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#ifndef POI_HOLOGRAM
#define POI_HOLOGRAM

#if defined(PROP_HOLOALPHAMAP) || !defined(OPTIMIZER_ENABLED)
    UNITY_DECLARE_TEX2D_NOSAMPLER(_HoloAlphaMap); float4 _HoloAlphaMap_ST;
#endif
float _HoloCoordinateSpace; // 0 World, 1 Local, 2 UV
float3 _HoloDirection;
float _HoloScrollSpeed;
float _HoloLineDensity;

fixed _HoloFresnelAlpha;
fixed _HoloRimSharpness;
fixed _HoloRimWidth;

void ApplyHoloAlpha(inout float4 color)
{
    float uv = 0;
    UNITY_BRANCH
    if (_HoloCoordinateSpace == 0)
    {
        uv = dot(normalize(_HoloDirection), poiMesh.worldPos * _HoloLineDensity) + _Time.x * _HoloScrollSpeed;
    }
    UNITY_BRANCH
    if (_HoloCoordinateSpace == 1)
    {
        uv = dot(normalize(_HoloDirection), poiMesh.localPos * _HoloLineDensity) + _Time.x * _HoloScrollSpeed;
    }
    UNITY_BRANCH
    if (_HoloCoordinateSpace == 2)
    {
        uv = dot(_HoloDirection, poiMesh.uv[0] * _HoloLineDensity) + _Time.x * _HoloScrollSpeed;
    }
    float holoRim = saturate(1 - smoothstep(min(_HoloRimSharpness, _HoloRimWidth), _HoloRimWidth, poiCam.viewDotNormal));
    holoRim = abs(lerp(1, holoRim, _HoloFresnelAlpha));
    #if defined(PROP_HOLOALPHAMAP) || !defined(OPTIMIZER_ENABLED)
        fixed holoAlpha = UNITY_SAMPLE_TEX2D_SAMPLER(_HoloAlphaMap, _MainTex, uv).r;
    #else
        fixed holoAlpha = 1;
    #endif
    color.a *= holoAlpha * holoRim;
}

#endif