text: void VertShader(inout appdata_full v, out Input data)
  {
  	v.vertex.x += _VertexOffsetX;
  	v.vertex.y += _VertexOffsetY;
  
  	UNITY_INITIALIZE_OUTPUT(Input, data);
  
  	float bold = step(v.texcoord1.y, 0);
  
  	// Generate normal for backface
  	float3 view = ObjSpaceViewDir(v.vertex);
  	v.normal *= sign(dot(v.normal, view));
  
  #if USE_DERIVATIVE
  	data.param.y = 1;
  #else
  	float4 vert = v.vertex;
  	float4 vPosition = UnityObjectToClipPos(vert);
  	float2 pixelSize = vPosition.w;
  
  	pixelSize /= float2(_ScaleX, _ScaleY) * mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy);
  	float scale = rsqrt(dot(pixelSize, pixelSize));
  	scale *= abs(v.texcoord1.y) * _GradientScale * (_Sharpness + 1);
  	scale = lerp(scale * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(v.normal.xyz), normalize(WorldSpaceViewDir(vert)))));
  	data.param.y = scale;
  #endif
  
  	//float opacity = v.color.a;
  
  	data.param.x = (lerp(_WeightNormal, _WeightBold, bold) / 4.0 + _FaceDilate) * _ScaleRatioA * 0.5; // 
  
  	v.texcoord1.xy = UnpackUV(v.texcoord1.x);
  	data.viewDirEnv = mul((float3x3)_EnvMatrix, WorldSpaceViewDir(v.vertex));
  }
  
  void PixShader(Input input, inout SurfaceOutput o)
  {
  
  #if USE_DERIVATIVE | BEVEL_ON
  	float3 delta = float3(1.0 / _TextureWidth, 1.0 / _TextureHeight, 0.0);
  
  	float4 smp4x = { tex2D(_MainTex, input.uv_MainTex - delta.xz).a,
  					tex2D(_MainTex, input.uv_MainTex + delta.xz).a,
  					tex2D(_MainTex, input.uv_MainTex - delta.zy).a,
  					tex2D(_MainTex, input.uv_MainTex + delta.zy).a };
  #endif
  
  #if USE_DERIVATIVE
  	// Screen space scaling reciprocal with anisotropic correction
  	float2 edgeNormal = Normalize(float2(smp4x.x - smp4x.y, smp4x.z - smp4x.w));
  	float2 res = float2(_TextureWidth * input.param.y, _TextureHeight);
  	float2 tdx = ddx(input.uv_MainTex)*res;
  	float2 tdy = ddy(input.uv_MainTex)*res;
  	float lx = length(tdx);
  	float ly = length(tdy);
  	float s = sqrt(min(lx, ly) / max(lx, ly));
  	s = lerp(1, s, abs(dot(normalize(tdx + tdy), edgeNormal)));
  	float scale = rsqrt(abs(tdx.x * tdy.y - tdx.y * tdy.x)) * (_GradientScale * 2) * s;
  #else
  	float scale = input.param.y;
  #endif
  
  	// Signed distance
  	float c = tex2D(_MainTex, input.uv_MainTex).a;
  	float sd = (.5 - c - input.param.x) * scale + .5;
  	float outline = _OutlineWidth*_ScaleRatioA * scale;
  	float softness = _OutlineSoftness*_ScaleRatioA * scale;
  
  	// Color & Alpha
  	float4 faceColor = _FaceColor;
  	float4 outlineColor = _OutlineColor;
  	faceColor *= input.color;
  	outlineColor.a *= input.color.a;
  	faceColor *= tex2D(_FaceTex, float2(input.uv2_FaceTex.x + _FaceUVSpeedX * _Time.y, input.uv2_FaceTex.y + _FaceUVSpeedY * _Time.y));
  	outlineColor *= tex2D(_OutlineTex, float2(input.uv2_OutlineTex.x + _OutlineUVSpeedX * _Time.y, input.uv2_OutlineTex.y + _OutlineUVSpeedY * _Time.y));
  	faceColor = GetColor(sd, faceColor, outlineColor, outline, softness);
  	faceColor.rgb /= max(faceColor.a, 0.0001);
  
  
  #if BEVEL_ON
  	// Face Normal
  	float3 n = GetSurfaceNormal(smp4x, input.param.x);
  
  	// Bumpmap
  	float3 bump = UnpackNormal(tex2D(_BumpMap, input.uv2_FaceTex.xy)).xyz;
  	bump *= lerp(_BumpFace, _BumpOutline, saturate(sd + outline * 0.5));
  	bump = lerp(float3(0, 0, 1), bump, faceColor.a);
  	n = normalize(n - bump);
  
  	// Cubemap reflection
  	fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDirEnv, mul((float3x3)unity_ObjectToWorld, n)));
  	float3 emission = reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a;
  #else
  	float3 n = float3(0, 0, -1);
  	float3 emission = float3(0, 0, 0);
  #endif
  
  
  
  #if GLOW_ON
  	float4 glowColor = GetGlowColor(sd, scale);
  	glowColor.a *= input.color.a;
  	emission += glowColor.rgb*glowColor.a;
  	faceColor = BlendARGB(glowColor, faceColor);
  	faceColor.rgb /= max(faceColor.a, 0.0001);
  #endif
  
  	// Set Standard output structure
  	o.Albedo = faceColor.rgb;
  	o.Normal = -n;
  	o.Emission = emission;
  	o.Specular = lerp(_FaceShininess, _OutlineShininess, saturate(sd + outline * 0.5));
  	o.Gloss = 1;
  	o.Alpha = faceColor.a;
  }
  