port all this code to unity shader
//////////////////////////////////////////
//
// NOTE: This is *not* a valid shader file
//
///////////////////////////////////////////
Shader "Zoba/Bush/Bite/Blades/1stPass" {
    Properties {
        _MainTex ("Texture", 2D) = "white" { }
    }
    SubShader {
        Tags { "QUEUE" = "Geometry-335" "ReceiveShadows" = "true" "RenderType" = "Opaque" }
        Pass {
            Tags { "LIGHTMODE" = "FORWARDBASE" "QUEUE" = "Geometry-335" "ReceiveShadows" = "true" "RenderType" = "Opaque" }
            Cull Front
            Stencil {
                Ref 97
                ReadMask 63
                WriteMask 64
                Comp Equal
                Pass Replace
                Fail Keep
                ZFail Keep
            }
            GpuProgramID 5694
            PlayerProgram "vp" {
                SubProgram "gles3 " {
                    Keywords { "LOW_QUALITY" }
                    "#ifdef VERTEX
                    #version 300 es
                    
                    #define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
                    #if HLSLCC_ENABLE_UNIFORM_BUFFERS
                    #define UNITY_UNIFORM
                    #else
                    #define UNITY_UNIFORM uniform
                    #endif
                    #define UNITY_SUPPORTS_UNIFORM_LOCATION 1
                    #if UNITY_SUPPORTS_UNIFORM_LOCATION
                    #define UNITY_LOCATION(x) layout(location = x)
                    #define UNITY_BINDING(x) layout(binding = x, std140)
                    #else
                    #define UNITY_LOCATION(x)
                    #define UNITY_BINDING(x) layout(std140)
                    #endif
                    uniform 	vec4 _ProjectionParams;
                    uniform 	vec4 hlslcc_mtx4x4unity_ObjectToWorld[4];
                    uniform 	vec4 hlslcc_mtx4x4unity_MatrixVP[4];
                    uniform 	vec4 _MainTex_ST;
                    in highp vec4 in_POSITION0;
                    in highp vec2 in_TEXCOORD0;
                    out highp vec2 vs_TEXCOORD0;
                    out highp vec4 vs_TEXCOORD1;
                    out highp vec4 vs_TEXCOORD4;
                    vec4 u_xlat0;
                    vec4 u_xlat1;
                    void main()
                    {
                        u_xlat0 = in_POSITION0.yyyy * hlslcc_mtx4x4unity_ObjectToWorld[1];
                        u_xlat0 = hlslcc_mtx4x4unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
                        u_xlat0 = hlslcc_mtx4x4unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
                        u_xlat0 = hlslcc_mtx4x4unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
                        u_xlat1 = u_xlat0.yyyy * hlslcc_mtx4x4unity_MatrixVP[1];
                        u_xlat1 = hlslcc_mtx4x4unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
                        u_xlat1 = hlslcc_mtx4x4unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
                        u_xlat1 = hlslcc_mtx4x4unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
                        vs_TEXCOORD1 = u_xlat0;
                        gl_Position = u_xlat1;
                        vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
                        u_xlat0.x = u_xlat1.y * _ProjectionParams.x;
                        u_xlat0.w = u_xlat0.x * 0.5;
                        u_xlat0.xz = u_xlat1.xw * vec2(0.5, 0.5);
                        vs_TEXCOORD4.zw = u_xlat1.zw;
                        vs_TEXCOORD4.xy = u_xlat0.zz + u_xlat0.xw;
                        return;
                    }
                    
                    #endif
                    #ifdef FRAGMENT
                    #version 300 es
                    
                    precision highp float;
                    precision highp int;
                    #define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
                    #if HLSLCC_ENABLE_UNIFORM_BUFFERS
                    #define UNITY_UNIFORM
                    #else
                    #define UNITY_UNIFORM uniform
                    #endif
                    #define UNITY_SUPPORTS_UNIFORM_LOCATION 1
                    #if UNITY_SUPPORTS_UNIFORM_LOCATION
                    #define UNITY_LOCATION(x) layout(location = x)
                    #define UNITY_BINDING(x) layout(binding = x, std140)
                    #else
                    #define UNITY_LOCATION(x)
                    #define UNITY_BINDING(x) layout(std140)
                    #endif
                    uniform 	vec4 _RedZoneData;
                    uniform 	mediump float _RedZoneTransparency;
                    uniform 	mediump vec4 _SSGradientColor0;
                    uniform 	mediump vec4 _SSGradientColor1;
                    uniform 	mediump vec2 _SSGradientDirection;
                    UNITY_LOCATION(0) uniform mediump sampler2D _MainTex;
                    in highp vec2 vs_TEXCOORD0;
                    in highp vec4 vs_TEXCOORD1;
                    in highp vec4 vs_TEXCOORD4;
                    layout(location = 0) out mediump vec4 SV_Target0;
                    vec3 u_xlat0;
                    mediump vec4 u_xlat16_0;
                    bool u_xlatb0;
                    mediump vec4 u_xlat16_1;
                    vec2 u_xlat2;
                    bool u_xlatb2;
                    mediump vec3 u_xlat16_3;
                    float u_xlat4;
                    mediump float u_xlat16_13;
                    void main()
                    {
                        u_xlat16_0 = texture(_MainTex, vs_TEXCOORD0.xy);
                        u_xlat16_1.x = u_xlat16_0.w + -0.5;
                        u_xlatb2 = u_xlat16_1.x<0.0;
                        if(u_xlatb2){discard;}
                        u_xlat2.xy = vs_TEXCOORD4.xy / vs_TEXCOORD4.ww;
                        u_xlat2.xy = u_xlat2.xy + vec2(-0.5, -0.5);
                        u_xlat2.x = dot(_SSGradientDirection.xy, u_xlat2.xy);
                        u_xlat2.x = u_xlat2.x + 0.5;
                        u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
                        u_xlat16_1 = (-_SSGradientColor0) + _SSGradientColor1;
                        u_xlat16_1 = u_xlat2.xxxx * u_xlat16_1 + _SSGradientColor0;
                        u_xlat16_1.xyz = u_xlat16_0.xyz * u_xlat16_1.xyz + (-u_xlat16_0.xyz);
                        u_xlat16_1.xyz = u_xlat16_1.www * u_xlat16_1.xyz + u_xlat16_0.xyz;
                        SV_Target0.w = u_xlat16_0.w;
                        u_xlat16_3.xyz = (-u_xlat16_1.xyz) + vec3(0.773500025, -0.0535000004, -0.0535000004);
                        u_xlat0.xyz = vs_TEXCOORD1.xyz + (-_RedZoneData.xyz);
                        u_xlat0.x = dot(u_xlat0.xyz, u_xlat0.xyz);
                        u_xlat4 = _RedZoneData.w * _RedZoneData.w;
                        u_xlatb0 = u_xlat0.x>=u_xlat4;
                        u_xlat0.x = u_xlatb0 ? 1.0 : float(0.0);
                        u_xlat16_13 = u_xlat0.x * _RedZoneTransparency;
                        SV_Target0.xyz = vec3(u_xlat16_13) * u_xlat16_3.xyz + u_xlat16_1.xyz;
                        return;
                    }
                    
                    #endif
                    "
                }
                SubProgram "gles3 " {
                    Keywords { "MEDIUM_QUALITY" }
                    "#ifdef VERTEX
                    #version 300 es
                    
                    #define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
                    #if HLSLCC_ENABLE_UNIFORM_BUFFERS
                    #define UNITY_UNIFORM
                    #else
                    #define UNITY_UNIFORM uniform
                    #endif
                    #define UNITY_SUPPORTS_UNIFORM_LOCATION 1
                    #if UNITY_SUPPORTS_UNIFORM_LOCATION
                    #define UNITY_LOCATION(x) layout(location = x)
                    #define UNITY_BINDING(x) layout(binding = x, std140)
                    #else
                    #define UNITY_LOCATION(x)
                    #define UNITY_BINDING(x) layout(std140)
                    #endif
                    uniform 	vec4 _Time;
                    uniform 	vec4 _ProjectionParams;
                    uniform 	vec4 hlslcc_mtx4x4unity_WorldToShadow[16];
                    uniform 	vec4 hlslcc_mtx4x4unity_ObjectToWorld[4];
                    uniform 	vec4 hlslcc_mtx4x4unity_MatrixVP[4];
                    uniform 	vec4 hlslcc_mtx4x4_StaticShadowMatrix[4];
                    uniform 	vec4 _MainTex_ST;
                    in highp vec4 in_POSITION0;
                    in highp vec2 in_TEXCOORD0;
                    out highp vec2 vs_TEXCOORD0;
                    out highp vec4 vs_TEXCOORD1;
                    out highp vec4 vs_TEXCOORD4;
                    out highp vec4 vs_TEXCOORD5;
                    out highp vec4 vs_TEXCOORD6;
                    vec4 u_xlat0;
                    vec4 u_xlat1;
                    mediump vec3 u_xlat16_1;
                    vec4 u_xlat2;
                    mediump vec2 u_xlat16_3;
                    mediump vec2 u_xlat16_5;
                    mediump float u_xlat16_9;
                    mediump float u_xlat16_13;
                    void main()
                    {
                        u_xlat0 = in_POSITION0.yyyy * hlslcc_mtx4x4unity_ObjectToWorld[1];
                        u_xlat0 = hlslcc_mtx4x4unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
                        u_xlat0 = hlslcc_mtx4x4unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
                        u_xlat0 = hlslcc_mtx4x4unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
                        u_xlat16_1.x = u_xlat0.x * 0.25;
                        u_xlat16_5.x = floor(u_xlat16_1.x);
                        u_xlat16_5.y = u_xlat16_5.x + 1.0;
                        u_xlat16_5.xy = sin(u_xlat16_5.xy);
                        u_xlat16_1.yz = u_xlat16_5.xy * vec2(43758.5469, 43758.5469);
                        u_xlat16_1.xyz = fract(u_xlat16_1.xyz);
                        u_xlat16_9 = (-u_xlat16_1.y) + u_xlat16_1.z;
                        u_xlat16_13 = u_xlat16_1.x * -2.0 + 3.0;
                        u_xlat16_1.x = u_xlat16_1.x * u_xlat16_1.x;
                        u_xlat16_1.x = u_xlat16_1.x * u_xlat16_13;
                        u_xlat16_1.x = u_xlat16_1.x * u_xlat16_9 + u_xlat16_1.y;
                        u_xlat16_1.x = u_xlat16_1.x * 10.0;
                        u_xlat2.x = _Time.y * 3.0 + u_xlat16_1.x;
                        u_xlat16_1.x = u_xlat2.x + u_xlat2.x;
                        u_xlat16_3.x = sin(u_xlat2.x);
                        u_xlat16_1.x = cos(u_xlat16_1.x);
                        u_xlat16_3.y = u_xlat16_1.x + -1.0;
                        u_xlat16_1.xy = u_xlat16_3.xy * vec2(0.0474999994, 0.0125000002);
                        u_xlat0.xy = u_xlat16_1.xy * u_xlat0.yy + u_xlat0.xy;
                        u_xlat1 = u_xlat0.yyyy * hlslcc_mtx4x4unity_MatrixVP[1];
                        u_xlat1 = hlslcc_mtx4x4unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
                        u_xlat1 = hlslcc_mtx4x4unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
                        u_xlat1 = hlslcc_mtx4x4unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
                        gl_Position = u_xlat1;
                        vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
                        vs_TEXCOORD1.xy = u_xlat0.xy;
                        vs_TEXCOORD1.zw = u_xlat0.zw;
                        u_xlat2.x = u_xlat1.y * _ProjectionParams.x;
                        u_xlat2.w = u_xlat2.x * 0.5;
                        u_xlat2.xz = u_xlat1.xw * vec2(0.5, 0.5);
                        vs_TEXCOORD4.zw = u_xlat1.zw;
                        vs_TEXCOORD4.xy = u_xlat2.zz + u_xlat2.xw;
                        u_xlat1 = u_xlat0.yyyy * hlslcc_mtx4x4unity_WorldToShadow[1];
                        u_xlat1 = hlslcc_mtx4x4unity_WorldToShadow[0] * u_xlat0.xxxx + u_xlat1;
                        u_xlat1 = hlslcc_mtx4x4unity_WorldToShadow[2] * u_xlat0.zzzz + u_xlat1;
                        vs_TEXCOORD5 = hlslcc_mtx4x4unity_WorldToShadow[3] * u_xlat0.wwww + u_xlat1;
                        u_xlat1 = u_xlat0.yyyy * hlslcc_mtx4x4_StaticShadowMatrix[1];
                        u_xlat1 = hlslcc_mtx4x4_StaticShadowMatrix[0] * u_xlat0.xxxx + u_xlat1;
                        u_xlat1 = hlslcc_mtx4x4_StaticShadowMatrix[2] * u_xlat0.zzzz + u_xlat1;
                        vs_TEXCOORD6 = hlslcc_mtx4x4_StaticShadowMatrix[3] * u_xlat0.wwww + u_xlat1;
                        return;
                    }
                    
                    #endif
                    #ifdef FRAGMENT
                    #version 300 es
                    #ifdef GL_EXT_shader_texture_lod
                    #extension GL_EXT_shader_texture_lod : enable
                    #endif
                    
                    precision highp float;
                    precision highp int;
                    #define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
                    #if HLSLCC_ENABLE_UNIFORM_BUFFERS
                    #define UNITY_UNIFORM
                    #else
                    #define UNITY_UNIFORM uniform
                    #endif
                    #define UNITY_SUPPORTS_UNIFORM_LOCATION 1
                    #if UNITY_SUPPORTS_UNIFORM_LOCATION
                    #define UNITY_LOCATION(x) layout(location = x)
                    #define UNITY_BINDING(x) layout(binding = x, std140)
                    #else
                    #define UNITY_LOCATION(x)
                    #define UNITY_BINDING(x) layout(std140)
                    #endif
                    uniform 	vec4 _LightShadowData;
                    uniform 	mediump vec4 _GlobalShadowColor;
                    uniform 	vec4 _RedZoneData;
                    uniform 	mediump float _RedZoneTransparency;
                    uniform 	mediump vec4 _SSGradientColor0;
                    uniform 	mediump vec4 _SSGradientColor1;
                    uniform 	mediump vec2 _SSGradientDirection;
                    UNITY_LOCATION(0) uniform mediump sampler2D _MainTex;
                    UNITY_LOCATION(1) uniform highp sampler2D _ShadowMapTexture;
                    UNITY_LOCATION(2) uniform highp sampler2DShadow hlslcc_zcmp_ShadowMapTexture;
                    UNITY_LOCATION(3) uniform mediump sampler2D _StaticShadowTexture;
                    in highp vec2 vs_TEXCOORD0;
                    in highp vec4 vs_TEXCOORD1;
                    in highp vec4 vs_TEXCOORD4;
                    in highp vec4 vs_TEXCOORD5;
                    in highp vec4 vs_TEXCOORD6;
                    layout(location = 0) out mediump vec4 SV_Target0;
                    vec3 u_xlat0;
                    mediump vec4 u_xlat16_0;
                    mediump vec4 u_xlat16_1;
                    vec2 u_xlat2;
                    bool u_xlatb2;
                    mediump vec3 u_xlat16_3;
                    mediump vec3 u_xlat16_4;
                    mediump vec3 u_xlat16_5;
                    vec2 u_xlat6;
                    mediump float u_xlat16_19;
                    void main()
                    {
                        u_xlat16_0 = texture(_MainTex, vs_TEXCOORD0.xy);
                        u_xlat16_1.x = u_xlat16_0.w + -0.5;
                        u_xlatb2 = u_xlat16_1.x<0.0;
                        if(u_xlatb2){discard;}
                        u_xlat2.xy = vs_TEXCOORD4.xy / vs_TEXCOORD4.ww;
                        u_xlat2.xy = u_xlat2.xy + vec2(-0.5, -0.5);
                        u_xlat2.x = dot(_SSGradientDirection.xy, u_xlat2.xy);
                        u_xlat2.x = u_xlat2.x + 0.5;
                        u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
                        u_xlat16_1 = (-_SSGradientColor0) + _SSGradientColor1;
                        u_xlat16_1 = u_xlat2.xxxx * u_xlat16_1 + _SSGradientColor0;
                        u_xlat16_1.xyz = u_xlat16_0.xyz * u_xlat16_1.xyz + (-u_xlat16_0.xyz);
                        u_xlat16_1.xyz = u_xlat16_1.www * u_xlat16_1.xyz + u_xlat16_0.xyz;
                        SV_Target0.w = u_xlat16_0.w;
                        vec3 txVec0 = vec3(vs_TEXCOORD5.xy,vs_TEXCOORD5.z);
                        u_xlat0.x = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
                        u_xlat6.x = (-_LightShadowData.x) + 1.0;
                        u_xlat0.x = u_xlat0.x * u_xlat6.x + _LightShadowData.x;
                        u_xlat16_19 = (-u_xlat0.x) + 1.0;
                        u_xlat16_3.xy = texture(_StaticShadowTexture, vs_TEXCOORD6.xy).xy;
                        u_xlat16_19 = u_xlat16_19 + u_xlat16_3.x;
                        u_xlat16_3.x = (-vs_TEXCOORD1.y) * 2.0 + 1.0;
                        u_xlat16_3.x = clamp(u_xlat16_3.x, 0.0, 1.0);
                        u_xlat16_3.x = u_xlat16_3.x * u_xlat16_3.y;
                        u_xlat16_3.x = u_xlat16_3.x * 0.660000026;
                        u_xlat16_19 = u_xlat16_19 * 0.300000012 + u_xlat16_3.x;
                        u_xlat16_19 = u_xlat16_19 * _GlobalShadowColor.w;
                        u_xlat16_3.xyz = _GlobalShadowColor.xyz + vec3(-1.0, -1.0, -1.0);
                        u_xlat16_3.xyz = vec3(u_xlat16_19) * u_xlat16_3.xyz + vec3(1.0, 1.0, 1.0);
                        u_xlat16_4.xyz = u_xlat16_1.xyz * u_xlat16_3.xyz;
                        u_xlat0.xyz = vs_TEXCOORD1.xzy + (-_RedZoneData.xzy);
                        u_xlat0.x = dot(u_xlat0.xyz, u_xlat0.xyz);
                        u_xlat0.x = sqrt(u_xlat0.x);
                        u_xlat6.x = u_xlat0.x + (-_RedZoneData.w);
                        u_xlat6.xy = u_xlat6.xx * vec2(14.5, 1.66666663);
                        u_xlat6.xy = clamp(u_xlat6.xy, 0.0, 1.0);
                        u_xlat16_5.xyz = u_xlat6.xxx * vec3(-0.0095000267, 0.253100038, 0.577499986) + vec3(-0.217000008, -0.819600046, -0.646600008);
                        u_xlat16_5.xyz = u_xlat6.yyy * u_xlat16_5.xyz + vec3(1.0, 0.513000011, 0.0155999996);
                        u_xlat16_1.xyz = (-u_xlat16_1.xyz) * u_xlat16_3.xyz + u_xlat16_5.xyz;
                        u_xlat6.x = _RedZoneData.w + -0.340999991;
                        u_xlat0.x = (-u_xlat6.x) + u_xlat0.x;
                        u_xlat0.x = u_xlat0.x * 1.46627569;
                        u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
                        u_xlat6.x = u_xlat0.x * -2.0 + 3.0;
                        u_xlat0.x = u_xlat0.x * u_xlat0.x;
                        u_xlat0.x = u_xlat0.x * u_xlat6.x;
                        u_xlat16_19 = u_xlat0.x * _RedZoneTransparency;
                        SV_Target0.xyz = vec3(u_xlat16_19) * u_xlat16_1.xyz + u_xlat16_4.xyz;
                        return;
                    }
                    
                    #endif
                    "
                }
                SubProgram "gles3 " {
                    Keywords { "HIGH_QUALITY" }
                    "#ifdef VERTEX
                    #version 300 es
                    
                    #define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
                    #if HLSLCC_ENABLE_UNIFORM_BUFFERS
                    #define UNITY_UNIFORM
                    #else
                    #define UNITY_UNIFORM uniform
                    #endif
                    #define UNITY_SUPPORTS_UNIFORM_LOCATION 1
                    #if UNITY_SUPPORTS_UNIFORM_LOCATION
                    #define UNITY_LOCATION(x) layout(location = x)
                    #define UNITY_BINDING(x) layout(binding = x, std140)
                    #else
                    #define UNITY_LOCATION(x)
                    #define UNITY_BINDING(x) layout(std140)
                    #endif
                    uniform 	vec4 _Time;
                    uniform 	vec4 _ProjectionParams;
                    uniform 	vec4 hlslcc_mtx4x4unity_WorldToShadow[16];
                    uniform 	vec4 hlslcc_mtx4x4unity_ObjectToWorld[4];
                    uniform 	vec4 hlslcc_mtx4x4unity_MatrixVP[4];
                    uniform 	vec4 hlslcc_mtx4x4_StaticShadowMatrix[4];
                    uniform 	vec4 _MainTex_ST;
                    in highp vec4 in_POSITION0;
                    in highp vec2 in_TEXCOORD0;
                    out highp vec2 vs_TEXCOORD0;
                    out highp vec4 vs_TEXCOORD1;
                    out highp vec4 vs_TEXCOORD4;
                    out highp vec4 vs_TEXCOORD5;
                    out highp vec4 vs_TEXCOORD6;
                    vec4 u_xlat0;
                    vec4 u_xlat1;
                    mediump vec3 u_xlat16_1;
                    vec4 u_xlat2;
                    mediump vec2 u_xlat16_3;
                    mediump vec2 u_xlat16_5;
                    mediump float u_xlat16_9;
                    mediump float u_xlat16_13;
                    void main()
                    {
                        u_xlat0 = in_POSITION0.yyyy * hlslcc_mtx4x4unity_ObjectToWorld[1];
                        u_xlat0 = hlslcc_mtx4x4unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
                        u_xlat0 = hlslcc_mtx4x4unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
                        u_xlat0 = hlslcc_mtx4x4unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat0;
                        u_xlat16_1.x = u_xlat0.x * 0.25;
                        u_xlat16_5.x = floor(u_xlat16_1.x);
                        u_xlat16_5.y = u_xlat16_5.x + 1.0;
                        u_xlat16_5.xy = sin(u_xlat16_5.xy);
                        u_xlat16_1.yz = u_xlat16_5.xy * vec2(43758.5469, 43758.5469);
                        u_xlat16_1.xyz = fract(u_xlat16_1.xyz);
                        u_xlat16_9 = (-u_xlat16_1.y) + u_xlat16_1.z;
                        u_xlat16_13 = u_xlat16_1.x * -2.0 + 3.0;
                        u_xlat16_1.x = u_xlat16_1.x * u_xlat16_1.x;
                        u_xlat16_1.x = u_xlat16_1.x * u_xlat16_13;
                        u_xlat16_1.x = u_xlat16_1.x * u_xlat16_9 + u_xlat16_1.y;
                        u_xlat16_1.x = u_xlat16_1.x * 10.0;
                        u_xlat2.x = _Time.y * 3.0 + u_xlat16_1.x;
                        u_xlat16_1.x = u_xlat2.x + u_xlat2.x;
                        u_xlat16_3.x = sin(u_xlat2.x);
                        u_xlat16_1.x = cos(u_xlat16_1.x);
                        u_xlat16_3.y = u_xlat16_1.x + -1.0;
                        u_xlat16_1.xy = u_xlat16_3.xy * vec2(0.0474999994, 0.0125000002);
                        u_xlat0.xy = u_xlat16_1.xy * u_xlat0.yy + u_xlat0.xy;
                        u_xlat1 = u_xlat0.yyyy * hlslcc_mtx4x4unity_MatrixVP[1];
                        u_xlat1 = hlslcc_mtx4x4unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
                        u_xlat1 = hlslcc_mtx4x4unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
                        u_xlat1 = hlslcc_mtx4x4unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
                        gl_Position = u_xlat1;
                        vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
                        vs_TEXCOORD1.xy = u_xlat0.xy;
                        vs_TEXCOORD1.zw = u_xlat0.zw;
                        u_xlat2.x = u_xlat1.y * _ProjectionParams.x;
                        u_xlat2.w = u_xlat2.x * 0.5;
                        u_xlat2.xz = u_xlat1.xw * vec2(0.5, 0.5);
                        vs_TEXCOORD4.zw = u_xlat1.zw;
                        vs_TEXCOORD4.xy = u_xlat2.zz + u_xlat2.xw;
                        u_xlat1 = u_xlat0.yyyy * hlslcc_mtx4x4unity_WorldToShadow[1];
                        u_xlat1 = hlslcc_mtx4x4unity_WorldToShadow[0] * u_xlat0.xxxx + u_xlat1;
                        u_xlat1 = hlslcc_mtx4x4unity_WorldToShadow[2] * u_xlat0.zzzz + u_xlat1;
                        vs_TEXCOORD5 = hlslcc_mtx4x4unity_WorldToShadow[3] * u_xlat0.wwww + u_xlat1;
                        u_xlat1 = u_xlat0.yyyy * hlslcc_mtx4x4_StaticShadowMatrix[1];
                        u_xlat1 = hlslcc_mtx4x4_StaticShadowMatrix[0] * u_xlat0.xxxx + u_xlat1;
                        u_xlat1 = hlslcc_mtx4x4_StaticShadowMatrix[2] * u_xlat0.zzzz + u_xlat1;
                        vs_TEXCOORD6 = hlslcc_mtx4x4_StaticShadowMatrix[3] * u_xlat0.wwww + u_xlat1;
                        return;
                    }
                    
                    #endif
                    #ifdef FRAGMENT
                    #version 300 es
                    #ifdef GL_EXT_shader_texture_lod
                    #extension GL_EXT_shader_texture_lod : enable
                    #endif
                    
                    precision highp float;
                    precision highp int;
                    #define HLSLCC_ENABLE_UNIFORM_BUFFERS 1
                    #if HLSLCC_ENABLE_UNIFORM_BUFFERS
                    #define UNITY_UNIFORM
                    #else
                    #define UNITY_UNIFORM uniform
                    #endif
                    #define UNITY_SUPPORTS_UNIFORM_LOCATION 1
                    #if UNITY_SUPPORTS_UNIFORM_LOCATION
                    #define UNITY_LOCATION(x) layout(location = x)
                    #define UNITY_BINDING(x) layout(binding = x, std140)
                    #else
                    #define UNITY_LOCATION(x)
                    #define UNITY_BINDING(x) layout(std140)
                    #endif
                    uniform 	vec4 _LightShadowData;
                    uniform 	mediump vec4 _GlobalShadowColor;
                    uniform 	vec4 _RedZoneData;
                    uniform 	mediump float _RedZoneTransparency;
                    uniform 	mediump vec4 _SSGradientColor0;
                    uniform 	mediump vec4 _SSGradientColor1;
                    uniform 	mediump vec2 _SSGradientDirection;
                    UNITY_LOCATION(0) uniform mediump sampler2D _MainTex;
                    UNITY_LOCATION(1) uniform highp sampler2D _ShadowMapTexture;
                    UNITY_LOCATION(2) uniform highp sampler2DShadow hlslcc_zcmp_ShadowMapTexture;
                    UNITY_LOCATION(3) uniform mediump sampler2D _StaticShadowTexture;
                    in highp vec2 vs_TEXCOORD0;
                    in highp vec4 vs_TEXCOORD1;
                    in highp vec4 vs_TEXCOORD4;
                    in highp vec4 vs_TEXCOORD5;
                    in highp vec4 vs_TEXCOORD6;
                    layout(location = 0) out mediump vec4 SV_Target0;
                    vec3 u_xlat0;
                    mediump vec4 u_xlat16_0;
                    mediump vec4 u_xlat16_1;
                    vec2 u_xlat2;
                    bool u_xlatb2;
                    mediump vec3 u_xlat16_3;
                    mediump vec3 u_xlat16_4;
                    mediump vec3 u_xlat16_5;
                    vec2 u_xlat6;
                    mediump float u_xlat16_19;
                    void main()
                    {
                        u_xlat16_0 = texture(_MainTex, vs_TEXCOORD0.xy);
                        u_xlat16_1.x = u_xlat16_0.w + -0.5;
                        u_xlatb2 = u_xlat16_1.x<0.0;
                        if(u_xlatb2){discard;}
                        u_xlat2.xy = vs_TEXCOORD4.xy / vs_TEXCOORD4.ww;
                        u_xlat2.xy = u_xlat2.xy + vec2(-0.5, -0.5);
                        u_xlat2.x = dot(_SSGradientDirection.xy, u_xlat2.xy);
                        u_xlat2.x = u_xlat2.x + 0.5;
                        u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
                        u_xlat16_1 = (-_SSGradientColor0) + _SSGradientColor1;
                        u_xlat16_1 = u_xlat2.xxxx * u_xlat16_1 + _SSGradientColor0;
                        u_xlat16_1.xyz = u_xlat16_0.xyz * u_xlat16_1.xyz + (-u_xlat16_0.xyz);
                        u_xlat16_1.xyz = u_xlat16_1.www * u_xlat16_1.xyz + u_xlat16_0.xyz;
                        SV_Target0.w = u_xlat16_0.w;
                        vec3 txVec0 = vec3(vs_TEXCOORD5.xy,vs_TEXCOORD5.z);
                        u_xlat0.x = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0);
                        u_xlat6.x = (-_LightShadowData.x) + 1.0;
                        u_xlat0.x = u_xlat0.x * u_xlat6.x + _LightShadowData.x;
                        u_xlat16_19 = (-u_xlat0.x) + 1.0;
                        u_xlat16_3.xy = texture(_StaticShadowTexture, vs_TEXCOORD6.xy).xy;
                        u_xlat16_19 = u_xlat16_19 + u_xlat16_3.x;
                        u_xlat16_3.x = (-vs_TEXCOORD1.y) * 2.0 + 1.0;
                        u_xlat16_3.x = clamp(u_xlat16_3.x, 0.0, 1.0);
                        u_xlat16_3.x = u_xlat16_3.x * u_xlat16_3.y;
                        u_xlat16_3.x = u_xlat16_3.x * 0.660000026;
                        u_xlat16_19 = u_xlat16_19 * 0.300000012 + u_xlat16_3.x;
                        u_xlat16_19 = u_xlat16_19 * _GlobalShadowColor.w;
                        u_xlat16_3.xyz = _GlobalShadowColor.xyz + vec3(-1.0, -1.0, -1.0);
                        u_xlat16_3.xyz = vec3(u_xlat16_19) * u_xlat16_3.xyz + vec3(1.0, 1.0, 1.0);
                        u_xlat16_4.xyz = u_xlat16_1.xyz * u_xlat16_3.xyz;
                        u_xlat0.xyz = vs_TEXCOORD1.xzy + (-_RedZoneData.xzy);
                        u_xlat0.x = dot(u_xlat0.xyz, u_xlat0.xyz);
                        u_xlat0.x = sqrt(u_xlat0.x);
                        u_xlat6.x = u_xlat0.x + (-_RedZoneData.w);
                        u_xlat6.xy = u_xlat6.xx * vec2(14.5, 1.66666663);
                        u_xlat6.xy = clamp(u_xlat6.xy, 0.0, 1.0);
                        u_xlat16_5.xyz = u_xlat6.xxx * vec3(-0.0095000267, 0.253100038, 0.577499986) + vec3(-0.217000008, -0.819600046, -0.646600008);
                        u_xlat16_5.xyz = u_xlat6.yyy * u_xlat16_5.xyz + vec3(1.0, 0.513000011, 0.0155999996);
                        u_xlat16_1.xyz = (-u_xlat16_1.xyz) * u_xlat16_3.xyz + u_xlat16_5.xyz;
                        u_xlat6.x = _RedZoneData.w + -0.340999991;
                        u_xlat0.x = (-u_xlat6.x) + u_xlat0.x;
                        u_xlat0.x = u_xlat0.x * 1.46627569;
                        u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0);
                        u_xlat6.x = u_xlat0.x * -2.0 + 3.0;
                        u_xlat0.x = u_xlat0.x * u_xlat0.x;
                        u_xlat0.x = u_xlat0.x * u_xlat6.x;
                        u_xlat16_19 = u_xlat0.x * _RedZoneTransparency;
                        SV_Target0.xyz = vec3(u_xlat16_19) * u_xlat16_1.xyz + u_xlat16_4.xyz;
                        return;
                    }
                    
                    #endif
                    "
                }
            }
        }
    }
}