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#ifndef URP_INPUT_SPRITE_INCLUDED
#define URP_INPUT_SPRITE_INCLUDED
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
CBUFFER_START(UnityPerMaterial)
float4 _MainTex_ST;
half4 _Color;
half _Cutoff;
half _ShadowAlphaCutoff;
half _Metallic;
half _Glossiness;
half _GlossMapScale;
half _BumpScale;
float _BlendAmount;
float _Hue;
float _Saturation;
float _Brightness;
half4 _OverlayColor;
half4 _EmissionColor;
float _EmissionPower;
float4 _FixedNormal;
float _RimPower;
half4 _RimColor;
CBUFFER_END
#endif // URP_INPUT_SPRITE_INCLUDED