 
             Cull  [_CullMode]
 
-			Stencil
+            Stencil
             {
                 Ref  [_StencilRef]
                 Comp Always

        _TessellationFactor("Tessellation Factor", Range(0.0, 15.0)) = 4.0
        _TessellationFactorMinDistance("Tessellation start fading distance", Float) = 20.0
        _TessellationFactorMaxDistance("Tessellation end fading distance", Float) = 50.0
        _TessellationFactorTriangleSize("Tessellation triangle size", Float) = 100.0      
        _TessellationShapeFactor("Tessellation shape factor", Range(0.0, 1.0)) = 0.75 // Only use with Phong
        _TessellationBackFaceCullEpsilon("Tessellation back face epsilon", Range(-1.0, 0.0)) = -0.25
        [ToggleOff] _TessellationObjectScale("Tessellation object scale", Float) = 0.0

        _DetailNormalScale("_DetailNormalScale", Range(0.0, 2.0)) = 1
        _DetailSmoothnessScale("_DetailSmoothnessScale", Range(-2.0, 2.0)) = 1
        _DetailHeightScale("_DetailHeightScale", Range(-2.0, 2.0)) = 1
        _DetailAOScale("_DetailAOScale", Range(-2.0, 2.0)) = 1

        [Enum(Standard, 0, Subsurface Scattering, 1, Hair, 2)] _MaterialClass("Material Class", Int) = 0
        _SubSurfaceRadius("SubSurfaceRadius", Range(0.0, 1.0)) = 0
        _SubSurfaceRadiusMap("SubSurfaceRadiusMap", 2D) = "white" {}
        //_Thickness("Thickness", Range(0.0, 1.0)) = 0
