 
         _HorizonFade("Horizon fade", Range(0.0, 5.0)) = 1.0
 
-		// Stencil state
+        // Stencil state
         [HideInInspector] _StencilRef("_StencilRef", Int) = 0
 
         // Blending state

            HLSLPROGRAM

            // Lightmap memo
            // DYNAMICLIGHTMAP_ON is used when we have an "enlighten lightmap" ie a lightmap updated at runtime by enlighten.This lightmap contain indirect lighting from realtime lights and realtime emissive material.Offline baked lighting(from baked material / light, 
            // both direct and indirect lighting) will hand up in the "regular" lightmap->LIGHTMAP_ON.

			// No tessellation for Meta pass
            #undef TESSELLATION_ON

            #define SHADERPASS SHADERPASS_LIGHT_TRANSPORT
            #include "../../Material/Material.hlsl"            
            #include "ShaderPass/LitMetaPass.hlsl"
            #include "LitData.hlsl"
            #include "../../ShaderPass/ShaderPassLightTransport.hlsl"


            Cull[_CullMode]

            ZWrite On

            HLSLPROGRAM

            #pragma hull Hull
            #pragma domain Domain

            #define SHADERPASS SHADERPASS_DEPTH_ONLY
            #include "../../Material/Material.hlsl"
            #include "ShaderPass/LitDepthPass.hlsl"
            #include "LitData.hlsl"
            #include "../../ShaderPass/ShaderPassDepthOnly.hlsl"
