 		uniform float2 _UVMultipliers;
 		uniform float _TransitionDistance;
 		uniform float _TransitionFalloff;
+		uniform float _UsePuddlesTexture;
+		uniform float _GR_WetSurf;
 		uniform sampler2D _PuddlesTexture;
 		uniform float _PuddlesSize;
-		uniform float _GR_WetSurf;
+		uniform float _GR_Displacement;
 		uniform sampler2D _Normalmap;
 		uniform sampler2D _PhysicalTexture;
 		uniform float4 _PhysicalTexture_ST;

			float2 UV_Texture_Tiling_Mult215 = ( uv_TexCoord138 * _UVMultipliers );
			float4 tex2DNode146 = tex2D( _RSpecGTransparencyBAOAWetMap, UV_Texture_Tiling_Mult215 );
			float3 ase_worldPos = i.worldPos;
			float clampResult142 = clamp( pow( ( distance( _WorldSpaceCameraPos , ase_worldPos ) / _TransitionDistance ) , _TransitionFalloff ) , 0.0 , 1.0 );
			float Transition210 = clampResult142;
			float lerpResult150 = lerp( tex2DNode3.a , tex2DNode146.a , Transition210);
			float2 appendResult172 = (float2(ase_worldPos.x , ase_worldPos.z));
			float4 tex2DNode178 = tex2D( _PuddlesTexture, ( appendResult172 / _PuddlesSize ) );
			float temp_output_174_0 = step( frac( ( ( ase_worldPos.x / _PuddlesSize ) * 0.5 ) ) , 0.5 );
			float temp_output_173_0 = step( frac( ( ( ase_worldPos.z / _PuddlesSize ) * 0.5 ) ) , 0.5 );
			float temp_output_176_0 = ( 1.0 - temp_output_173_0 );
			float temp_output_177_0 = ( 1.0 - temp_output_174_0 );
			float clampResult201 = clamp( ( lerpResult150 + ( tex2DNode178.r * ( temp_output_174_0 * temp_output_173_0 ) ) + ( tex2DNode178.g * ( temp_output_174_0 * temp_output_176_0 ) ) + ( tex2DNode178.b * ( temp_output_177_0 * temp_output_173_0 ) ) + ( tex2DNode178.a * ( temp_output_177_0 * temp_output_176_0 ) ) ) , 0.0 , 1.0 );
			float temp_output_206_0 = ( clampResult201 * _GR_WetSurf );
			float temp_output_81_0 = ( 1.0 - temp_output_206_0 );
			float lerpResult208 = lerp( temp_output_81_0 , 0.0 , Transition210);
			float lerpResult209 = lerp( 0.0 , temp_output_81_0 , Transition210);
			o.Normal = BlendNormals( UnpackScaleNormal( tex2D( _Normalmap, UV_Texture212 ) ,lerpResult208 ) , UnpackScaleNormal( tex2D( _Normalmap, UV_Texture_Tiling_Mult215 ) ,lerpResult209 ) );
			float2 uv_PhysicalTexture = i.uv_texcoord * _PhysicalTexture_ST.xy + _PhysicalTexture_ST.zw;
			float4 tex2DNode1 = tex2D( _AlbedowithSmoothnessMap, UV_Texture212 );

WireConnection;0;10;148;0
WireConnection;0;11;51;0
ASEEND*/
//CHKSM=58E797A9753CCB96CA4D8D350EBF78B4E4A2BDF4