             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, 
+            // 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
+            // No tessellation for Meta pass
             #undef TESSELLATION_ON
 
             #define SHADERPASS SHADERPASS_LIGHT_TRANSPORT
-            #include "../../Material/Material.hlsl"            
+            #include "../../Material/Material.hlsl"
             #include "ShaderPass/LitMetaPass.hlsl"
             #include "LitData.hlsl"
             #include "../../ShaderPass/ShaderPassLightTransport.hlsl"


        _HorizonFade("Horizon fade", Range(0.0, 5.0)) = 1.0

		// Stencil state
        [HideInInspector] _StencilRef("_StencilRef", Int) = 0

        // Blending state

            #pragma hull Hull
            #pragma domain Domain

            #define SHADERPASS SHADERPASS_FORWARD
            #include "../../Lighting/Forward.hlsl"
            // TEMP until pragma work in include
            #pragma multi_compile LIGHTLOOP_SINGLE_PASS LIGHTLOOP_TILE_PASS
