#T#PoiStencilProperties
// Stencils
[HideInInspector] m_start_StencilPassOptions ("Stencil--{button_help:{text:Tutorial,action:{type:URL,data:https://www.poiyomi.com/rendering/stencil},hover:Documentation}}", Float) = 0
[ThryWideEnum(Simple, 0, Front Face vs Back Face, 1)] _StencilType ("Stencil Type", 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--{condition_showS:(_StencilType==0)}", Float) = 0
[Enum(UnityEngine.Rendering.StencilOp)] _StencilFailOp ("Stencil Fail Op--{condition_showS:(_StencilType==0)}", Float) = 0
[Enum(UnityEngine.Rendering.StencilOp)] _StencilZFailOp ("Stencil ZFail Op--{condition_showS:(_StencilType==0)}", Float) = 0
[Enum(UnityEngine.Rendering.CompareFunction)] _StencilCompareFunction ("Stencil Compare Function--{condition_showS:(_StencilType==0)}", Float) = 8

[HideInInspector] m_start_StencilPassBackOptions("Back--{condition_showS:(_StencilType==1)}", Float) = 0
[Helpbox(1)] _FFBFStencilHelp0 ("Front Face and Back Face Stencils only work when locked in due to Unity's Stencil managment", Int) = 0
[Enum(UnityEngine.Rendering.StencilOp)] _StencilBackPassOp ("Back Pass Op", Float) = 0
[Enum(UnityEngine.Rendering.StencilOp)] _StencilBackFailOp ("Back Fail Op", Float) = 0
[Enum(UnityEngine.Rendering.StencilOp)] _StencilBackZFailOp ("Back ZFail Op", Float) = 0
[Enum(UnityEngine.Rendering.CompareFunction)] _StencilBackCompareFunction ("Back Compare Function", Float) = 8
[HideInInspector] m_end_StencilPassBackOptions("Back", Float) = 0

[HideInInspector] m_start_StencilPassFrontOptions("Front--{condition_showS:(_StencilType==1)}", Float) = 0
[Helpbox(1)] _FFBFStencilHelp1 ("Front Face and Back Face Stencils only work when locked in due to Unity's Stencil managment", Int) = 0
[Enum(UnityEngine.Rendering.StencilOp)] _StencilFrontPassOp ("Front Pass Op", Float) = 0
[Enum(UnityEngine.Rendering.StencilOp)] _StencilFrontFailOp ("Front Fail Op", Float) = 0
[Enum(UnityEngine.Rendering.StencilOp)] _StencilFrontZFailOp ("Front ZFail Op", Float) = 0
[Enum(UnityEngine.Rendering.CompareFunction)] _StencilFrontCompareFunction ("Front Compare Function", Float) = 8
[HideInInspector] m_end_StencilPassFrontOptions("Front", Float) = 0

[HideInInspector] m_end_StencilPassOptions ("Stencil", Float) = 0

#T#PoiStencilImplementation
Stencil
{
    Ref [_StencilRef]
    ReadMask [_StencilReadMask]
    WriteMask [_StencilWriteMask]
//ifex _StencilType==1
    Comp [_StencilCompareFunction]
    Pass [_StencilPassOp]
    Fail [_StencilFailOp]
    ZFail [_StencilZFailOp]
//endex

//ifex _StencilType==0
    CompBack [_StencilBackCompareFunction]
    PassBack [_StencilBackPassOp]
    FailBack [_StencilBackFailOp]
    ZFailBack [_StencilBackZFailOp]

    CompFront [_StencilFrontCompareFunction]
    PassFront [_StencilFrontPassOp]
    FailFront [_StencilFrontFailOp]
    ZFailFront [_StencilFrontZFailOp]
//endex
}