV", Int) = 0
        _ShadowOffset ("Ramp Offset--{condition_show:{type:AND,condition1:{type:OR,condition1:{type:PROPERTY_BOOL,data:_LightingMode==0},condition2:{type:PROPERTY_BOOL,data:_LightingMode==2}},condition2:{type:PROPERTY_BOOL,data:_LightingRampType==0}}}}", Range(-1, 1)) = 0
        //Math
        _LightingGradientStart ("Gradient Start--{condition_show:{type:AND,condition1:{type:OR,condition1:{type:PROPERTY_BOOL,data:_LightingMode==0},condition2:{type:PROPERTY_BOOL,data:_LightingMode==2}},condition2:{type:PROPERTY_BOOL,data:_LightingRampType==1}}}", Range(0, 1)) = 0
        _LightingGradientEnd ("Gradient End--{condition_show:{type:AND,condition1:{type:OR,condition1:{type:PROPERTY_BOOL,data:_LightingMode==0},condition2:{type:PROPERTY_BOOL,data:_LightingMode==2}},condition2:{type:PROPERTY_BOOL,data:_LightingRampType==1}}}", Range(0, 1)) = .5
        // Skin
        _SkinLUT ("LUT--{condition_show:{type:PROPERTY_BOOL,data:_LightingMode==3}}", 2D) = "white" {}
        //_SssMaskCutoff ("Mask Cutoff--{condition_show:{type:PROPERTY_BOOL,data:_LightingMode==3}}", Range(0.01,1)) = 0.1
        //_SssBias ("Bias--{condition_show:{type:PROPERTY_BOOL,data:_LightingMode==3}}", Range(0,1)) = 0
        _SssScale ("Scale--{condition_show:{type:PROPERTY_BOOL,data:_LightingMode==3}}", Range(0,1)) = 1
        [HideInInspector]_SssBumpBlur ("Bump Blur--{condition_show:{type:PROPERTY_BOOL,data:_LightingMode==3}}", Range(0,1)) = 0.7
        [HideInInspector][Vector3]_SssTransmissionAbsorption ("Absorption--{condition_show:{type:PROPERTY_BOOL,data:_LightingMode==3}}", Vector) = (-8,-40,-64,0)
        [HideInInspector][Vector3]_SssColorBleedAoWeights ("AO Color Bleed--{condition_show:{type:PROPERTY_BOOL,data:_LightingMode==3}}", Vector) = (0.4,0.15,0.13,0)
        _LightingShadowColor ("Shadow Tint--{reference_property:_LightingDetailShadowsEnabled, condition_showS:(_LightingMode==0&&_LightingRampType!=2)||_LightingMode==2||_LightingMode==3}", Color) = (1, 1, 1, 1)
        _ShadowStrength ("Shadow Strength--{condition_showS:(_LightingMode==0&&_LightingRampType!=2)||_LightingMode==2}", Range(0, 1)) = 1 
        _AttenuationMultiplier ("Receive Casted Shadows--{condition_show:{type:PROPERTY_BOOL,data:_LightingMode!=4}}", Range(0, 1)) = 0
        [ToggleUI]_LightingIgnoreAmbientColor ("Ignore Ambient Color--{condition_show:{type:AND,condition1:{type:PROPERTY_BOOL,data:_LightingMode!=4},condition2:{type:PROPERTY_BOOL,data:_LightingMode!=1}}}", Float) = 0

        //_LightingShadowMap ("Shadow Color(RGB) and wrap(A)--{reference_properties:[_LightingShadowMapPan, _LightingShadowMapUV],condition_show:{type:PROPERTY_BOOL,data:_LightingMode==2}}}", 2D) = "white" { }
        //[HideInInspector][Vector2]_LightingShadowMapPan ("Panning", Vector) = (0, 0, 0, 0)
        //[HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)] _LightingShadowMapUV ("UV", Int) = 0
        
        [HideInInspector] m_start_lightingModifiers ("Lighting Modifiers", Float) = 0
        [Enum(Poi Custom, 0, Correct, 1)] _LightingDirectColorMode ("Direct Light Color", Int) = 0
        [ToggleUI]_LightingIndirectColorMode ("Indirect Uses Normals", Float) = 0
        [ToggleUI]_LightingUncapped ("Uncapped Lighting", Float) = 0
        [ToggleUI]_LightingOnlyUnityShadows ("Only Unity Shadows", Float) = 0
        _LightingMonochromatic ("Monochromatic Lighting?", Range(0,1)) = 0
        _LightingMinLightBrightness ("Min Brightness", Range(0, 1)) = 0
        _LightingMinShadowBrightnessRatio ("Shadow:Light min Ratio", Range(0, 1)) = 0
        [HideInInspector] m_end_lightingModifiers ("Lighting Modifiers", Float) = 0

        [HideInInspector] m_start_detailShadows ("Detail Shadows--{reference_property:_LightingDetailShadowsEnabled, condition_show:{type:PROPERTY_BOOL,data:_LightingMode!=4}}", Float) = 0
        [HideInInspector][ToggleUI]_LightingDetailShadowsEnabled ("Enabled Detail Shadows?", Float) = 0
        _LightingDetailShadows ("Detail Shadows--{reference_properties:[_LightingDetailShadowsPan, _LightingDetailShadowsUV]}", 2D) = "white" { }
        [HideInInspector][Vector2]_LightingDetailShadowsPan ("Panning", Vector) = (0, 0, 0, 0)
        [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)] _LightingDetailShadowsUV ("UV", Int) = 0
        _LightingDetailStrength ("Detail Strength", Range(0, 1)) = 1
        [HideInInspector] m_end_detailShadows ("Detail Shadows", Float) = 0
        
        [HideInInspector] m_start_ambientOcclusion ("Ambient Occlusion--{reference_property:_LightingEnableAO}", Float) = 0
        [HideInInspector][ToggleUI]_LightingEnableAO ("Enable AO", Float) = 0
        _LightingAOTex ("AO Map", 2D) = "white" { }
        [HideInInspector][Vector2]_LightingAOTexPan ("Panning", Vector) = (0, 0, 0, 0)
        [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)] _LightingAOTexUV ("UV", Int) = 0
        _AOStrength ("AO Strength", Range(0, 1)) = 1
        [HideInInspector] m_end_ambientOcclusion ("Ambient Occlusion", Float) = 0
        
        // HSL Lighting
        [HideInInspector] m_start_lightingHSL ("HSL Lighting--{reference_property:_LightingEnableHSL, condition_show:{type:PROPERTY_BOOL,data:_LightingMode==0}}", Float) = 0
        [HideInInspector][ToggleUI]_LightingEnableHSL ("Enabled HSL Lighting", Float) = 0
        _LightingHSLIntensity ("Shadow HSL Intensity", Range(0, 1)) = 1
        _LightingShadowHue ("Shadow Hue Change", Range(0, 1)) = 0.5
        _LightingShadowSaturation ("Shadow Saturation Change", Range(0, 1)) = 0.5
        _LightingShadowLightness ("Shadow Lightness Change", Range(0, 1)) = 0.5
        [HideInInspector] m_end_lightingHSL ("HSL Lighting", Float) = 0
        
        // point/spot Light Settings
        [HideInInspector] m_start_lightingAdvanced ("Additive Lighting (Point/Spot)--{reference_property:_LightingAdditiveEnable,button_help:{text:Tutorial,action:{type:URL,data:https://www.youtube.com/watch?v=at3p5yRRVU0&list=PL4_Gy3VRJSmbXfQSldzUiChgABQsoBlLw&index=12},hover:YouTube}}", Float) = 0
        [HideInInspector][ToggleUI]_LightingAdditiveEnable ("Enable Additive", Float) = 1
        [Enum(Realistic, 0, Toon, 1, Wrapped, 2)] _LightingAdditiveType ("Lighting Type", Int) = 1
        _LightingAdditiveGradientStart ("Gradient Start", Range(0, 1)) = 0
        _LightingAdditiveGradientEnd ("Gradient End", Range(0, 1)) = .5
        _LightingAdditivePassthrough ("Point Light Passthrough", Range(0, 1)) = .5
        _LightingAdditiveDetailStrength ("Detail Shadow Strength", Range(0, 1)) = 1
        [ToggleUI]_LightingAdditiveLimitIntensity ("Limit Intensity", Float) = 0
        _LightingAdditiveMaxIntensity ("Max Intensity--{condition_show:{type:PROPERTY_BOOL,data:_LightingAdditiveLimitIntensity==1}}", Range(0, 3)) = 1
        [ThryToggle(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A)]_DisableDirectionalInAdd ("No Directional", Float) = 1
        [HideInInspector] m_end_lightingAdvanced ("Additive Lighting", Float) = 0
        [HideInInspector] m_end_Lighting ("Light and Shadow", Float) = 0
        
        // Subsurface Scattering
        [HideInInspector] m_start_subsurface ("Subsurface Scattering", Float) = 0
        [ThryToggle(_TERRAIN_NORMAL_MAP)]_EnableSSS ("Enable Subsurface Scattering", Float) = 0
        _SSSColor ("Subsurface Color", Color) = (1, 0, 0, 1)
        _SSSThicknessMap ("Thickness Map--{reference_properties:[_SSSThicknessMapPan, _SSSThicknessMapUV]}", 2D) = "black" { }
        [HideInInspector][Vector2]_SSSThicknessMapPan ("Panning", Vector) = (0, 0, 0, 0)
        [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)] _SSSThicknessMapUV ("UV", Int) = 0
        _SSSThicknessMod ("Thickness mod", Range(-1, 1)) = 0
        _SSSSCale ("Light Strength", Range(0, 1)) = 0.25
        _SSSPower ("Light Spread", Range(1, 100)) = 5
        _SSSDistortion ("Light Distortion", Range(0, 1)) = 1
        [HideInInspector] m_end_subsurface ("Subsurface Scattering", Float) = 0
        /*
        // Subsurface Scattering
        [HideInInspector] m_start_subsurface ("Subsurface Scattering", Float) = 0
        [ThryToggle(_TERRAIN_NORMAL_MAP)]_EnableSSS ("Enable Subsurface Scattering", Float) = 0
        _SSSColor ("Subsurface Color", Color) = (1, 0, 0, 1)
        _SSSStrength ("Strength", Float) = 4
        _SSSConstant ("Constant", Range(0, .5)) = 0.1
        _SSSNDotL ("NDotL Reduction", Range(0, 1)) = 0
        _SSSExponent ("Spot Exponent", Range(2, 100)) = 30
        _SSSNormalOffset ("Scattering", Range(0, .3)) = 0.05
        _SSSPointLightDirectionality ("Point Light Directionality", Range(0, 1)) = .7
        _SSSThicknessMap ("Thickness Map--{reference_properties:[_SSSThicknessMapPan, _SSSThicknessMapUV]}", 2D) = "black" { }
        [HideInInspector][Vector2]_SSSThicknessMapPan ("Panning", Vector) = (0, 0, 0, 0)
        [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)] _SSSThicknessMapUV ("UV", Int) = 0
        [HideInInspector]_SSSThickness ("Strength", Range(0, 1)) = 1
        [HideInInspector] m_end_subsurface ("Subsurface Scattering", Float) = 0
        */


        // Rim Lighting
        [HideInInspector] m_start_rimLightOptions ("Rim Lighting", Float) = 0
        [ThryToggle(_GLOSSYREFLECTIONS_OFF)]_EnableRimLighting ("Enable Rim Lighting", Float) = 0
        [Enum(vertex, 0, pixel, 1)] _RimLightNormal ("Normal Select", Int) = 1
        [ToggleUI]_RimLightingInvert ("Invert Rim Lighting", Float) = 0
        _RimLightColor ("Rim Color", Color) = (1, 1, 1, 1)
        _RimWidth ("Rim Width", Range(0, 1)) = 0.8
        _RimSharpness ("Rim Sharpness", Range(0, 1)) = .25
        _RimStrength ("Rim Emission", Range(0, 20)) = 0
        _RimBrighten ("Rim Color Brighten", Range(0, 3)) = 0
        _RimLightColorBias ("Rim Color Bias", Range(0, 1)) = 1
        _RimTex ("Rim Texture", 2D) = "white" { }
        [HideInInspector][Vector2]_RimTexPan ("Panning", Vector) = (0, 0, 0, 0)
        [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)] _RimTexUV ("UV", Int) = 0
        _RimMask ("Rim Mask", 2D) = "white" { }
        [HideInInspector][Vector2]_RimMaskPan ("Panning", Vector) = (0, 0, 0, 0)
        [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)] _RimMaskUV ("UV", Int) = 0
        
        [HideInInspector] m_start_rimHueShift ("Hue Shift", Float) = 0
        [ToggleUI]_RimHueShiftEnabled ("Enabled", Float) = 0
        _RimHueShiftSpeed ("Shift Speed", Float) = 0
        _RimHueShift ("Hue Shift", Range(0,1)) = 0
        [HideInInspector] m_end_rimHueShift ("Hue Shift", Float) = 0
        
        // Rim Noise
        [HideInInspector] m_start_rimWidthNoise ("Width Noise", Float) = 0
        _RimWidthNoiseTexture ("Rim Width Noise", 2D) = "black" { }
        [HideInInspector][Vector2]_RimWidthNoiseTexturePan ("Panning", Vector) = (0, 0, 0, 0)
        [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)] _RimWidthNoiseTextureUV ("UV", Int) = 0
        _RimWidthNoiseStrength ("Intensity", Range(0, 1)) = 0.1
        [HideInInspector] m_end_rimWidthNoise ("Width Noise", Float) = 0
        
        // Rim Shadow Mix
        [HideInInspector] m_start_ShadowMix ("Shadow Mix", Float) = 0
        _ShadowMix ("Shadow Mix In", Range(0, 1)) = 0
        _ShadowMixThreshold ("Shadow Mix Threshold", Range(0, 1)) = .5
        _ShadowMixWidthMod ("Shadow Mix Width Mod", Range(0, 10)) = .5
        [HideInInspector] m_end_ShadowMix ("Shadow Mix", Float) = 0

        // Rim Shadow Mix
        [HideInInspector] m_start_RimAudioLink ("Audio Link ♫--{ condition_showS:_EnableAudioLink==1}", Float) = 0
        [Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkRimWidthBand ("Width Add Band", Int) = 0
        [Vector2] _AudioLinkRimWidthAdd ("Width Add (XMin, YMax)", Vector) = (0,0,0,0)
        [Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkRimEmissionBand ("Emission Add Band", Int) = 0
        [Vector2] _AudioLinkRimEmissionAdd ("Emission Add (XMin, YMax)", Vector) = (0,0,0,0)
        [Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkRimBrightnessBand ("Brightness Band", Int) = 0
        [Vector2] _AudioLinkRimBrightnessAdd ("Brightness Add (XMin, YMax)", Vector) = (0,0,0,0)
        [HideInInspector] m_end_RimAudioLink ("Audio Link", Float) = 0
        [HideInInspector] m_end_rimLightOptions ("Rim Lighting", Float) = 0
        
        // Environmental Rim Lighting
        [HideInInspector] m_start_reflectionRim ("Environmental Rim", Float) = 0
        [ThryToggle(_MAPPING_6_FRAMES_LAYOUT)]_EnableEnvironmentalRim ("Enable Environmental Rim", Float) = 0
        _RimEnviroMask ("Mask", 2D) = "white" { }
        [HideInInspector][Vector2]_RimEnviroMaskPan ("Panning", Vector) = (0, 0, 0, 0)
        [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)] _RimEnviroMaskUV ("UV", Int) = 0
        _RimEnviroBlur ("Blur", Range(0, 1)) = 0.7
        _RimEnviroWidth ("Rim Width", Range(0, 1)) = 0.45
        _RimEnviroSharpness ("Rim Sharpness", Range(0, 1)) = 0
        _RimEnviroMinBrightness ("Min Brightness Threshold", Range(0, 2)) = 0
        _RimEnviroIntensity ("Intensity", Range(0, 1)) = 1
        [HideInInspector] m_end_reflectionRim ("Environmental Rim", Float) = 0
        
        // Baked Lighting
        [HideInInspector] m_start_bakedLighting ("Baked Lighting", Float) = 0
        _SpecularLMOcclusion("Specular Occlusion", Range(0,1)) = 0
        _SpecLMOcclusionAdjust("Spec Occlusion Sensitiviy", Range(0,1)) = 0.2
        _GIEmissionMultiplier ("GI Emission Multiplier", Float) = 1
        [HideInInspector] DSGI ("DSGI", Float) = 0 //add this property for double sided illumination settings to be shown
        [HideInInspector] LightmapFlags ("Lightmap Flags", Float) = 0 //add this property for lightmap flags settings to be shown
        [HideInInspector] m_end_bakedLighting ("Baked Lighting", Float) = 0
        
        [Helpbox(3)] _LockTooltip ("ALWAYS LOCK IN BEFORE UPLOADING. || RIGHT CLICK A PROPERTY IF YOU WANT TO ANIMATE IT.", Int) = 0

        // BRDF
        [HideInInspector] m_start_brdf ("Metallics & Specular--{reference_property:_EnableBRDF}", Float) = 0
        [HideInInspector][ThryToggle(VIGNETTE_CLASSIC)]_EnableBRDF ("Enable", Float) = 0
        _BRDFMetallicGlossMap ("Metallic Gloss Map--{reference_properties:[_BRDFMetallicGlossMapPan, _BRDFMetallicGlossMapUV, _BRDFInvertGlossiness, _BRDFMetallicGlossMapToolTip]}", 2D) = "white" { }
        [HideInInspector][Helpbox(1)] _BRDFMetallicGlossMapToolTip ("R = Metallic, G = Reflectance, A = Glossiness/Smoothness/Inverse Roughness", Int) = 0
        [HideInInspector][ToggleUI]_BRDFInvertGlossiness ("Invert Glossiness", Float) = 0
        [HideInInspector][Vector2]_BRDFMetallicGlossMapPan ("Panning", Vector) = (0, 0, 0, 0)
        [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)] _BRDFMetallicGlossMapUV ("UV", Int) = 0
        _BRDFSpecularMap ("Specular Tint/Mask--{reference_properties:[_BRDFSpecularMapPan, _BRDFSpecularMapUV, _BRDFSpecularMapToolTip]}", 2D) = "white" { }
        [HideInInspector][Helpbox(1)] _BRDFSpecularMapToolTip ("RGB = Color, A = Mask", Int) = 0
        [HideInInspector][Vector2]_BRDFSpecularMapPan ("Panning", Vector) = (0, 0, 0, 0)
        [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)] _BRDFSpecularMapUV ("UV", Int) = 0
        _BRDFMetallicMap ("Metallic Tint/Mask--{reference_properties:[_BRDFMetallicMapPan, _BRDFMetallicMapUV, _BRDFMetallicMapToolTip]}", 2D) = "white" { }
        [HideInInspector][Helpbox(1)] _BRDFMetallicMapToolTip ("RGB = Color, A = Mask", Int) = 0
        [HideInInspector][Vector2]_BRDFMetallicMapPan ("Panning", Vector) = (0, 0, 0, 0)
        [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)] _BRDFMetallicMapUV ("UV", Int) = 0
        _BRDFMetallic ("Metallic", Range(0,1)) = 0
        _BRDFGlossiness ("Glossiness", Range(0,1)) = 0
        _BRDFReflectance ("Reflectance", Range(0,1)) = .5
        _BRDFAnisotropy ("Anisotropy", Range(-1,1)) = 0
        [ToggleUI]_BRDFReflectionsEnabled ("Enable Reflections", Float) = 1
        [ToggleUI]_BRDFSpecularEnabled ("Enable Specular", Float) = 1
        _BRDFFallback ("Fallback Reflection", Cube) = "" { }
        [ToggleUI]_BRDFForceFallback ("Force Fallback Reflection", Range(0, 1)) = 0
        [HideInInspector] m_end_brdf ("Baked Lighting", Float) = 0

        // Metallics
        [HideInInspector] m_start_Metallic ("Metallicsa", Float) = 0
        [ThryToggle(_METALLICGLOSSMAP)]_EnableMetallic ("Enable Metallics", Float) = 0
        _CubeMap ("Baked CubeMap", Cube) = "" { }
        [ToggleUI]_SampleWorld ("Force Baked Cubemap", Range(0, 1)) = 0
        _MetalReflectionTint ("Reflection Tint", Color) = (1, 1, 1)
        _MetallicTintMap ("Tint Map", 2D) = "white" { }
        [HideInInspector][Vector2]_MetallicTintMapPan ("Panning", Vector) = (0, 0, 0, 0)
        [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)] _MetallicTintMapUV ("UV", Int) = 0
        _MetallicMask ("Metallic Mask", 2D) = "white" { }
        [HideInInspector][Vector2]_MetallicMaskPan ("Panning", Vector) = (0, 0, 0, 0)
        [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)] _MetallicMaskUV ("UV", Int) = 0
        _Metallic ("Metallic", Range(0, 1)) = 0
        _SmoothnessMask ("Smoothness Map", 2D) = "white" { }
        [HideInInspector][Vector2]_SmoothnessMaskPan ("Panning", Vector) = (0, 0, 0, 0)
        [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)] _SmoothnessMaskUV ("UV", Int) = 0
        [ToggleUI]_InvertSmoothness ("Invert Smoothness Map", Range(0, 1)) = 0
        _Smoothness ("Smoothness", Range(0, 1)) = 0
        [HideInInspector] m_end_Metallic ("Metallics", Float) = 0
        
        // Clearcoat
        [HideInInspector] m_start_clearCoat ("Clear Coat", Float) = 0
        [ThryToggle(_COLORCOLOR_ON)]_EnableClearCoat ("Enable Clear Coat", Float) = 0
        //[Enum(Vertex, 0, Pixel, 1)] _ClearCoatNormalToUse ("What Normal?", Int) = 0
        //_ClearCoatTint ("Reflection Tint", Color) = (1, 1, 1)
        _ClearcoatMap ("Clear Coat Map--{reference_properties:[_ClearcoatMapPan, _ClearcoatMapUV, _ClearcoatInvertSmoothness, _ClearcoatHelpBox]}", 2D) = "white" { }
        [HideInInspector][Helpbox(1)] _ClearcoatHelpBox ("R = Clear Coat Map, G = Specular Mask, B = Reflection Mask, A = Glossiness/Smoothness/Inverse Roughness", Int) = 0
        [HideInInspector][Vector2]_ClearcoatMapPan ("Panning", Vector) = (0, 0, 0, 0)
        [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)] _ClearcoatMapUV ("UV", Int) = 0
        [HideInInspector][ToggleUI]_ClearcoatInvertSmoothness ("Invert Smoothness", Range(0, 1)) = 0
        _Clearcoat ("Clear Coat", Range(0, 1)) = 1
        _ClearcoatGlossiness ("Smoothness", Range(0, 1)) = 0
        _ClearcoatAnisotropy ("Anisotropy", Range(-1, 1)) = 0
        [ToggleUI]_ClearcoatEnableReflections ("Enable Reflections", Range(0, 1)) = 1
        [ToggleUI]_ClearcoatEnableSpecular ("Enable Specular", Range(0, 1)) = 1
        _ClearcoatFallback ("Fallback CubeMap", Cube) = "" { }
        [ToggleUI]_ClearcoatForceFallback ("Force Fallback Cubemap", Range(0, 1)) = 0
        [HideInInspector] m_end_clearCoat ("Clear Coat", Float) = 0
        
        // First Matcap
        [HideInInspector] m_start_matcap ("Matcap / Sphere Textures", Float) = 0
        [ThryToggle(_COLORADDSUBDIFF_ON)]_MatcapEnable ("Enable Matcap", Float) = 0
        _MatcapColor ("Color", Color) = (1, 1, 1, 1)
        [TextureNoSO]_Matcap ("Matcap", 2D) = "white" { }
        _MatcapBorder ("Border", Range(0, .5)) = 0.43
        _MatcapMask ("Mask--{reference_properties:[_MatcapMaskPan, _MatcapMaskUV, _MatcapMaskInvert]}", 2D) = "white" { }
        [HideInInspector][Vector2]_MatcapMaskPan ("Panning", Vector) = (0, 0, 0, 0)
        [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)] _MatcapMaskUV ("UV", Int) = 0
        [HideInInspector][ToggleUI]_MatcapMaskInvert("Invert", Float) = 0 
        _MatcapEmissionStrength ("Emission Strength", Range(0, 20)) = 0
        _MatcapIntensity ("Intensity", Range(0, 5)) = 1
        _MatcapLightMask ("Hide in Shadow", Range(0, 1)) = 0
        _MatcapReplace ("Replace With Matcap", Range(0, 1)) = 1
        _MatcapMultiply ("Multiply Matcap", Range(0, 1)) = 0
        _MatcapAdd ("Add Matcap", Range(0, 1)) = 0
        [Enum(Vertex, 0, Pixel, 1)] _MatcapNormal ("Normal to use", Int) = 1
        [HideInInspector] m_start_matcapHueShift ("Hue Shift", Float) = 0
        [ToggleUI]_MatcapHueShiftEnabled ("Enabled", Float) = 0
        _MatcapHueShiftSpeed ("Shift Speed", Float) = 0
        _MatcapHueShift ("Hue Shift", Range(0,1)) = 0
        [HideInInspector] m_end_matcapHueShift ("Hue Shift", Float) = 0
        [HideInInspector] m_end_matcap ("Matcap", Float) = 0
        
        // Second Matcap 
        [HideInInspector] m_start_Matcap2 ("Matcap 2", Float) = 0
        [ThryToggle(COLOR_GRADING_HDR_3D)]_Matcap2Enable ("Enable Matcap 2", Float) = 0
        _Matcap2Color ("Color", Color) = (1, 1, 1, 1)
        [TextureNoSO]_Matcap2 ("Matcap", 2D) = "white" { }
        _Matcap2Border ("Border", Range(0, .5)) = 0.43
        _Matcap2Mask ("Mask--{reference_properties:[_Matcap2MaskPan, _Matcap2MaskUV, _Matcap2MaskInvert]}", 2D) = "white" { }
        [HideInInspector][Vector2]_Matcap2MaskPan ("Panning", Vector) = (0, 0, 0, 0)
        [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)] _Matcap2MaskUV ("UV", Int) = 0
        [HideInInspector][ToggleUI]_Matcap2MaskInvert("Invert", Float) = 0 
        _Matcap2EmissionStrength ("Emission Strength", Range(0, 20)) = 0
        _Matcap2Intensity ("Intensity", Range(0, 5)) = 1
        _Matcap2LightMask ("Hide in Shadow", Range(0, 1)) = 0
        _Matcap2Replace ("Replace With Matcap", Range(0, 1)) = 0
        _Matcap2Multiply ("Multiply Matcap", Range(0, 1)) = 0
        _Matcap2Add ("Add Matcap", Range(0, 1)) = 0
        [Enum(Vertex, 0, Pixel, 1)] _Matcap2Normal ("Normal to use", Int) = 1
        [HideInInspector] m_start_matcap2HueShift ("Hue Shift", Float) = 0
        [ToggleUI]_Matcap2HueShiftEnabled ("Enabled", Float) = 0
        _Matcap2HueShiftSpeed ("Shift Speed", Float) = 0
        _Matcap2HueShift ("Hue Shift", Range(0,1)) = 0
        [HideInInspector] m_end_matcap2HueShift ("Hue Shift", Float) = 0
        [HideInInspector] m_end_Matcap2 ("Matcap 2", Float) = 0
        
        // Specular
        [HideInInspector] m_start_specular ("Specular Reflections", Float) = 0
        [ThryToggle(_SPECGLOSSMAP)]_EnableSpecular ("Enable Specular", Float) = 0
        [Enum(Realistic, 1, Toon, 2, Anisotropic, 3, Toon Aniso, 4)] _SpecularType ("Specular Type", Int) = 1
        [Enum(vertex, 0, pixel, 1)] _SpecularNormal ("Normal Select", Int) = 1
        _SpecularTint ("Specular Tint", Color) = (1, 1, 1, 1)
        _SpecularMetallic ("Metallic", Range(0, 1)) = 0
        _SpecularMaxBrightness("Max Light Brightness", Float) = 0
        [Gradient]_SpecularMetallicMap ("Metallic Map--{reference_properties:[_SpecularMetallicMapPan, _SpecularMetallicMapUV]}", 2D) = "white" { }
        [HideInInspector][Vector2]_SpecularMetallicMapPan ("Panning", Vector) = (0, 0, 0, 0)
        [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)] _SpecularMetallicMapUV ("UV", Int) = 0
        _SpecularSmoothness ("Smoothness--{condition_show:{type:OR,condition1:{type:PROPERTY_BOOL,data:_SpecularType==1},condition2:{type:PROPERTY_BOOL,data:_SpecularType==3}}}", Range(0, 1)) = 1
        [Gradient]_SpecularMap ("Specular Map", 2D) = "white" { }
        [HideInInspector][Vector2]_SpecularMapPan ("Panning", Vector) = (0, 0, 0, 0)
        [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)] _SpecularMapUV ("UV", Int) = 0
        [ToggleUI]_SpecularInvertSmoothness ("Invert Smoothness", Float) = 0
        _SpecularMask ("Specular Mask", 2D) = "white" { }
        [HideInInspector][Vector2]_SpecularMaskPan ("Panning", Vector) = (0, 0, 0, 0)
        [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)] _SpecularMaskUV ("UV", Int) = 0
        [Enum(Alpha, 0, Grayscale, 1)] _SmoothnessFrom ("Smoothness From", Int) = 1
        // Anisotropic Specular
        [Enum(Tangent, 0, binormal, 1)] _SpecWhatTangent ("(Bi)Tangent?--{condition_show:{type:OR,condition1:{type:PROPERTY_BOOL,data:_SpecularType==3},condition2:{type:PROPERTY_BOOL,data:_SpecularType==4}}}", Int) = 0
        _AnisoSpec1Alpha ("Spec1 Alpha--{condition_show:{type:PROPERTY_BOOL,data:_SpecularType==3}}", Range(0, 1)) = 1
        _AnisoSpec2Alpha ("Spec2 Alpha--{condition_show:{type:PROPERTY_BOOL,data:_SpecularType==3}}", Range(0, 1)) = 1
        _Spec1Offset ("Spec1 Offset--{condition_show:{type:PROPERTY_BOOL,data:_SpecularType==3}}", Range(-1, 1)) = 0
        _Spec2Smoothness ("Spec2 Smoothness--{condition_show:{type:PROPERTY_BOOL,data:_SpecularType==3}}", Range(0, 1)) = 0
        [ToggleUI]_AnisoUseTangentMap ("Use Directional Map?--{condition_show:{type:OR,condition1:{type:PROPERTY_BOOL,data:_SpecularType==3},condition2:{type:PROPERTY_BOOL,data:_SpecularType==4}}}", Float) = 0
        _AnisoTangentMap ("Anisotropic Directional Map--{reference_properties:[_AnisoTangentMapPan, _AnisoTangentMapUV], condition_show:{type:OR,condition1:{type:PROPERTY_BOOL,data:_SpecularType==3},condition2:{type:PROPERTY_BOOL,data:_SpecularType==4}}}", 2D) = "bump" { }
        [HideInInspector][Vector2]_AnisoTangentMapPan ("Panning", Vector) = (0, 0, 0, 0)
        [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)] _AnisoTangentMapUV ("UV", Int) = 0
        //toon aniso
        _SpecularToonStart ("Spec Toon Start--{condition_show:{type:PROPERTY_BOOL,data:_SpecularType==4}}", Range(0, 1)) = .95
        _SpecularToonEnd ("Spec Toon End--{condition_show:{type:PROPERTY_BOOL,data:_SpecularType==4}}", Range(0, 2)) = 1
        //[ToggleUI]_CenterOutSpecColor ("Center Out SpecMap--{condition_show:{type:PROPERTY_BOOL,data:_SpecularType==4}}", Float) = 0
        [ToggleUI]_SpecularAnisoJitterMirrored ("Mirrored?--{condition_show:{type:PROPERTY_BOOL,data:_SpecularType==4}}", Float) = 0
        [Curve]_SpecularAnisoJitterMicro ("Micro Shift--{reference_properties:[_SpecularAnisoJitterMicroPan, _SpecularAnisoJitterMicroUV], condition_show:{type:OR,condition1:{type:PROPERTY_BOOL,data:_SpecularType==3},condition2:{type:PROPERTY_BOOL,data:_SpecularType==4}}}", 2D) = "black" { }
        _SpecularAnisoJitterMicroMultiplier ("Micro Multiplier--{condition_show:{type:OR,condition1:{type:PROPERTY_BOOL,data:_SpecularType==3},condition2:{type:PROPERTY_BOOL,data:_SpecularType==4}}}", Range(0, 10)) = 0
        [HideInInspector][Vector2]_SpecularAnisoJitterMicroPan ("Panning", Vector) = (0, 0, 0, 0)
        [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)] _SpecularAnisoJitterMicroUV ("UV", Int) = 0
        [Curve]_SpecularAnisoJitterMacro ("Macro Shift--{reference_properties:[_SpecularAnisoJitterMacroPan, _SpecularAnisoJitterMacroUV], condition_show:{type:OR,condition1:{type:PROPERTY_BOOL,data:_SpecularType==3},condition2:{type:PROPERTY_BOOL,data:_SpecularType==4}}}", 2D) = "black" { }
        _SpecularAnisoJitterMacroMultiplier ("Macro Multiplier--{condition_show:{type:OR,condition1:{type:PROPERTY_BOOL,data:_SpecularType==3},condition2:{type:PROPERTY_BOOL,data:_SpecularType==4}}}", Range(0, 10)) = 0
        [HideInInspector][Vector2]_SpecularAnisoJitterMacroPan ("Panning", Vector) = (0, 0, 0, 0)
        [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)] _SpecularAnisoJitterMacroUV ("UV", Int) = 0
        // Toon Specular
        [MultiSlider]_SpecularToonInnerOuter ("Inner/Outer Edge--{condition_show:{type:PROPERTY_BOOL,data:_SpecularType==2}}", Vector) = (0.25, 0.3, 0, 1)
        [HideInInspector] m_end_specular ("Specular Reflections", Float) = 0
        
        // Second Specular
        [HideInInspector] m_start_specular1 ("Specular Reflections 2", Float) = 0
        [ThryToggle(DITHERING)]_EnableSpecular1 ("Enable Specular", Float) = 0
        [Enum(Realistic, 1, Toon, 2, Anisotropic, 3, Toon Aniso, 4)] _SpecularType1 ("Specular Type", Int) = 1
        [Enum(vertex, 0, pixel, 1)] _SpecularNormal1 ("Normal Select", Int) = 1
        _SpecularTint1 ("Specular Tint", Color) = (1, 1, 1, 1)
        _SpecularMetallic1 ("Metallic", Range(0, 1)) = 0
        _SpecularMaxBrightness1("Max Light Brightness", Float) = 0
        [Gradient]_SpecularMetallicMap1 ("Metallic Map--{reference_properties:[_SpecularMetallicMapPan, _SpecularMetallicMapUV]}", 2D) = "white" { }
        [HideInInspector][Vector2]_SpecularMetallicMap1Pan ("Panning", Vector) = (0, 0, 0, 0)
        [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)] _SpecularMetallicMap1UV ("UV", Int) = 0
        _SpecularSmoothness1 ("Smoothness--{condition_show:{type:OR,condition1:{type:PROPERTY_BOOL,data:_SpecularType1==1},condition2:{type:PROPERTY_BOOL,data:_SpecularType1==3}}}", Range(-2, 1)) = .75
        _SpecularMap1 ("Specular Map", 2D) = "white" { }
        [HideInInspector][Vector2]_SpecularMap1Pan ("Panning", Vector) = (0, 0, 0, 0)
        [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)] _SpecularMap1UV ("UV", Int) = 0
        [ToggleUI]_SpecularInvertSmoothness1 ("Invert Smoothness", Float) = 0
        _SpecularMask1 ("Specular Mask", 2D) = "white" { }
        [HideInInspector][Vector2]_SpecularMask1Pan ("Panning", Vector) = (0, 0, 0, 0)
        [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)] _SpecularMask1UV ("UV", Int) = 0
        [Enum(Alpha, 0, Grayscale, 1)] _SmoothnessFrom1 ("Smoothness From", Int) = 1
        // Second Anisotropic Specular
        [Enum(Tangent, 0, binormal, 1)] _SpecWhatTangent1 ("(Bi)Tangent?--{condition_show:{type:OR,condition1:{type:PROPERTY_BOOL,data:_SpecularType1==3},condition2:{type:PROPERTY_BOOL,data:_SpecularType1==4}}}", Int) = 0
        _AnisoSpec1Alpha1 ("Spec1 Alpha--{condition_show:{type:PROPERTY_BOOL,data:_SpecularType1==3}}", Range(0, 1)) = 1
        _AnisoSpec2Alpha1 ("Spec2 Alpha--{condition_show:{type:PROPERTY_BOOL,data:_SpecularType1==3}}", Range(0, 1)) = 1
        _Spec1Offset1 ("Spec1 Offset--{condition_show:{type:PROPERTY_BOOL,data:_SpecularType1==3}}", Range(-1, 1)) = 0
        _Spec2Smoothness1 ("Spec2 Smoothness--{condition_show:{type:PROPERTY_BOOL,data:_SpecularType1==3}}", Range(0, 1)) = 0
        [ToggleUI]_AnisoUseTangentMap1 ("Use Directional Map?--{condition_show:{type:OR,condition1:{type:PROPERTY_BOOL,data:_SpecularType1==3},condition2:{type:PROPERTY_BOOL,data:_SpecularType1==4}}}", Float) = 0
        _AnisoTangentMap1 ("Anisotropic Directional Map--{reference_properties:[_AnisoTangentMap1Pan, _AnisoTangentMap1UV], condition_show:{type:OR,condition1:{type:PROPERTY_BOOL,data:_SpecularType1==3},condition2:{type:PROPERTY_BOOL,data:_SpecularType1==4}}}", 2D) = "bump" { }
        [HideInInspector][Vector2]_AnisoTangentMap1Pan ("Panning", Vector) = (0, 0, 0, 0)
        [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)] _AnisoTangentMap1UV ("UV", Int) = 0
        // Second toon aniso
        _SpecularToonStart1 ("Spec Toon Start--{condition_show:{type:PROPERTY_BOOL,data:_SpecularType1==4}}", Range(0, 1)) = .95
        _SpecularToonEnd1 ("Spec Toon End--{condition_show:{type:PROPERTY_BOOL,data:_SpecularType1==4}}", Range(0, 2)) = 1
        //[ToggleUI]_CenterOutSpecColor1 ("Center Out SpecMap--{condition_show:{type:PROPERTY_BOOL,data:_SpecularType1==4}}", Float) = 0
        [ToggleUI]_SpecularAnisoJitterMirrored1 ("Mirrored?--{condition_show:{type:PROPERTY_BOOL,data:_SpecularType1==4}}", Float) = 0
        [Curve]_SpecularAnisoJitterMicro1 ("Micro Shift--{reference_properties:[_SpecularAnisoJitterMicro1Pan, _SpecularAnisoJitterMicro1UV], condition_show:{type:OR,condition1:{type:PROPERTY_BOOL,data:_SpecularType1==3},condition2:{type:PROPERTY_BOOL,data:_SpecularType1==4}}}", 2D) = "black" { }
        _SpecularAnisoJitterMicroMultiplier1 ("Micro Multiplier--{condition_show:{type:OR,condition1:{type:PROPERTY_BOOL,data:_SpecularType1==3},condition2:{type:PROPERTY_BOOL,data:_SpecularType1==4}}}", Range(0, 10)) = 0
        [HideInInspector][Vector2]_SpecularAnisoJitterMicro1Pan ("Panning", Vector) = (0, 0, 0, 0)
        [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)] _SpecularAnisoJitterMicro1UV ("UV", Int) = 0
        [Curve]_SpecularAnisoJitterMacro1 ("Macro Shift--{reference_properties:[_SpecularAnisoJitterMacro1Pan, _SpecularAnisoJitterMacro1UV], condition_show:{type:OR,condition1:{type:PROPERTY_BOOL,data:_SpecularType1==3},condition2:{type:PROPERTY_BOOL,data:_SpecularType1==4}}}", 2D) = "black" { }
        _SpecularAnisoJitterMacroMultiplier1 ("Macro Multiplier--{condition_show:{type:OR,condition1:{type:PROPERTY_BOOL,data:_SpecularType1==3},condition2:{type:PROPERTY_BOOL,data:_SpecularType1==4}}}", Range(0, 10)) = 0
        [HideInInspector][Vector2]_SpecularAnisoJitterMacro1Pan ("Panning", Vector) = (0, 0, 0, 0)
        [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)] _SpecularAnisoJitterMacro1UV ("UV", Int) = 0
        // Second Toon Specular
        [MultiSlider]_SpecularToonInnerOuter1 ("Inner/Outer Edge--{condition_show:{type:PROPERTY_BOOL,data:_SpecularType1==2}}", Vector) = (0.25, 0.3, 0, 1)
        [HideInInspector] m_end_specular1 ("Specular Reflections", Float) = 0
        
        // First Emission
        [HideInInspector] m_Special_Effects ("Special Effects", Float) = 0
        [HideInInspector] m_start_emissionOptions ("Emission / Glow", Float) = 0
        [ThryToggle(_EMISSION)]_EnableEmission ("Enable Emission", Float) = 0
        [ToggleUI]_EmissionReplace ("Replace Base Color", Float) = 0
        [HDR]_EmissionColor ("Emission Color", Color) = (1, 1, 1, 1)
        [Gradient]_EmissionMap ("Emission Map", 2D) = "white" { }
        [ToggleUI]_EmissionBaseColorAsMap ("Base Color as Map?", Float) = 0
        [HideInInspector][Vector2]_EmissionMapPan ("Panning", Vector) = (0, 0, 0, 0)
        [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)] _EmissionMapUV ("UV", Int) = 0
        _EmissionMask ("Emission Mask", 2D) = "white" { }
        [HideInInspector][Vector2]_EmissionMaskPan ("Panning", Vector) = (0, 0, 0, 0)
        [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)] _EmissionMaskUV ("UV", Int) = 0
        _EmissionStrength ("Emission Strength", Range(0, 20)) = 0
        [ToggleUI]_EmissionHueShiftEnabled ("Enable Hue Shift", Float) = 0
        _EmissionHueShift ("Hue Shift", Range(0, 1)) = 0
        _EmissionHueShiftSpeed ("Hue Shift Speed", Float) = 0
        
        // Center out emission
        [HideInInspector] m_start_CenterOutEmission ("Center Out Emission", Float) = 0
        [HideInInspector][ToggleUI]_EmissionCenterOutEnabled ("Enable Center Out", Float) = 0
        _EmissionCenterOutSpeed ("Flow Speed", Float) = 5
        [HideInInspector] m_end_CenterOutEmission ("inward out emission", Float) = 0
        
        // Glow in the dark Emission
        [HideInInspector] m_start_glowInDarkEmissionOptions ("Glow In The Dark Emission (Requires Lighting Enabled)", Float) = 0
        [HideInInspector][ToggleUI]_EnableGITDEmission ("Enable Glow In The Dark", Float) = 0
        [Enum(World, 0, Mesh, 1)] _GITDEWorldOrMesh ("Lighting Type", Int) = 0
        _GITDEMinEmissionMultiplier ("Min Emission Multiplier", Range(0, 1)) = 1
        _GITDEMaxEmissionMultiplier ("Max Emission Multiplier", Range(0, 1)) = 0
        _GITDEMinLight ("Min Lighting", Range(0, 1)) = 0
        _GITDEMaxLight ("Max Lighting", Range(0, 1)) = 1
        [HideInInspector] m_end_glowInDarkEmissionOptions ("Glow In The Dark Emission (Requires Lighting Enabled)", Float) = 0
        
        // Blinking Emission
        [HideInInspector] m_start_blinkingEmissionOptions ("Blinking Emission", Float) = 0
        [HideInInspector][ToggleUI]_EmissionBlinkingEnabled ("Enable Blinking", Float) = 0
        _EmissiveBlink_Min ("Emissive Blink Min", Float) = 0
        _EmissiveBlink_Max ("Emissive Blink Max", Float) = 1
        _EmissiveBlink_Velocity ("Emissive Blink Velocity", Float) = 4
        _EmissionBlinkingOffset ("Offset", Float) = 0
        [HideInInspector] m_end_blinkingEmissionOptions ("Blinking Emission", Float) = 0
        
        // Scrolling Emission
        [HideInInspector] m_start_scrollingEmissionOptions ("Scrolling Emission", Float) = 0
        [HideInInspector][ToggleUI] _ScrollingEmission ("Enable Scrolling Emission", Float) = 0
        [ToggleUI]_EmissionScrollingUseCurve ("Use Curve", float) = 0
        [Curve]_EmissionScrollingCurve ("Curve", 2D) = "white" { }
        [ToggleUI]_EmissionScrollingVertexColor ("VColor as position", float) = 0
        _EmissiveScroll_Direction ("Direction", Vector) = (0, -10, 0, 0)
        _EmissiveScroll_Width ("Width", Float) = 10
        _EmissiveScroll_Velocity ("Velocity", Float) = 10
        _EmissiveScroll_Interval ("Interval", Float) = 20
        _EmissionScrollingOffset ("Offset", Float) = 0
        [HideInInspector] m_end_scrollingEmissionOptions ("Scrolling Emission", Float) = 0
        
        // Emission Audio Link
        [HideInInspector] m_start_EmissionAudioLink ("Audio Link ♫--{ condition_showS:_EnableAudioLink==1}", Float) = 0
        [ToggleUI] _EnableEmissionStrengthAudioLink ("multiply Emission Strength", Float) = 0
        [Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkEmissionStrengthBand ("Emission Strength Band", Int) = 0
        [ToggleUI] _EnableEmissionCenterOutAudioLink ("Center Out multipy", Float) = 0
        _EmissionCenterOutAudioLinkWidth("C Out Mul Duration", Range(0,1)) = 1
        [Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkEmissionCenterOutBand ("Center Out M Band", Int) = 0
        [Vector2] _EmissionCenterOutAddAudioLink ("Center Out Add", Vector) = (0,0,0,0)
        _EmissionCenterOutAddAudioLinkwidth("C Out Add Duration", Range(0,1)) = 1
        [Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkEmissionCenterOutAddBand ("Center Out A Band", Int) = 0
        [Vector2]_AudioLinkAddEmission ("Emission Strength Add", Vector) = (0, 0, 0, 0)
        [Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkAddEmissionBand ("Emission Add Band", Int) = 0
        [HideInInspector] m_end_EmissionAudioLink ("Audio Link", Float) = 0
        [HideInInspector] m_end_emissionOptions ("Emission / Glow", Float) = 0

        // Second Enission
        [HideInInspector] m_start_emission1Options ("Emission / Glow 2 (Requires Emission 1 Enabled)", Float) = 0
        [ThryToggle(EFFECT_HUE_VARIATION)]_EnableEmission1 ("Enable Emission 2", Float) = 0
        [HDR]_EmissionColor1 ("Emission Color", Color) = (1, 1, 1, 1)
        [Gradient]_EmissionMap1 ("Emission Map", 2D) = "white" { }
        [ToggleUI]_EmissionBaseColorAsMap1 ("Base Color as Map?", Float) = 0
        [HideInInspector][Vector2]_EmissionMap1Pan ("Panning", Vector) = (0, 0, 0, 0)
        [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)] _EmissionMap1UV ("UV", Int) = 0
        _EmissionMask1 ("Emission Mask", 2D) = "white" { }
        [HideInInspector][Vector2]_EmissionMask1Pan ("Panning", Vector) = (0, 0, 0, 0)
        [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)] _EmissionMask1UV ("UV", Int) = 0
        _EmissionStrength1 ("Emission Strength", Range(0, 20)) = 0
        [ToggleUI]_EmissionHueShiftEnabled1 ("Enable Hue Shift", Float) = 0
        _EmissionHueShift1 ("Hue Shift", Range(0, 1)) = 0
        _EmissionHueShiftSpeed1 ("Hue Shift Speed", Float) = 0

        
        // Second Center Out Enission
        [HideInInspector] m_start_CenterOutEmission1 ("Center Out Emission", Float) = 0
        [HideInInspector][ToggleUI]_EmissionCenterOutEnabled1 ("Enable Center Out", Float) = 0
        _EmissionCenterOutSpeed1 ("Flow Speed", Float) = 5
        [HideInInspector] m_end_CenterOutEmission1 ("inward out emission", Float) = 0
        
        // Second Glow In The Dark Emission
        [HideInInspector] m_start_glowInDarkEmissionOptions1 ("Glow In The Dark Emission (Requires Lighting Enabled)", Float) = 0
        [HideInInspector][ToggleUI]_EnableGITDEmission1 ("Enable Glow In The Dark", Float) = 0
        [Enum(World, 0, Mesh, 1)] _GITDEWorldOrMesh1 ("Lighting Type", Int) = 0
        _GITDEMinEmissionMultiplier1 ("Min Emission Multiplier", Range(0, 1)) = 1
        _GITDEMaxEmissionMultiplier1 ("Max Emission Multiplier", Range(0, 1)) = 0
        _GITDEMinLight1 ("Min Lighting", Range(0, 1)) = 0
        _GITDEMaxLight1 ("Max Lighting", Range(0, 1)) = 1
        [HideInInspector] m_end_glowInDarkEmissionOptions1 ("Glow In The Dark Emission (Requires Lighting Enabled)", Float) = 0
        
        // Second Blinking Emission
        [HideInInspector] m_start_blinkingEmissionOptions1 ("Blinking Emission", Float) = 0
        [HideInInspector][ToggleUI]_EmissionBlinkingEnabled1 ("Enable Blinking", Float) = 0
        _EmissiveBlink_Min1 ("Emissive Blink Min", Float) = 0
        _EmissiveBlink_Max1 ("Emissive Blink Max", Float) = 1
        _EmissiveBlink_Velocity1 ("Emissive Blink Velocity", Float) = 4
        _EmissionBlinkingOffset1 ("Offset", Float) = 0
        [HideInInspector] m_end_blinkingEmissionOptions1 ("Blinking Emission", Float) = 0
        
        // Scrolling Scrolling Emission
        [HideInInspector] m_start_scrollingEmissionOptions1 ("Scrolling Emission", Float) = 0
        [HideInInspector][ToggleUI] _ScrollingEmission1 ("Enable Scrolling Emission", Float) = 0
        [ToggleUI]_EmissionScrollingUseCurve1 ("Use Curve", float) = 0
        [Curve]_EmissionScrollingCurve1 ("Curve", 2D) = "white" { }
        [ToggleUI]_EmissionScrollingVertexColor1 ("VColor as position", float) = 0
        _EmissiveScroll_Direction1 ("Direction", Vector) = (0, -10, 0, 0)
        _EmissiveScroll_Width1 ("Width", Float) = 10
        _EmissiveScroll_Velocity1 ("Velocity", Float) = 10
        _EmissiveScroll_Interval1 ("Interval", Float) = 20
        _EmissionScrollingOffset1 ("Offset", Float) = 0
        [HideInInspector] m_end_scrollingEmission1Options ("Scrolling Emission", Float) = 0

        // Emission Audio Link
        [HideInInspector] m_start_Emission1AudioLink ("Audio Link ♫--{ condition_showS:_EnableAudioLink==1}", Float) = 0
        [ToggleUI] _EnableEmission1StrengthAudioLink ("Emission Strength", Float) = 0
        [Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkEmission1StrengthBand ("Emission Strength Band", Int) = 0
        [ToggleUI] _EnableEmission1CenterOutAudioLink ("Center Out multipy", Float) = 0
        _Emission1CenterOutAudioLinkWidth("C Out Mul Duration", Range(0,1)) = 1
        [Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkEmission1CenterOutBand ("Center Out Band", Int) = 0
        [Vector2] _EmissionCenterOutAddAudioLink1 ("Center Out Add", Vector) = (0,0,0,0)
        _Emission1CenterOutAddAudioLinkwidth("C Out Add Duration", Range(0,1)) = 1
        [Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkEmission1CenterOutAddBand ("Center Out A Band", Int) = 0
        [Vector2]_AudioLinkAddEmission1 ("Emission Strength Add", Vector) = (0, 0, 0, 0)
        [Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkAddEmission1Band ("Emission Add Band", Int) = 0
        [HideInInspector] m_end_Emission1AudioLink ("Audio Link", Float) = 0
        [HideInInspector] m_end_emission1Options ("Emission / Glow 2", Float) = 0

        // Poiyomi Pathing
        [HideInInspector] m_start_pathing ("Pathing--{reference_property: _EnablePathing}", Float) = 0
        [HideInInspector][ThryToggle(TONEMAPPING_CUSTOM)] _EnablePathing ("Enable Pathing", Float) = 0
        _PathingMap ("RGB Path Map | A Mask--{reference_properties:[_PathingMapPan, _PathingMapUV]}", 2D) = "white" { }
        [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)] _PathingMapUV ("UV", Int) = 0
        [HideInInspector][Vector2]_PathingMapPan ("Panning", Vector) = (0, 0, 0, 0)
        _PathingColorMap ("RGB Color | A Mask--{reference_properties:[_PathingColorMapPan, _PathingColorMapUV]}", 2D) = "white" { }
        [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)] _PathingColorMapUV ("UV", Int) = 0
        [HideInInspector][Vector2]_PathingColorMapPan ("Panning", Vector) = (0, 0, 0, 0)
        [Enum(Fill, 0, Path, 1, Loop, 2)]_PathTypeR ("R Path Type", Float) = 0
        [Enum(Fill, 0, Path, 1, Loop, 2)]_PathTypeG ("G Path Type", Float) = 0
        [Enum(Fill, 0, Path, 1, Loop, 2)]_PathTypeB ("B Path Type", Float) = 0
        [HDR]_PathColorR ("R Color", Color) = (1, 1, 1)
        [HDR]_PathColorG ("G Color", Color) = (1, 1, 1)
        [HDR]_PathColorB ("B Color", Color) = (1, 1, 1)
        [Vector3]_PathEmissionStrength ("Emission Strength", Vector) = (0.0, 0.0, 0.0, 1)
        [Vector3]_PathSoftness ("Softness", Vector) = (1, 1, 1, 1)
        [Vector3]_PathSpeed ("Speed", Vector) = (1.0, 1.0, 1.0, 1)
        [Vector3]_PathWidth ("Length", Vector) = (0.03, 0.03, 0.03, 1)
        [Header(Timing Options)]
        [Vector3]_PathTime ("Manual Timing", Vector) = (-999.0, -999.0, -999.0, 1)
        [Vector3]_PathOffset ("Timing Offset", Vector) = (0.0, 0.0, 0.0, 1)
        [Vector3]_PathSegments ("Path Segments", Vector) = (0.0, 0.0, 0.0, 1)
        [HideInInspector] m_start_PathAudioLink ("Audio Link ♫--{ condition_showS:_EnableAudioLink==1}", Float) = 0
        // Time Offsets
        [Header(Time Offset)]
        [Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkPathTimeOffsetBandR ("Band	R", Int) = 0
        [Vector2]_AudioLinkPathTimeOffsetR ("Offset	R", Vector) = (0, 0, 0)
        [Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkPathTimeOffsetBandG ("Band	G", Int) = 0
        [Vector2]_AudioLinkPathTimeOffsetG ("Offset	G", Vector) = (0, 0, 0)
        [Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkPathTimeOffsetBandB ("Band	B", Int) = 0
        [Vector2]_AudioLinkPathTimeOffsetB ("Offset	B", Vector) = (0, 0, 0)

        // Emission Offsets
        [Header(Emission Offset)]
        [Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkPathEmissionAddBandR ("Band	R", Int) = 0
        [Vector2]_AudioLinkPathEmissionAddR ("Emission	R", Vector) = (0, 0, 0, 0)
        [Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkPathEmissionAddBandG ("Band	G", Int) = 0
        [Vector2]_AudioLinkPathEmissionAddG ("Emission	G", Vector) = (0, 0, 0, 0)
        [Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkPathEmissionAddBandB ("Band	B", Int) = 0
        [Vector2]_AudioLinkPathEmissionAddB ("Emission	B", Vector) = (0, 0, 0, 0)

        // Length Offsets
        [Header(Length Offset)]
        [Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkPathWidthOffsetBandR ("Band	R", Int) = 0
        [Vector2]_AudioLinkPathWidthOffsetR ("Offset	R", Vector) = (0, 0, 0, 0)
        [Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkPathWidthOffsetBandG ("Band	G", Int) = 0
        [Vector2]_AudioLinkPathWidthOffsetG ("Offset	G", Vector) = (0, 0, 0, 0)
        [Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkPathWidthOffsetBandB ("Band	B", Int) = 0
        [Vector2]_AudioLinkPathWidthOffsetB ("Offset	B", Vector) = (0, 0, 0, 0)
        [HideInInspector] m_end_PathAudioLink ("Audio Link", Float) = 0
        [HideInInspector] m_end_pathing ("Pathing", Float) = 0

        // Flipbook
        [HideInInspector] m_start_flipBook ("Flipbook", Float) = 0
        [ThryToggle(_SUNDISK_HIGH_QUALITY)]_EnableFlipbook ("Enable Flipbook", Float) = 0
        [ToggleUI]_FlipbookAlphaControlsFinalAlpha ("Flipbook Controls Alpha?", Float) = 0
        [ToggleUI]_FlipbookIntensityControlsAlpha ("Intensity Controls Alpha?", Float) = 0
        [ToggleUI]_FlipbookColorReplaces ("Color Replaces Flipbook", Float) = 0
        [TextureArray]_FlipbookTexArray ("Texture Array", 2DArray) = "" { }
        [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)] _FlipbookTexArrayUV ("UV", Int) = 0
        [HideInInspector][Vector2]_FlipbookTexArrayPan ("Panning", Vector) = (0, 0, 0, 0)
        _FlipbookMask ("Mask", 2D) = "white" { }
        [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)] _FlipbookMaskUV ("UV", Int) = 0
        [HideInInspector][Vector2]_FlipbookMaskPan ("Panning", Vector) = (0, 0, 0, 0)
        _FlipbookColor ("Color & alpha", Color) = (1, 1, 1, 1)
        _FlipbookTotalFrames ("Total Frames", Float) = 1
        _FlipbookFPS ("FPS", Float) = 30.0
        _FlipbookScaleOffset ("Scale | Offset", Vector) = (1, 1, 0, 0)
        [ToggleUI]_FlipbookTiled ("Tiled?", Float) = 0
        _FlipbookEmissionStrength ("Emission Strength", Range(0, 20)) = 0
        _FlipbookRotation ("Rotation", Range(0, 360)) = 0
        _FlipbookRotationSpeed ("Rotation Speed", Float) = 0
        _FlipbookReplace ("Replace", Range(0, 1)) = 1
        _FlipbookMultiply ("Multiply", Range(0, 1)) = 0
        _FlipbookAdd ("Add", Range(0, 1)) = 0

        //Flipbook audio link
        [HideInInspector] m_start_FlipbookAudioLink ("Audio Link ♫--{ condition_showS:_EnableAudioLink==1}", Float) = 0
        [Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkFlipbookScaleBand ("Scale Band", Int) = 0
        _AudioLinkFlipbookScale("Scale Mod", Vector) = (0,0,0,0)
        [Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkFlipbookAlphaBand ("Alpha Band", Int) = 0
        [Vector2]_AudioLinkFlipbookAlpha("Alpha Mod", Vector) = (1,1,0,0)
        [Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkFlipbookEmissionBand ("Emission Band", Int) = 0
        [Vector2]_AudioLinkFlipbookEmission("Emission Mod", Vector) = (0,0,0,0)
        [Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkFlipbookFrameBand ("Frame Band", Int) = 0
        [Vector2]_AudioLinkFlipbookFrame("Frame control", Vector) = (0,0,0,0)
        [HideInInspector] m_end_FlipbookAudioLink ("Audio Link", Float) = 0
        
        // Flipbook Manual Control
        [HideInInspector] m_start_manualFlipbookControl ("Manual Control", Float) = 0
        _FlipbookCurrentFrame ("Current Frame", Float) = -1
        [HideInInspector] m_end_manualFlipbookControl ("Manual Control", Float) = 0

        [HideInInspector] m_start_crossfade ("Crossfade", Float) = 0
        [ToggleUI]_FlipbookCrossfadeEnabled("Enable Crossfade?", Float) = 0
        [MultiSlider]_FlipbookCrossfadeRange ("Fade Range", Vector) = (0.75, 1, 0, 1)
        [HideInInspector] m_end_crossfade ("Crossfade", Float) = 0

        [HideInInspector] m_start_flipbookHueShift ("Hue Shift", Float) = 0
        [ToggleUI]_FlipbookHueShiftEnabled ("Enabled", Float) = 0
        _FlipbookHueShiftSpeed ("Shift Speed", Float) = 0
        _FlipbookHueShift ("Hue Shift", Range(0,1)) = 0
        [HideInInspector] m_end_flipbookHueShift ("Hue Shift", Float) = 0
        [HideInInspector] m_end_flipBook ("Flipbook", Float) = 0
        
        // Dissolve
        [HideInInspector] m_start_dissolve ("Dissolve", Float) = 0
        [ThryToggle(DISTORT)]_EnableDissolve ("Enable Dissolve", Float) = 0
        [Enum(Basic, 1, Point2Point, 2)] _DissolveType ("Dissolve Type", Int) = 1
        _DissolveEdgeWidth ("Edge Width", Range(0, .5)) = 0.025
        _DissolveEdgeHardness ("Edge Hardness", Range(0, 1)) = 0.5
        _DissolveEdgeColor ("Edge Color", Color) = (1, 1, 1, 1)
        [Gradient]_DissolveEdgeGradient ("Edge Gradient", 2D) = "white" { }
        _DissolveEdgeEmission ("Edge Emission", Range(0, 20)) = 0
        _DissolveTextureColor ("Dissolved Color", Color) = (1, 1, 1, 1)
        _DissolveToTexture ("Dissolved Texture", 2D) = "white" { }
        [HideInInspector][Vector2]_DissolveToTexturePan ("Panning", Vector) = (0, 0, 0, 0)
        [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)] _DissolveToTextureUV ("UV", Int) = 0
        _DissolveToEmissionStrength ("Dissolved Emission Strength", Range(0, 20)) = 0
        _DissolveNoiseTexture ("Dissolve Gradient", 2D) = "white" { }
        [HideInInspector][Vector2]_DissolveNoiseTexturePan ("Panning", Vector) = (0, 0, 0, 0)
        [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)] _DissolveNoiseTextureUV ("UV", Int) = 0
        [HideInInspector][ToggleUI]_DissolveInvertNoise ("Invert?", Float) = 0
        _DissolveDetailNoise ("Dissolve Noise", 2D) = "black" { }
        [HideInInspector][Vector2]_DissolveDetailNoisePan ("Panning", Vector) = (0, 0, 0, 0)
        [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)] _DissolveDetailNoiseUV ("UV", Int) = 0
        [HideInInspector][ToggleUI]_DissolveInvertDetailNoise ("Invert?", Float) = 0
        _DissolveDetailStrength ("Dissolve Detail Strength", Range(0, 1)) = 0.1
        _DissolveAlpha ("Dissolve Alpha", Range(0, 1)) = 0
        _DissolveMask ("Dissolve Mask", 2D) = "white" { }
        [ToggleUI]_DissolveUseVertexColors ("VertexColor.g Mask", Float) = 0
        [HideInInspector][Vector2]_DissolveMaskPan ("Panning", Vector) = (0, 0, 0, 0)
        [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)] _DissolveMaskUV ("UV", Int) = 0
        [HideInInspector][ToggleUI]_DissolveMaskInvert ("Invert?", Float) = 0
        _ContinuousDissolve ("Continuous Dissolve Speed", Float) = 0
        [HideInInspector] m_start_dissolveMasking ("Effect Masking", Float) = 0
        [Enum(Undissolved, 0, Dissolved, 1, Both, 2)] _DissolveEmissionSide ("Emission 1", Int) = 2
        [Enum(Undissolved, 0, Dissolved, 1, Both, 2)] _DissolveEmission1Side ("Emission 2", Int) = 2
        [HideInInspector] m_end_dissolveMasking ("Effect Masking", Float) = 0
        
        // Point to Point Dissolve
        [HideInInspector] m_start_pointToPoint ("point to point", Float) = 0
        [Enum(Local, 0, World, 1, Vertex Colors, 2)] _DissolveP2PWorldLocal ("World/Local", Int) = 0
        _DissolveP2PEdgeLength ("Edge Length", Float) = 0.1
        [Vector3]_DissolveStartPoint ("Start Point", Vector) = (0, -1, 0, 0)
        [Vector3]_DissolveEndPoint ("End Point", Vector) = (0, 1, 0, 0)
        [HideInInspector] m_end_pointToPoint ("Point To Point", Float) = 0

        [HideInInspector] m_start_dissolveHueShift ("Hue Shift", Float) = 0
        [ToggleUI]_DissolveHueShiftEnabled ("Dissolved Enabled", Float) = 0
        _DissolveHueShiftSpeed ("Dissolved Speed", Float) = 0
        _DissolveHueShift ("Dissolved Shift", Range(0,1)) = 0
        [ToggleUI]_DissolveEdgeHueShiftEnabled ("Edge Enabled", Float) = 0
        _DissolveEdgeHueShiftSpeed ("Edge Speed", Float) = 0
        _DissolveEdgeHueShift ("Edge Shift", Range(0,1)) = 0
        [HideInInspector] m_end_dissolveHueShift ("Hue Shift", Float) = 0
        
        // Locked in anim sldiers
        [HideInInspector] m_start_BonusSliders ("Locked In Anim Sliders", Float) = 0
        _DissolveAlpha0 ("Dissolve Alpha 0", Range(-1, 1)) = 0
        _DissolveAlpha1 ("Dissolve Alpha 1", Range(-1, 1)) = 0
        _DissolveAlpha2 ("Dissolve Alpha 2", Range(-1, 1)) = 0
        _DissolveAlpha3 ("Dissolve Alpha 3", Range(-1, 1)) = 0
        _DissolveAlpha4 ("Dissolve Alpha 4", Range(-1, 1)) = 0
        _DissolveAlpha5 ("Dissolve Alpha 5", Range(-1, 1)) = 0
        _DissolveAlpha6 ("Dissolve Alpha 6", Range(-1, 1)) = 0
        _DissolveAlpha7 ("Dissolve Alpha 7", Range(-1, 1)) = 0
        _DissolveAlpha8 ("Dissolve Alpha 8", Range(-1, 1)) = 0
        _DissolveAlpha9 ("Dissolve Alpha 9", Range(-1, 1)) = 0
        [HideInInspector] m_end_BonusSliders ("Locked In Sliders", Float) = 0

        [HideInInspector] m_start_dissolveAudioLink ("Audio Link ♫--{reference_property:_EnableDissolveAudioLink, condition_showS:_EnableAudioLink==1}", Float) = 0
        [HideInInspector][ToggleUI] _EnableDissolveAudioLink ("Enabled?", Float) = 0
        [Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkDissolveAlphaBand ("Dissolve Alpha Band", Int) = 0
        [Vector2]_AudioLinkDissolveAlpha ("Dissolve Alpha Mod", Vector) = (0, 0, 0, 0)
        [Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _AudioLinkDissolveDetailBand ("Dissolve Detail Band", Int) = 0
        [Vector2]_AudioLinkDissolveDetail ("Dissolve Detail Mod", Vector) = (0, 0, 0, 0)
        [HideInInspector] m_end_dissolveAudioLink ("Audio Link", Float) = 0
        [HideInInspector] m_end_dissolve ("Dissolve", Float) = 0
        
        // Panosphere
        [HideInInspector] m_start_panosphereOptions ("Panosphere / Cubemaps", Float) = 0
        [ThryToggle(_DETAIL_MULX2)]_PanoToggle ("Enable Panosphere", Float) = 0
        [ToggleUI]_PanoInfiniteStereoToggle ("Infinite Stereo", Float) = 0
        _PanosphereColor ("Color", Color) = (1, 1, 1, 1)
        _PanosphereTexture ("Texture", 2D) = "white" { }
        _PanoMask ("Mask", 2D) = "white" { }
        [HideInInspector][Vector2]_PanoMaskPan ("Panning", Vector) = (0, 0, 0, 0)
        [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)] _PanoMaskUV ("UV", Int) = 0
        _PanoEmission ("Emission Strength", Range(0, 10)) = 0
        _PanoBlend ("Alpha", Range(0, 1)) = 0
        [Vector3]_PanospherePan ("Pan Speed", Vector) = (0, 0, 0, 0)
        [ToggleUI]_PanoCubeMapToggle ("Use Cubemap", Float) = 0
        [TextureNoSO]_PanoCubeMap ("CubeMap", Cube) = "" { }
        [HideInInspector] m_end_panosphereOptions ("Panosphere / Cubemaps", Float) = 0
        
        // Glitter
        [HideInInspector] m_start_glitter ("Glitter / Sparkle", Float) = 0
        [ThryToggle(_SUNDISK_SIMPLE)]_GlitterEnable ("Enable Glitter?", Float) = 0
        [Enum(Angle, 0, Linear Emission, 1)]_GlitterMode ("Mode", Int) = 0
        [Enum(Circle, 0, Square, 1)]_GlitterShape ("Shape", Int) = 0
        [Enum(Add, 0, Replace, 1)] _GlitterBlendType ("Blend Mode", Int) = 0
        [HDR]_GlitterColor ("Color", Color) = (1, 1, 1)
        _GlitterUseSurfaceColor ("Use Surface Color", Range(0, 1)) = 0
        _GlitterColorMap ("Glitter Color Map", 2D) = "white" { }
        [HideInInspector][Vector2]_GlitterColorMapPan ("Panning", Vector) = (0, 0, 0, 0)
        [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)] _GlitterColorMapUV ("UV", Int) = 0
        [HideInInspector][Vector2]_GlitterPan ("Panning", Vector) = (0, 0, 0, 0)
        _GlitterMask ("Glitter Mask", 2D) = "white" { }
        [HideInInspector][Vector2]_GlitterMaskPan ("Panning", Vector) = (0, 0, 0, 0)
        [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)] _GlitterMaskUV ("UV", Int) = 0
        _GlitterTexture ("Glitter Texture--{reference_properties:[_GlitterTexturePan]}", 2D) = "white" { }
        [HideInInspector][Vector2]_GlitterTexturePan ("Panning", Vector) = (0, 0, 0, 0)
        [Vector2]_GlitterUVPanning ("Panning Speed", Vector) = (0,0,0,0)
        _GlitterTextureRotation ("Rotation Speed", Float) = 0
        _GlitterFrequency ("Glitter Density", Float) = 300.0
        _GlitterJitter ("Glitter Jitter", Range(0, 1)) = 1.0
        _GlitterSpeed ("Glitter Speed", Float) = 10.0
        _GlitterSize ("Glitter Size", Range(0, 1)) = .3
        _GlitterContrast ("Glitter Contrast--{condition_show:{type:PROPERTY_BOOL,data:_GlitterMode==0}}", Range(1, 1000)) = 300
        _GlitterAngleRange ("Glitter Angle Range--{condition_show:{type:PROPERTY_BOOL,data:_GlitterMode==0}}", Range(0, 90)) = 90
        _GlitterMinBrightness ("Glitter Min Brightness", Range(0, 1)) = 0
        _GlitterBrightness ("Glitter Max Brightness", Range(0, 40)) = 3
        _GlitterBias ("Glitter Bias--{condition_show:{type:PROPERTY_BOOL,data:_GlitterMode==0}}", Range(0, 1)) = .8
        _GlitterHideInShadow("Hide in shadow", Range(0,1)) = 0
        _GlitterCenterSize ("dim light--{condition_show:{type:AND,condition1:{type:PROPERTY_BOOL,data:_GlitterMode==1},condition2:{type:PROPERTY_BOOL,data:_GlitterShape==1}}}", Range(0, 1)) = .08
        _glitterFrequencyLinearEmissive ("Frequency--{condition_show:{type:PROPERTY_BOOL,data:_GlitterMode==1}}", Range(0, 100)) = 20
        _GlitterJaggyFix ("Jaggy Fix--{condition_show:{type:PROPERTY_BOOL,data:_GlitterShape==1}}", Range(0, .1)) = .0
        
        [HideInInspector] m_start_glitterHueShift ("Hue Shift", Float) = 0
        [ToggleUI]_GlitterHueShiftEnabled ("Enabled", Float) = 0
        _GlitterHueShiftSpeed ("Shift Speed", Float) = 0
        _GlitterHueShift ("Hue Shift", Range(0,1)) = 0
        [HideInInspector] m_end_glitterHueShift ("Hue Shift", Float) = 0

        // Glitter Random Colors
        [HideInInspector] m_start_glitterRandom ("Random Things", Float) = 0
        [ToggleUI]_GlitterRandomColors ("Random Colors", Float) = 0
        [MultiSlider]_GlitterMinMaxSaturation ("Saturation Range", Vector) = (0.8, 1, 0, 1)
        [MultiSlider]_GlitterMinMaxBrightness ("Brightness Range", Vector) = (0.8, 1, 0, 1)
        [ToggleUI]_GlitterRandomSize("Random Size?", Float) = 0
        [MultiSlider]_GlitterMinMaxSize ("Size Range", Vector) = (0.1, 0.5, 0, 1)
        [ToggleUI]_GlitterRandomRotation("Random Tex Rotation", Float) = 0
        [HideInInspector] m_end_glitterRandom ("Random Colors", Float) = 0
        [HideInInspector] m_end_glitter ("Glitter / Sparkle", Float) = 0
        
        // MSDF OVERLAY
        [HideInInspector] m_start_Text ("MSDF Text Overlay", Float) = 0
        _TextGlyphs ("Font Array", 2D) = "black" { }
        _TextPixelRange ("Pixel Range", Float) = 4.0
        [ThryToggle(EFFECT_BUMP)]_TextEnabled ("Text?", Float) = 0
        
        // FPS
        [HideInInspector] m_start_TextFPS ("FPS", Float) = 0
        [ToggleUI]_TextFPSEnabled ("FPS Text?", Float) = 0
        [Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)] _TextFPSUV ("FPS UV", Int) = 0
        _TextFPSColor ("Color", Color) = (1, 1, 1, 1)
        _TextFPSEmissionStrength ("Emission Strength", Range(0, 20)) = 0
        [Vector2]_TextFPSOffset ("Offset", Vector) = (0, 0, 0, 0)
        _TextFPSRotation ("Rotation", Range(0, 360)) = 0
        [Vector2]_TextFPSScale ("Scale", Vector) = (1, 1, 1, 1)
        _TextFPSPadding ("Padding Reduction", Vector) = (0, 0, 0, 0)
        [HideInInspector] m_end_TextFPS ("FPS", Float) = 0
        
        // POSITION
        [HideInInspector] m_start_TextPosition ("Position", Float) = 0
        [ToggleUI]_TextPositionEnabled ("Position Text?", Float) = 0
        [Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)] _TextPositionUV ("Position UV", Int) = 0
        //[ToggleUI]_TextPositionVertical ("Vertical?", Float) = 0
        _TextPositionColor ("Color", Color) = (1, 0, 1, 1)
        _TextPositionEmissionStrength ("Emission Strength", Range(0, 20)) = 0
        [Vector2]_TextPositionOffset ("Offset", Vector) = (0, 0, 0, 0)
        _TextPositionRotation ("Rotation", Range(0, 360)) = 0
        [Vector2]_TextPositionScale ("Scale", Vector) = (1, 1, 1, 1)
        _TextPositionPadding ("Padding Reduction", Vector) = (0, 0, 0, 0)
        [HideInInspector] m_end_TextPosition ("Position", Float) = 0
        
        // INSTANCE TIME
        [HideInInspector] m_start_TextInstanceTime ("Instance Time", Float) = 0
        [ToggleUI]_TextTimeEnabled ("Time Text?", Float) = 0
        [Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)] _TextTimeUV ("Time UV", Int) = 0
        _TextTimeColor ("Color", Color) = (1, 0, 1, 1)
        _TextTimeEmissionStrength ("Emission Strength", Range(0, 20)) = 0
        [Vector2]_TextTimeOffset ("Offset", Vector) = (0, 0, 0, 0)
        _TextTimeRotation ("Rotation", Range(0, 360)) = 0
        [Vector2]_TextTimeScale ("Scale", Vector) = (1, 1, 1, 1)
        _TextTimePadding ("Padding Reduction", Vector) = (0, 0, 0, 0)
        [HideInInspector] m_end_TextInstanceTime ("Instance Time", Float) = 0
        [HideInInspector] m_end_Text ("MSDF Text Overlay", Float) = 0
        
        // Mirror Rendering
        [HideInInspector] m_start_mirrorOptions ("Mirror", Float) = 0
        [ThryToggle(_REQUIRE_UV2)]_EnableMirrorOptions ("Enable Mirror Options", Float) = 0
        [Enum(ShowInBoth, 0, ShowOnlyInMirror, 1, DontShowInMirror, 2)] _Mirror ("Show in mirror", Int) = 0
        [ToggleUI]_EnableMirrorTexture ("Enable Mirror Texture", Float) = 0
        _MirrorTexture ("Mirror Tex", 2D) = "white" { }
        [HideInInspector][Vector2]_MirrorTexturePan ("Panning", Vector) = (0, 0, 0, 0)
        [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)] _MirrorTextureUV ("UV", Int) = 0
        [HideInInspector] m_end_mirrorOptions ("Mirror", Float) = 0
        
        // Distance Fade
        [HideInInspector] m_start_distanceFade ("Distance Fade", Float) = 0
        _MainFadeTexture ("Fade Mask", 2D) = "white" { }
        [HideInInspector][Vector2]_MainFadeTexturePan ("Panning", Vector) = (0, 0, 0, 0)
        [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)] _MainFadeTextureUV ("UV", Int) = 0
        [Enum(Object Position, 0, Pixel Position, 1)] _MainFadeType ("Pos To Use", Int) = 1
        _MainMinAlpha ("Minimum Alpha", Range(0, 1)) = 0
        _MainMaxAlpha ("Maximum Alpha", Range(0, 1)) = 1
        _MainDistanceFadeMin ("Distance Min", Float) = 0
        _MainDistanceFadeMax ("Distance Max", Float) = 0
        [HideInInspector] m_end_distanceFade ("Distance Fade", Float) = 0
        
        // Angular Fade
        [HideInInspector] m_start_angularFade ("Angular Fade", Float) = 0
        [ThryToggle(_SUNDISK_NONE)]_EnableRandom ("Enable Angular Fade", Float) = 0
        [Enum(Camera Face Model, 0, Model Face Camera, 1, Face Each Other, 2)] _AngleType ("Angle Type", Int) = 0
        [Enum(Model, 0, Vertex, 1)] _AngleCompareTo ("Model or Vert Positon", Int) = 0
        [Vector3]_AngleForwardDirection ("Forward Direction", Vector) = (0, 0, 1, 0)
        _CameraAngleMin ("Camera Angle Min", Range(0, 180)) = 45
        _CameraAngleMax ("Camera Angle Max", Range(0, 180)) = 90
        _ModelAngleMin ("Model Angle Min", Range(0, 180)) = 45
        _ModelAngleMax ("Model Angle Max", Range(0, 180)) = 90
        _AngleMinAlpha ("Min Alpha", Range(0, 1)) = 0
        [HideInInspector] m_end_angularFade ("Angular Fade", Float) = 0
        
        // UV Distortion
        [HideInInspector] m_start_distortionFlow ("UV Distortion", Float) = 0
            [ThryToggle(USER_LUT)] _EnableDistortion ("Enabled?", Float) = 0
            _DistortionMask ("Mask--{reference_properties:[_DistortionMaskPan, _DistortionMaskUV]}", 2D) = "white" { }
            [HideInInspector][Vector2]_DistortionMaskPan ("Panning", Vector) = (0, 0, 0, 0)
            [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3)] _DistortionMaskUV ("UV", Int) = 0
            _DistortionFlowTexture ("Distortion Texture 1", 2D) = "black" { }
            _DistortionFlowTexture1 ("Distortion Texture 2", 2D) = "black" { }
            _DistortionStrength ("Strength1", Float) = 0.5
            _DistortionStrength1 ("Strength2", Float) = 0.5
            [Vector2]_DistortionSpeed ("Speed1", Vector) = (0.5, 0.5, 0, 0)
            [Vector2]_DistortionSpeed1 ("Speed2", Vector) = (0.5, 0.5, 0, 0)

            [HideInInspector] m_start_DistortionAudioLink ("Audio Link ♫--{reference_property:_EnableDistortionAudioLink, condition_showS:_EnableAudioLink==1}", Float) = 0
                [HideInInspector][ToggleUI] _EnableDistortionAudioLink ("Enabled?", Float) = 0
                [Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _DistortionStrengthAudioLinkBand ("Strength 1 Band", Int) = 0
                [Vector2]_DistortionStrengthAudioLink ("Strength 1 Offset Range", Vector) = (0, 0, 0, 0)
                [Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _DistortionStrength1AudioLinkBand ("Strength 2 Band", Int) = 0
                [Vector2]_DistortionStrength1AudioLink ("Strength 2 Offset Range", Vector) = (0, 0, 0, 0)
            [HideInInspector] m_end_DistortionAudioLink ("Audio Link", Float) = 0
        [HideInInspector] m_end_distortionFlow ("UV Distortion", Float) = 0

        // Audio link
        [HideInInspector] m_start_audioLink ("Audio Link--{reference_property:_EnableAudioLink}", Float) = 0
        [HideInInspector][ThryToggle(COLOR_GRADING_LOG_VIEW)] _EnableAudioLink ("Enabled?", Float) = 0
        [Helpbox(1)] _AudioLinkHelp ("This section houses the global controls for audio link. Controls for individual features are in their respective sections. (Emission, Dissolve, etc...)", Int) = 0
        [ToggleUI] _AudioLinkAnimToggle ("Anim Toggle", Float) = 1
        _AudioLinkDelay ("Delay", Range(0,1)) = 0
        [ToggleUI]_AudioLinkAveraging ("Enable averaging", Float) = 0
        _AudioLinkAverageRange ("Average Sampling Range", Range(0,1)) = .5
        // Debug
        [HideInInspector] m_start_audioLinkDebug ("Debug--{reference_property:_EnableAudioLinkDebug}", Float) = 0
        [HideInInspector][ToggleUI] _EnableAudioLinkDebug("Enable?", Float) = 0
        _AudioLinkDebugTreble ("Treble", Range(0,1)) = 0
        _AudioLinkDebugHighMid ("High Mid", Range(0,1)) = 0
        _AudioLinkDebugLowMid ("Low Mid", Range(0,1)) = 0
        _AudioLinkDebugBass ("Bass", Range(0,1)) = 0
        [ToggleUI] _AudioLinkDebugAnimate ("Debug Animate", Float) = 0
        [ToggleUI]_AudioLinkTextureVisualization("Visualize Texture", Float) = 0
        [HideInInspector] m_end_audioLinkDebug ("Debug", Float) = 0
        [HideInInspector] m_end_audioLink ("Audio Link", Float) = 0
        
        // Start Patreon
        [HideInInspector] m_Patreon ("Patreon", Float) = 0
        
        // Video Options
        [HideInInspector] m_start_Video ("Video--{reference_property:_EnableVideo}", Float) = 0
        [ThryToggle(BLOOM)] _EnableVideo ("Enable Video", Float) = 0
        [Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)] _VideoUVNumber ("Screen UV#", Int) = 0
        [Enum(LCD, 0, TN, 1, CRT, 2, OLED, 3, Gameboy, 4, Projector, 5)] _VideoType ("Screen Type", Int) = 3
        _VideoBacklight ("Brightness", Range(0, 100)) = 1
        [ToggleUI]_VideoEmissionEnabled ("Emission Enabled", Float) = 1
        _VideoPixelTexture ("Pixel Texture", 2D) = "white" { }
        [Vector2]_VideoResolution ("Resolution", Vector) = (1280, 720, 0)
        _VideoMaskTexture ("Mask", 2D) = "white" { }
        [Vector2]_VideoMaskPanning ("Mask Pan Speed", Vector) = (0, 0, 0, 0)
        [HideInInspector] m_start_VideoSettings ("Video Texture Settings", Float) = 0
        [ToggleUI]_VideoEnableVideoPlayer ("Enable Video Player", Float) = 0
        [ToggleUI]_VideoPixelateToResolution ("Pixelate To Resolution", Float) = 0
        [ToggleUI]_VideoRepeatVideoTexture ("Clamp To UV", Float) = 0
        [Vector2]_VideoPanning ("Panning Speed", Vector) = (0, 0, 0, 0)
        [Vector2]_VideoTiling ("Tiling", Vector) = (1, 1, 0, 0)
        [Vector2]_VideoOffset ("Offset", Vector) = (0, 0, 0, 0)
        _VideoSaturation ("Saturation", Range(-1, 3)) = 0
        _VideoContrast ("Contrast boost", Range(0, 3)) = 0
        [HideInInspector] m_end_VideoSettings ("Video Texture Settings", Float) = 0
        [HideInInspector] m_start_VideoDebug ("Video Debug", Float) = 0
        [ToggleUI]_VideoEnableDebug ("Enable Debug", Float) = 0
        _VideoDebugTexture ("Video Debug Tex", 2D) = "white" { }
        [HideInInspector] m_end_VideoDebug ("Video Debug", Float) = 0
        [HideInInspector] m_start_CRT ("CRT Options", Float) = 0
        _VideoCRTRefreshRate ("Refresh Rate", Float) = 24
        _VideoCRTPixelEnergizedTime ("Pixel Fade Time", Float) = 1.9
        [HideInInspector] m_end_CRT ("CRT Options", Float) = 0
        [HideInInspector] m_start_Gameboy ("Gameboy Options", Float) = 0
        [Gradient]_VideoGameboyRamp ("Color Ramp", 2D) = "white" { }
        [HideInInspector] m_end_Gameboy ("Gameboy Options", Float) = 0
        [HideInInspector] m_end_Video ("Video", Float) = 0
        
        // TouchFX
        [HideInInspector] m_start_TouchOptions ("Touch FX", Float) = 0
        [HideInInspector] m_start_Bulge ("Bulge--{reference_property:_EnableBulge}", Float) = 0
        [ThryToggle(BLOOM_LOW)] _EnableBulge ("Bulge", Float) = 0
        _BulgeMask ("Bulge Mask", 2D) = "white" { }
        _BuldgeFadeLength ("Touch Distance", Float) = 0.02
        _BuldgeHeight ("Bulge Height", Range(-0.2, 0.2)) = 0.02
        [HideInInspector] m_end_Bulge ("Bulge", Float) = 0
        
        [HideInInspector] m_start_TouchGlow ("Touch Color--{reference_property:_EnableTouchGlow}", Float) = 0
        [HideInInspector][ThryToggle(GRAIN)]_EnableTouchGlow ("Enable Touch Color", Float) = 0
        [Enum(Depth, 0, UVs, 1)] _DepthGradientTextureUV ("UVs From", Int) = 0
        [Enum(Replace, 0, Add, 1, Multiply, 2)] _DepthGradientBlend ("Color Blend", Int) = 0
        _DepthGlowColor ("Depth Glow Color", Color) = (1, 1, 1, 1)
        [Gradient]_DepthGradient ("Depth Gradient--{reference_properties:[_DepthGradientPan, _DepthGradientUV]}", 2D) = "white" { }
        [HideInInspector][Vector2]_DepthGradientPan ("Panning", Vector) = (0, 0, 0, 0)
        [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)] _DepthGradientUV ("UV", Int) = 0
        _DepthMask ("Depth Mask--{reference_properties:[_DepthMaskPan, _DepthMaskUV]}", 2D) = "white" { }
        [HideInInspector][Vector2]_DepthMaskPan ("Panning", Vector) = (0, 0, 0, 0)
        [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)] _DepthMaskUV ("UV", Int) = 0      
        _DepthGlowEmission ("Depth Glow Emission", Float) = 3
        _FadeLength ("Fade Length", Float) = 20
        _DepthAlphaMin ("Alpha Min", Range(0, 1)) = 1
        _DepthAlphaMax ("Alpha Max", Range(0, 1)) = 1
        [HideInInspector] m_end_TouchGlow ("Touch Color", Float) = 0
        [HideInInspector] m_end_TouchOptions ("Touch FX", Float) = 0
        
        // Hologram
        [HideInInspector] m_start_Hologram ("Hologram Alpha--{reference_property:_EnableHolo}", Float) = 0
        [ThryToggle(DEPTH_OF_FIELD)]_EnableHolo ("Enable Hologram Alpha", Float) = 0
        [Curve]_HoloAlphaMap ("Alpha Map", 2D) = "white" { }
        [Enum(World Space, 0, Local Space, 1, UV, 2)]_HoloCoordinateSpace ("Coordinate Space", Int) = 0
        _HoloDirection ("Scroll Direction", Vector) = (0, 1, 0)
        _HoloLineDensity ("Line Density", Float) = 10
        _HoloScrollSpeed ("Scroll Speed", Float) = 1
        [HideInInspector] m_start_FresnelAlpha ("Fresnel Alpha", Float) = 0
        _HoloFresnelAlpha ("Intensity", Range(0, 1)) = 0
        _HoloRimSharpness ("Sharpness", Range(0, 1)) = .5
        _HoloRimWidth ("Width", Range(0, 1)) = .5
        [HideInInspector] m_end_FresnelAlpha ("Fresnel Alpha", Float) = 0
        [HideInInspector] m_end_Hologram ("Hologram Alpha", Float) = 0
        
        // Iridescence
        [HideInInspector] m_start_Iridescence ("Iridescence--{reference_property:_EnableIridescence}", Float) = 0
        [ThryToggle(BLOOM_LENS_DIRT)]_EnableIridescence ("Enable Iridescence", Float) = 0
        [Gradient]_IridescenceRamp ("Ramp", 2D) = "white" { }
        _IridescencePanSpeed ("Pan", Float) = 0
        _IridescenceOffset ("Offset", Float) = 0
        [ToggleUI]_IridescenceNormalToggle ("Custom Normals?", Float) = 0
        [Normal]_IridescenceNormalMap ("Normal Map", 2D) = "bump" { }
        _IridescenceMask ("Mask", 2D) = "white" { }
        _IridescenceNormalIntensity ("Normal Intensity", Range(0, 10)) = 1
        [Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)] _IridescenceNormalUV ("Normal UV", Int) = 0
        [Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)] _IridescenceMaskUV ("Mask UV", Int) = 0
        [Enum(vertex, 0, pixel, 1)] _IridescenceNormalSelection ("Normal Select", Int) = 1
        _IridescenceIntensity ("Intensity", Range(0, 10)) = 1
        _IridescenceAddBlend ("Blend Add", Range(0, 1)) = 0
        _IridescenceReplaceBlend ("Blend Replace", Range(0, 1)) = 0
        _IridescenceMultiplyBlend ("Blend Multiply", Range(0, 1)) = 0
        _IridescenceEmissionStrength ("Emission Strength", Range(0, 20)) = 0
        [Enum(Run Early, 0, Run Late, 1)] _IridescenceTime ("When To Run", Int) = 0
        [Header(Hue Shift)]
        [ToggleUI]_IridescenceHueShiftEnabled ("Hue Shift Enabled", Float) = 0
        _IridescenceHueShiftSpeed ("Shift Speed", Float) = 0
        _IridescenceHueShift ("Hue Shift", Range(0,1)) = 0
        // Iridescence Audio Link 
        [HideInInspector] m_start_IridescenceAudioLink ("Audio Link ♫--{ condition_showS:_EnableAudioLink==1}", Float) = 0
        [Enum(Bass, 0, Low Mid, 1, High Mid, 2, Treble, 3)] _IridescenceAudioLinkEmissionBand ("Scale Band", Int) = 0
        [Vector2]_IridescenceAudioLinkEmission("Scale Mod", Vector) = (0,0,0,0)
        [HideInInspector] m_end_IridescenceAudioLink ("Audio Link", Float) = 0
        [HideInInspector] m_end_Iridescence ("Iridescence", Float) = 0
        
        // Vertex Glitching
        [HideInInspector] m_start_VertexGlitch ("Vertex Glitching--{reference_property:_EnableVertexGlitch}", Float) = 0
        [ToggleUI]_EnableVertexGlitch ("Enable Vertex Glitching", Float) = 0
        _VertexGlitchFrequency ("Glitch Interval", Float) = 0
        _VertexGlitchThreshold ("Glitch Threshold", Range(0, 1)) = 1
        _VertexGlitchStrength ("Glitch Strength", Range(0, 10)) = 1
        [HideInInspector] m_end_VertexGlitch ("Vertex Glitching", Float) = 0
        
        // Spawn In Effects
        [HideInInspector] m_start_Spawns ("Spawns", Float) = 0
        [HideInInspector] m_start_ScifiSpawnIn ("Sci Fi--{reference_property:_EnableScifiSpawnIn}", Float) = 0
        [HideInInspector][ToggleUI]_EnableScifiSpawnIn ("Enable Sci Fi Spawn", Float) = 0
        _SpawnInNoise ("Spawn Noise", 2D) = "black" { }
        _SpawnInNoiseIntensity ("Noise Intensity", Range(0, 1)) = .35
        _SpawnInAlpha ("Spawn Alpha", Range(0, 1)) = 0
        [Vector3]_SpawnInGradientStart ("Gradient Start", Vector) = (0, 2, 0)
        [Vector3]_SpawnInGradientFinish ("Gradient End", Vector) = (0, -2, 0)
        [HDR]_SpawnInEmissionColor ("Emission Color", Color) = (1, 1, 1)
        _SpawnInEmissionOffset ("Emission Width", Range(0, 1)) = .1
        _SpawnInVertOffset ("Vertex Offset Speed", Float) = 10
        _SpawnInVertOffsetOffset ("vert width", Range(0, 1)) = .1
        [HideInInspector] m_end_SciFiSpawnIn ("Sci Fi", Float) = 0
        [HideInInspector] m_end_Spawns ("Spawns", Float) = 0
        
        // Voronoi
        [HideInInspector] m_start_Voronoi ("Voronoi--{reference_property:_EnableVoronoi}", Float) = 0
        [Enum(2D(Fast), 0, 3D(Fast with color bugs), 1, 3D(slow but no bugs), 2)] _VoronoiType ("Type", Int) = 1
        [Enum(Local, 0, World, 1, UV, 2)] _VoronoiSpace ("Space", Int) = 0
        [Enum(Color and Emission, 0, Just Emission, 1)] _VoronoiBlend ("Blend", Int) = 0
        [ThryToggle(CHROMATIC_ABERRATION)]_EnableVoronoi ("Enable Voronoi", Float) = 0
        [ToggleUI]_VoronoiEffectsMaterialAlpha("Effects Material Alpha", Float) = 0
        _VoronoiMask ("Mask", 2D) = "white" { }
        [HideInInspector][Vector2]_VoronoiMaskPan ("Panning", Vector) = (0, 0, 0, 0)
        [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)] _VoronoiMaskUV ("UV", Int) = 0
        _VoronoiNoise ("Edge Noise", 2D) = "black" { }
        [HideInInspector][Vector2]_VoronoiNoisePan ("Panning", Vector) = (0, 0, 0, 0)
        [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)] _VoronoiNoiseUV ("UV", Int) = 0
        _VoronoiNoiseIntensity ("Noise Intensity", Range(0, 1)) = .1
        _VoronoiColor0 ("Color 0", Color) = (0, 0, 0, 1)
        _VoronoiEmission0 ("Emission 0", Range(0, 20)) = 0
        _VoronoiColor1 ("Color 1", Color) = (1, 1, 1, 1)
        _VoronoiEmission1 ("Emission 1", Range(0, 20)) = 0
        [Vector2]_VoronoiGradient ("Gradient", Vector) = (.04, .05, 0, 0)
        _VoronoiScale ("Scale", Float) = 5
        [Vector3]_VoronoiSpeed ("Speed", Vector) = (3, 3, 3)
        [HideInInspector] m_start_voronoiRandom ("Voronoi Random Cell Color--{reference_property:_VoronoiEnableRandomCellColor}", Float) = 0
        [ToggleUI]_VoronoiEnableRandomCellColor ("Rando Cell Col", Float) = 0
        [MultiSlider]_VoronoiRandomMinMaxSaturation ("Saturation Range", Vector) = (0.8, 1, 0, 1)
        [MultiSlider]_VoronoiRandomMinMaxBrightness ("Brightness Range", Vector) = (0.8, 1, 0, 1)
        [HideInInspector] m_end_voronoiRandom ("Voronoi Random Cell Color", Float) = 0
        [HideInInspector] m_end_Voronoi ("Vertex Glitching", Float) = 0
        
        [HideInInspector] m_start_BlackLight ("Black Light Mask--{reference_property:_BlackLightMaskEnabled}", Float) = 0
        [HideInInspector][ThryToggle(_SPECULARHIGHLIGHTS_OFF)]_BlackLightMaskEnabled ("Black Light Mask Enabled", Float) = 0
        _BlackLightMaskKeys ("Mask Keys", Vector) = (2, 3, 4, 5)
        _BlackLightMaskStart ("Gradient Start", Vector) = (0, 0, 0, 0)
        _BlackLightMaskEnd ("Gradient End", Vector) = (1, 1, 1, 1)
        [ToggleUI]_BlackLightMaskDebug ("Visualize", Float) = 0
        [Enum(X, 0, Y, 1, Z, 2, W, 3, Off, 4)] _BlackLightMaskMetallic ("Metallic", Int) = 4
        [Enum(X, 0, Y, 1, Z, 2, W, 3, Off, 4)] _BlackLightMaskClearCoat ("Clear Coat", Int) = 4
        [Enum(X, 0, Y, 1, Z, 2, W, 3, Off, 4)] _BlackLightMaskMatcap ("Matcap 1", Int) = 4
        [Enum(X, 0, Y, 1, Z, 2, W, 3, Off, 4)] _BlackLightMaskMatcap2 ("Matcap 2", Int) = 4
        [Enum(X, 0, Y, 1, Z, 2, W, 3, Off, 4)] _BlackLightMaskEmission ("Emission 1", Int) = 4
        [Enum(X, 0, Y, 1, Z, 2, W, 3, Off, 4)] _BlackLightMaskEmission2 ("Emission 2", Int) = 4
        [Enum(X, 0, Y, 1, Z, 2, W, 3, Off, 4)] _BlackLightMaskFlipbook ("Flipbook", Int) = 4
        [Enum(X, 0, Y, 1, Z, 2, W, 3, Off, 4)] _BlackLightMaskDissolve ("Dissolve", Int) = 4
        [Enum(X, 0, Y, 1, Z, 2, W, 3, Off, 4)] _BlackLightMaskPanosphere ("Panosphere", Int) = 4
        [Enum(X, 0, Y, 1, Z, 2, W, 3, Off, 4)] _BlackLightMaskGlitter ("Glitter", Int) = 4
        [Enum(X, 0, Y, 1, Z, 2, W, 3, Off, 4)] _BlackLightMaskIridescence ("Iridescence", Int) = 4
        [HideInInspector] m_end_BlackLight ("Black Light", Float) = 0
        // End Patreon
        
        // Outline Options
        [HideInInspector] m_outlineOptions ("Outlines", Float) = 0
        [ToggleUI]_commentIfZero_EnableOutlinePass ("Enable Outlines", float) = 0
        [Enum(Basic, 0, Tint, 1, Rim Light, 2, Directional, 3, DropShadow, 4)]_OutlineMode ("Mode", Int) = 0
        _OutlineTintMix ("Tint Mix--{condition_show:{type:PROPERTY_BOOL,data:_OutlineMode==1}}", Range(0, 1)) = 0
        _OutlineRimLightBlend ("Rim Light Blend--{condition_show:{type:PROPERTY_BOOL,data:_OutlineMode==2}}", Range(0, 1)) = 0
        _OutlinePersonaDirection ("directional Offset XY--{condition_show:{type:PROPERTY_BOOL,data:_OutlineMode==3}}", Vector) = (1, 0, 0, 0)
        _OutlineDropShadowOffset ("Drop Direction XY--{condition_show:{type:PROPERTY_BOOL,data:_OutlineMode==4}}", Vector) = (1, 0, 0, 0)
        [ToggleUI]_OutlineFixedSize ("Fixed Size?", Float) = 0
        _OutlinesMaxDistance ("Fixed Size Max Distance", Float) = 9999
        [Enum(Off, 0, Normals, 1, Mask VC.r, 2)]_OutlineUseVertexColors ("Vertex Color", Float) = 0
        [ToggleUI]_OutlineLit ("Enable Lighting", Float) = 1
        _LineWidth ("Width", Float) = 0
        _LineColor ("Color", Color) = (1, 1, 1, 1)
        _OutlineEmission ("Outline Emission", Float) = 0
        _OutlineTexture ("Outline Texture--{reference_properties:[_OutlineTexturePan, _OutlineTextureUV]}", 2D) = "white" { }
        [HideInInspector][Vector2]_OutlineTexturePan ("Outline Texture Pan", Vector) = (0, 0, 0, 0)
        [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)] _OutlineTextureUV ("UV", Int) = 0
        _OutlineMask ("Outline Mask--{reference_properties:[_OutlineMaskPan, _OutlineMaskUV]}", 2D) = "white" { }
        [HideInInspector][Vector2]_OutlineMaskPan ("Panning", Vector) = (0, 0, 0, 0)
        [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3)] _OutlineMaskUV ("UV", Int) = 0
        _OutlineShadowStrength ("Shadow Strength", Range(0, 1)) = 1
        [Header(Hue Shift)]
        [ToggleUI]_OutlineHueShift ("Hue Shift?", Float) = 0
        _OutlineHueOffset ("Shift", Range(0, 1)) = 0
        _OutlineHueOffsetSpeed ("Shift Speed", Float) = 0
        [HideInInspector] m_start_outlineAdvanced ("Advanced", Float) = 0
        [Vector2]_OutlineFadeDistance ("Outline distance Fade", Vector) = (0, 0, 0, 0)
        [Enum(UnityEngine.Rendering.CullMode)] _OutlineCull ("Cull", Float) = 1
        _OutlineOffsetFactor("Offset Factor", Float) = 0
        _OutlineOffsetUnits("Offset Units", Float) = 0
        [HideInInspector] m_end_outlineAdvanced ("Advanced", Float) = 0
        
        // Parallax Mapping
        [HideInInspector] m_ParallaxMap ("Parallax", Float) = 0
        [ThryToggle(_PARALLAXMAP)]_ParallaxMap ("Enable Parallax FX", Float) = 0
        [ToggleUI]_ParallaxHeightMapEnabled ("Enable Parallax Height", Float) = 0
        [ToggleUI]_ParallaxInternalMapEnabled ("Enable Parallax Internal", Float) = 0
        [HideInInspector] m_start_parallaxHeightmap ("Heightmap", Float) = 0
        [Vector2]_ParallaxHeightMapPan ("Pan", Vector) = (0, 0, 0, 0)
        [Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3)] _ParallaxUV ("Parallax UV", Int) = 0
        _ParallaxHeightMap ("Height Map", 2D) = "black" { }
        _ParallaxHeightMapMask ("Mask", 2D) = "white" { }
        [HideInInspector][Vector2]_ParallaxHeightMapMaskPan ("Panning", Vector) = (0, 0, 0, 0)
        [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)] _ParallaxHeightMapMaskUV ("UV", Int) = 0
        _ParallaxStrength ("Parallax Strength", Range(0, 1)) = 0
        [HideInInspector] m_end_parallaxHeightmap ("Heightmap", Float) = 0
        [HideInInspector] m_start_parallaxInternal ("Internal", Float) = 0
        [Enum(Basic, 0, HeightMap, 1)] _ParallaxInternalHeightmapMode ("Parallax Mode", Int) = 0
        [ToggleUI]_ParallaxInternalHeightFromAlpha ("HeightFromAlpha", Float) = 0
        _ParallaxInternalMap ("Internal Map", 2D) = "black" { }
        _ParallaxInternalMapMask ("Mask", 2D) = "white" { }
        [HideInInspector][Vector2]_ParallaxInternalMapMaskPan ("Panning", Vector) = (0, 0, 0, 0)
        [HideInInspector][Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, distorteduv0, 4)] _ParallaxInternalMapMaskUV ("UV", Int) = 0
        _ParallaxInternalIterations ("Parallax Internal Iterations", Range(1, 50)) = 1
        _ParallaxInternalMinDepth ("Min Depth", Float) = 0
        _ParallaxInternalMaxDepth ("Max Depth", Float) = 1
        _ParallaxInternalMinFade ("Min Depth Brightness", Range(0, 5)) = 0
        _ParallaxInternalMaxFade ("Max Depth Brightness", Range(0, 5)) = 1
        _ParallaxInternalMinColor ("Min Depth Color", Color) = (1, 1, 1, 1)
        _ParallaxInternalMaxColor ("Max Depth Color", Color) = (1, 1, 1, 1)
        [Vector2]_ParallaxInternalPanSpeed ("Pan Speed", Vector) = (0, 0, 0, 0)
        [Vector2]_ParallaxInternalPanDepthSpeed ("Per Level Speed Multiplier", Vector) = (0, 0, 0, 0)
        [HideInInspector] m_end_parallaxInternal ("Internal", Float) = 0
        [HideInInspector] m_start_parallaxAdvanced ("Advanced", Float) = 0
        _ParallaxBias ("Parallax Bias (0.42)", Float) = 0.42
        [HideInInspector] m_end_parallaxAdvanced ("Advanced", Float) = 0
        
        [HideInInspector] m_PostProcessing ("Post Processing", Float) = 0
        [Helpbox(1)] _PPHelp ("This section is designed for you to make adjustments to your final look in game through animations not to permentantly change settings before uploading.", Int) = 0
        _PPLightingMultiplier ("Lighting Mulitplier", Float) = 1
        _PPEmissionMultiplier ("Emission Multiplier", Float) = 1

        [HideInInspector] m_thirdparty ("Third Party", Float) = 0
        // Raliv
        [HideInInspector] m_start_raliv ("Raliv Dynamic Penetration System--{button_help:{text:Gumroad,action:{type:URL,data:https://gumroad.com/l/lwthuB},hover:Buy}}", Float) = 0
        // Penetrator
        [Helpbox(1)] _RalivHelp ("To use this you'll need to purchase the shader from the gumroad link in the header", Int) = 0
        [HideInInspector] m_start_ralivPenetrator ("Penetrator--{reference_property:_PenetratorEnabled}", Float) = 0
        [HideInInspector][ToggleUI] _PenetratorEnabled ("Enabled", Float) = 0
        _squeeze("Squeeze Minimum Size", Range( 0 , 0.2)) = 0
		_SqueezeDist("Squeeze Smoothness", Range( 0 , 0.1)) = 0
		_BulgePower("Bulge Amount", Range( 0 , 0.01)) = 0
		_BulgeOffset("Bulge Length", Range( 0 , 0.3)) = 0
		_Length("Length of Penetrator Model", Range( 0 , 3)) = 0
		_EntranceStiffness("Entrance Stiffness", Range( 0.01 , 1)) = 0.01
		_Curvature("Curvature", Range( -1 , 1)) = 0
		_ReCurvature("ReCurvature", Range( -1 , 1)) = 0
		_Wriggle("Wriggle Amount", Range( 0 , 1)) = 0
		_WriggleSpeed("Wriggle Speed", Range( 0.1 , 30)) = 0.28
		[HideInInspector] __dirty( "", Int ) = 1
        [HideInInspector] m_end_ralivPenetrator ("Penetrator", Float) = 0
        // Oriface
        [HideInInspector] m_start_ralivOriface ("Oriface--{reference_property:_OrifaceEnabled}", Float) = 0
        [HideInInspector][ToggleUI] _OrifaceEnabled ("Enabled", Float) = 0
		_OrificeData("OrificeData", 2D) = "white" {}
		_EntryOpenDuration("Entry Trigger Duration", Range( 0 , 1)) = 0.1
		_Shape1Depth("Shape 1 Trigger Depth", Range( 0 , 5)) = 0.1
		_Shape1Duration("Shape 1 Trigger Duration", Range( 0 , 1)) = 0.1
		_Shape2Depth("Shape 2 Trigger Depth", Range( 0 , 5)) = 0.2
		_Shape2Duration("Shape 2 Trigger Duration", Range( 0 , 1)) = 0.1
		_Shape3Depth("Shape 3 Trigger Depth", Range( 0 , 5)) = 0.3
		_Shape3Duration("Shape 3 Trigger Duration", Range( 0 , 1)) = 0.1
		_BlendshapePower("Blend Shape Power", Range(0,5)) = 1
		_BlendshapeBadScaleFix("Blend Shape Bad Scale Fix", Range(1,100)) = 1
        [HideInInspector] m_end_ralivOriface ("Oriface", Float) = 0
        [HideInInspector] m_start_ralivAdvanced ("Advanced", Float) = 0
        [Helpbox(1)] _RalivAdvancedHelp ("An advanced user feature that allows a separate channel for penetrators and orifices (think toy radio controlled cars) 0s only interact with 0s and 1s only interact with 1s", Int) = 0
		_OrificeChannel("OrificeChannel Please Use 0", Float) = 0
        [HideInInspector] m_end_ralivAdvanced ("Advanced", Float) = 0
        [HideInInspector] m_end_raliv ("Raliv", Float) = 0

        // Rendering Options
        [HideInInspector] m_renderingOptions ("Rendering Options", Float) = 0
        [Enum(UnityEngine.Rendering.CullMode)] _Cull ("Cull", Float) = 2
        [Enum(UnityEngine.Rendering.CompareFunction)] _ZTest ("ZTest", Float) = 4
        [Enum(Off, 0, On, 1)] _ZWrite ("ZWrite", Int) = 1
        [Enum(Thry.ColorMask)] _ColorMask ("Color Mask", Int) = 15
        _OffsetFactor ("Offset Factor", Float) = 0.0
        _OffsetUnits ("Offset Units", Float) = 0.0
        [ToggleUI]_IgnoreFog ("Ignore Fog", Float) = 0
        [HideInInspector] Instancing ("Instancing", Float) = 0 //add this property for instancing variants settings to be shown
        
        // Blending Options
        [HideInInspector] m_start_blending ("Blending", Float) = 0
        [Enum(Thry.BlendOp)]_BlendOp ("RGB Blend Op", Int) = 0
        [Enum(Thry.BlendOp)]_BlendOpAlpha ("Alpha Blend Op", Int) = 0
        [Enum(UnityEngine.Rendering.BlendMode)] _SrcBlend ("Source Blend", Int) = 1
        [Enum(UnityEngine.Rendering.BlendMode)] _DstBlend ("Destination Blend", Int) = 0
        [HideInInspector] m_end_blending ("Blending", Float) = 0
        
        // Stencils
        [HideInInspector] m_start_StencilPassOptions ("Stencil", Float) = 0
        [IntRange] _StencilRef ("Stencil Reference Value", Range(0, 255)) = 0
        [IntRange] _StencilReadMask ("Stencil ReadMask Value", Range(0, 255)) = 255
        [IntRange] _StencilWriteMask ("Stencil WriteMask Value", Range(0, 255)) = 255
        [Enum(UnityEngine.Rendering.StencilOp)] _StencilPassOp ("Stencil Pass Op", Float) = 0
        [Enum(UnityEngine.Rendering.StencilOp)] _StencilFailOp ("Stencil Fail Op", Float) = 0
        [Enum(UnityEngine.Rendering.StencilOp)] _StencilZFailOp ("Stencil ZFail Op", Float) = 0
        [Enum(UnityEngine.Rendering.CompareFunction)] _StencilCompareFunction ("Stencil Compare Function", Float) = 8
        [HideInInspector] m_end_StencilPassOptions ("Stencil", Float) = 0
        
        // Outline Stencil
        [HideInInspector] m_start_OutlineStencil ("Outline Stencil--{ condition_show:{type:PROPERTY_BOOL,data:_commentIfZero_EnableOutlinePass==1}}", Float) = 0
        [IntRange] _OutlineStencilRef ("Stencil Reference Value", Range(0, 255)) = 0
        [IntRange] _OutlineStencilReadMask ("Stencil ReadMask Value", Range(0, 255)) = 255
        [IntRange] _OutlineStencilWriteMask ("Stencil WriteMask Value", Range(0, 255)) = 255
        [Enum(UnityEngine.Rendering.StencilOp)] _OutlineStencilPassOp ("Stencil Pass Op", Float) = 0
        [Enum(UnityEngine.Rendering.StencilOp)] _OutlineStencilFailOp ("Stencil Fail Op", Float) = 0
        [Enum(UnityEngine.Rendering.StencilOp)] _OutlineStencilZFailOp ("Stencil ZFail Op", Float) = 0
        [Enum(UnityEngine.Rendering.CompareFunction)] _OutlineStencilCompareFunction ("Stencil Compare Function", Float) = 8
        [HideInInspector] m_end_OutlineStencil ("Outline Stencil", Float) = 0
        
        // Debug Options
        [HideInInspector] m_start_debugOptions ("Debug", Float) = 0
        [HideInInspector][ThryToggle(_COLOROVERLAY_ON)]_DebugEnabled ("Display Debug Info", Float) = 0
        _VertexUnwrap ("Unwrap", Range(0, 1)) = 0
        [Enum(Off, 0, Vertex Normal, 1, Pixel Normal, 2, Tangent, 3, Binormal, 4, Local 0 Distance, 5)] _DebugMeshData ("Mesh Data", Int) = 0
        [Enum(Off, 0, Attenuation, 1, Direct Lighting, 2, Indirect Lighting, 3, light Map, 4, Ramped Light Map, 5, Final Lighting, 6)] _DebugLightingData ("Lighting Data", Int) = 0
        [Enum(Off, 0, View Dir, 1, Tangent View Dir, 2, Forward Dir, 3, WorldPos, 4, View Dot Normal, 5)] _DebugCameraData ("Camera Data", Int) = 0
        [HideInInspector] m_end_debugOptions ("Debug", Float) = 0
    }
    
    
    //originalEditorCustomEditor "PoiToon"
    CustomEditor "Thry.ShaderEditor"
    SubShader
    {
        Tags { "RenderType" = "Opaque" "Queue" = "Geometry+10" }

        Pass
        {
            Tags { "LightMode" = "ForwardBase" }
            
            Stencil
            {
                Ref [_StencilRef]
                ReadMask [_StencilReadMask]
                WriteMask [_StencilWriteMask]
                Comp [_StencilCompareFunction]
                Pass [_StencilPassOp]
                Fail [_StencilFailOp]
                ZFail [_StencilZFailOp]
            }
            
            ZWrite [_ZWrite]
            Cull [_Cull]
            AlphaToMask [_AlphaToMask]
            ZTest [_ZTest]
            ColorMask [_ColorMask]
            Offset [_OffsetFactor], [_OffsetUnits]
            
            BlendOp [_BlendOp], [_BlendOpAlpha]
            Blend [_SrcBlend] [_DstBlend]
            
            CGPROGRAM
            
            #pragma target 5.0
            #define FORWARD_BASE_PASS
            #define FUR
            float _Mode;
            // Base Pass Features
            // Decal
            #pragma shader_feature GEOM_TYPE_BRANCH
            #pragma shader_feature GEOM_TYPE_BRANCH_DETAIL
            #pragma shader_feature GEOM_TYPE_FROND
            #pragma shader_feature DEPTH_OF_FIELD_COC_VIEW
            #pragma multi_compile _ VERTEXLIGHT_ON
            // Pathing
            #pragma shader_feature TONEMAPPING_CUSTOM
            // patreon Base
            // Black Light Mask
            #pragma shader_feature _SPECULARHIGHLIGHTS_OFF
            // voronoi
            #pragma shader_feature CHROMATIC_ABERRATION
            // UV Distortion
            #pragma shader_feature USER_LUT
            // Vertex Offsets
            #pragma shader_feature AUTO_EXPOSURE
            // Bulge
            #pragma shader_feature BLOOM_LOW
            //Audio Link
            #pragma shader_feature COLOR_GRADING_LOG_VIEW
            // Hologram Alpha
            #pragma shader_feature DEPTH_OF_FIELD
            //Grab Pass Blur
            #pragma shader_feature CHROMATIC_ABERRATION_LOW
            //Video
            #pragma shader_feature BLOOM
            #pragma shader_feature _PARALLAXMAP
            // Mirror
            #pragma shader_feature _REQUIRE_UV2
            // Random
            #pragma shader_feature _SUNDISK_NONE
            // Hue Shift
            #pragma shader_feature COLOR_GRADING_HDR
            // Dissolve
            #pragma shader_feature DISTORT
            // Panosphere
            #pragma shader_feature _DETAIL_MULX2
            // Touch Color
            #pragma shader_feature GRAIN
            // Lighting
            #pragma shader_feature VIGNETTE_MASKED
            // Flipbook
            #pragma shader_feature _SUNDISK_HIGH_QUALITY
            // Rim Lighting
            #pragma shader_feature _GLOSSYREFLECTIONS_OFF
            // Enviro Rim
            #pragma shader_feature _MAPPING_6_FRAMES_LAYOUT
            // Metal
            #pragma shader_feature _METALLICGLOSSMAP
            // Poi Shader Model
            #pragma shader_feature VIGNETTE_CLASSIC
            // Iridescence
            #pragma shader_feature BLOOM_LENS_DIRT
            // Matcap
            #pragma shader_feature _COLORADDSUBDIFF_ON
            // Matcap 2
            #pragma shader_feature COLOR_GRADING_HDR_3D
            // Specular
            #pragma shader_feature _SPECGLOSSMAP
            // Specular 2
            #pragma shader_feature DITHERING
            // SubSurface
            #pragma shader_feature _TERRAIN_NORMAL_MAP
            // Debug
            #pragma shader_feature _COLOROVERLAY_ON
            // Glitter
            #pragma shader_feature _SUNDISK_SIMPLE
            // RGBMask
            #pragma shader_feature VIGNETTE
            // RGB NORMALS
            #pragma shader_feature GEOM_TYPE_MESH
            //Details
            #pragma shader_feature FINALPASS
            // Text
            #pragma shader_feature EFFECT_BUMP
            // Emission 1
            #pragma shader_feature _EMISSION
            // Emission 2
            #pragma shader_feature EFFECT_HUE_VARIATION
            // Clear Coat
            #pragma shader_feature _COLORCOLOR_ON
            #pragma multi_compile_instancing
            #pragma multi_compile_fwdbase
            #pragma fragmentoption ARB_precision_hint_fastest
            #pragma multi_compile_fog
            #pragma vertex vert
            #pragma fragment frag
            #pragma geometry geomFur

            #include "../Includes/CGI_PoiPass.cginc"
            ENDCG
            
        }
        
        Pass
        {
            Name "ForwardAddPass"
            Tags { "LightMode" = "ForwardAdd" }
            
            Stencil
            {
                Ref [_StencilRef]
                Comp [_StencilCompareFunction]
                Pass [_StencilPassOp]
                Fail [_StencilFailOp]
                ZFail [_StencilZFailOp]
            }
            ZWrite Off
            BlendOp [_BlendOp], [_BlendOpAlpha]
            Blend One One
            Cull [_Cull]
            ZTest [_ZTest]
            ColorMask [_ColorMask]
            Offset [_OffsetFactor], [_OffsetUnits]
            CGPROGRAM
            
            #pragma target 5.0
            #define FORWARD_ADD_PASS
            #define FUR
            float _Mode;
            // Add Pass Features
            // Decal
            #pragma shader_feature GEOM_TYPE_BRANCH
            #pragma shader_feature GEOM_TYPE_BRANCH_DETAIL
            #pragma shader_feature GEOM_TYPE_FROND
            #pragma shader_feature DEPTH_OF_FIELD_COC_VIEW
            // Pathing
            #pragma shader_feature TONEMAPPING_CUSTOM
            // patreon Additive
            // Black Light Mask
            #pragma shader_feature _SPECULARHIGHLIGHTS_OFF
            // voronoi
            #pragma shader_feature CHROMATIC_ABERRATION
            // UV Distortion
            #pragma shader_feature USER_LUT
            // Vertex Offsets
            #pragma shader_feature AUTO_EXPOSURE
            // Bulge
            #pragma shader_feature BLOOM_LOW
            //Audio Link
            #pragma shader_feature COLOR_GRADING_LOG_VIEW
            #pragma shader_feature _PARALLAX_MAP
            // Mirror
            #pragma shader_feature _REQUIRE_UV2
            // Random
            #pragma shader_feature _SUNDISK_NONE
            // Hue Shift
            #pragma shader_feature COLOR_GRADING_HDR
            // Dissolve
            #pragma shader_feature DISTORT
            // Panosphere
            #pragma shader_feature _DETAIL_MULX2
            // Lighting
            #pragma shader_feature VIGNETTE_MASKED
            // Flipbook
            #pragma shader_feature _SUNDISK_HIGH_QUALITY
            // Rim Lighting
            #pragma shader_feature _GLOSSYREFLECTIONS_OFF
            // Metal
            #pragma shader_feature _METALLICGLOSSMAP
            // Poi Shader Model
            #pragma shader_feature VIGNETTE_CLASSIC
            // Iridescence
            #pragma shader_feature BLOOM_LENS_DIRT
            // Matcap
            #pragma shader_feature _COLORADDSUBDIFF_ON
            // Matcap 2
            #pragma shader_feature COLOR_GRADING_HDR_3D
            // Specular
            #pragma shader_feature _SPECGLOSSMAP
            // Specular 2
            #pragma shader_feature DITHERING
            // SubSurface
            #pragma shader_feature _TERRAIN_NORMAL_MAP
            // RGBMask
            #pragma shader_feature VIGNETTE
            // RGB NORMALS
            #pragma shader_feature GEOM_TYPE_MESH
            //Details
            #pragma shader_feature FINALPASS
            // Text
            #pragma shader_feature EFFECT_BUMP
            // Debug
            #pragma shader_feature _COLOROVERLAY_ON
            // Glitter
            #pragma shader_feature _SUNDISK_SIMPLE
            // Disable Directionals
            #pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
            // Emission
            #pragma shader_feature _EMISSION
            #pragma multi_compile_instancing
            #pragma multi_compile_fwdadd_fullshadows
            #pragma vertex vert
            #pragma fragment frag
			#pragma geometry geomFur
            #include "../Includes/CGI_PoiPass.cginc"
            ENDCG
            
        }
        
        //EnableOutlinePass
        Pass
        {
            Name "Outline"
            Tags { "LightMode" = "ForwardBase" }
            Stencil
            {
                Ref [_OutlineStencilRef]
                ReadMask [_OutlineStencilReadMask]
                WriteMask [_OutlineStencilWriteMask]
                Comp [_OutlineStencilCompareFunction]
                Pass [_OutlineStencilPassOp]
                Fail [_OutlineStencilFailOp]
                ZFail [_OutlineStencilZFailOp]
            }
            ZTest [_ZTest]
            ColorMask [_ColorMask]
            Offset [_OutlineOffsetFactor], [_OutlineOffsetUnits]
            BlendOp [_BlendOp], [_BlendOpAlpha]
            Blend [_SrcBlend] [_DstBlend]
            ZWrite [_ZWrite]
            AlphaToMask [_AlphaToMask]
            Cull [_OutlineCull]
            CGPROGRAM
            
            #pragma target 5.0
            #define FORWARD_BASE_PASS
            #define OUTLINE
            float _Mode;
            #pragma multi_compile _ VERTEXLIGHT_ON
            // patreon Additive
            // Black Light Mask
            #pragma shader_feature _SPECULARHIGHLIGHTS_OFF
            // voronoi
            #pragma shader_feature CHROMATIC_ABERRATION
            // UV Distortion
            #pragma shader_feature USER_LUT
            // Vertex Offsets
            #pragma shader_feature AUTO_EXPOSURE
            // Mirror
            #pragma shader_feature _REQUIRE_UV2
            // Random
            #pragma shader_feature _SUNDISK_NONE
            // Dissolve
            #pragma shader_feature DISTORT
            // Lighting
            #pragma shader_feature VIGNETTE_MASKED
            // Debug
            #pragma shader_feature _COLOROVERLAY_ON
            #pragma multi_compile_fwdbase
            #pragma fragmentoption ARB_precision_hint_fastest
            #pragma multi_compile_fog
            #pragma multi_compile_instancing
            #pragma vertex vert
            #pragma fragment frag
            #include "../Includes/CGI_PoiPassOutline.cginc"
            ENDCG
            
        }
        //EnableOutlinePass

        //LightingCastShadows
        Pass
        {
            Name "ShadowCasterPass"
            Tags { "LightMode" = "ShadowCaster" }
            Stencil
            {
                Ref [_StencilRef]
                Comp [_StencilCompareFunction]
                Pass [_StencilPassOp]
                Fail [_StencilFailOp]
                ZFail [_StencilZFailOp]
            }
            AlphaToMask Off
            ZWrite [_ZWrite]
            Cull [_Cull]
            ZTest [_ZTest]
            ColorMask [_ColorMask]
            Offset [_OffsetFactor], [_OffsetUnits]
            CGPROGRAM
            
            #pragma target 5.0
            #define POI_SHADOW
            float _Mode;
            // UV Distortion
            #pragma shader_feature USER_LUT
            // Vertex Offsets
            #pragma shader_feature AUTO_EXPOSURE
            // Flipbook
            #pragma shader_feature _SUNDISK_HIGH_QUALITY
            // Mirror
            #pragma shader_feature _REQUIRE_UV2
            // Random
            #pragma shader_feature _SUNDISK_NONE
            // Dissolve
            #pragma shader_feature DISTORT
            #pragma multi_compile_instancing
            #pragma vertex vertShadowCaster
            #pragma fragment fragShadowCaster
            #include "../Includes/CGI_PoiPassShadow.cginc"
            ENDCG
            
        }
        //LightingCastShadows

        Pass
        {
            Tags { "LightMode" = "Meta" }
            Cull Off
            CGPROGRAM
            
            #pragma target 5.0
            #define POI_META_PASS
            float _Mode;
            // UV Distortion
            #pragma shader_feature USER_LUT
            // Hologram Alpha
            #pragma shader_feature DEPTH_OF_FIELD
            //Video
            #pragma shader_feature BLOOM
            #pragma shader_feature _PARALLAXMAP
            // Mirror
            #pragma shader_feature _REQUIRE_UV2
            // Random
            #pragma shader_feature _SUNDISK_NONE
            // Hue Shift
            #pragma shader_feature COLOR_GRADING_HDR
            // Dissolve
            #pragma shader_feature DISTORT
            // Panosphere
            #pragma shader_feature _DETAIL_MULX2
            // Lighting
            #pragma shader_feature VIGNETTE_MASKED
            // Flipbook
            #pragma shader_feature _SUNDISK_HIGH_QUALITY
            // Rim Lighting
            #pragma shader_feature _GLOSSYREFLECTIONS_OFF
            // Enviro Rim
            #pragma shader_feature _MAPPING_6_FRAMES_LAYOUT
            // Metal
            #pragma shader_feature _METALLICGLOSSMAP
            // Poi Shader Model
            #pragma shader_feature VIGNETTE_CLASSIC
            // Iridescence
            #pragma shader_feature BLOOM_LENS_DIRT
            // Matcap
            #pragma shader_feature _COLORADDSUBDIFF_ON
            // Matcap 2
            #pragma shader_feature COLOR_GRADING_HDR_3D
            // Specular
            #pragma shader_feature _SPECGLOSSMAP
            // Specular 2
            #pragma shader_feature DITHERING
            // SubSurface
            #pragma shader_feature _TERRAIN_NORMAL_MAP
            // Debug
            #pragma shader_feature _COLOROVERLAY_ON
            // Glitter
            #pragma shader_feature _SUNDISK_SIMPLE
            // RGBMask
            #pragma shader_feature VIGNETTE
            // RGB NORMALS
            #pragma shader_feature GEOM_TYPE_MESH
            //Details
            #pragma shader_feature FINALPASS
            // Text
            #pragma shader_feature EFFECT_BUMP
            // Emission 1
            #pragma shader_feature _EMISSION
            // Emission 2
            #pragma shader_feature EFFECT_HUE_VARIATION
            // Clear Coat
            #pragma shader_feature _COLORCOLOR_ON
            #pragma vertex vert
            #pragma fragment frag
            #include "../Includes/CGI_PoiPass.cginc"
            ENDCG
            
        }
    }
}