#ifndef MATCAP
    #define MATCAP
    UNITY_DECLARE_TEX2D_NOSAMPLER(_Matcap); float4 _Matcap_ST;
    POI_TEXTURE_NOSAMPLER(_MatcapMask);
    float _MatcapMaskInvert;
    float _MatcapBorder;
    float4 _MatcapColor;
    float _MatcapIntensity;
    float _MatcapReplace;
    float _MatcapMultiply;
    float _MatcapAdd;
    float _MatcapEnable;
    float _MatcapLightMask;
    float _MatcapEmissionStrength;
    float _MatcapNormal;
    UNITY_DECLARE_TEX2D_NOSAMPLER(_Matcap2);float4 _Matcap2_ST;
    POI_TEXTURE_NOSAMPLER(_Matcap2Mask);
    float _Matcap2MaskInvert;
    float _Matcap2Border;
    float4 _Matcap2Color;
    float _Matcap2Intensity;
    float _Matcap2Replace;
    float _Matcap2Multiply;
    float _Matcap2Add;
    float _Matcap2Enable;
    float _Matcap2LightMask;
    float _Matcap2EmissionStrength;
    float _Matcap2Normal;
    void blendMatcap(inout float4 finalColor, float add, float multiply, float replace, float4 matcapColor, float matcapMask, inout float3 matcapEmission, float emissionStrength
    #ifdef POI_LIGHTING
        , float matcapLightMask
    #endif
    #ifdef POI_BLACKLIGHT
        , uint blackLightMaskIndex
    #endif
    )
    {
        #ifdef POI_LIGHTING
            if (matcapLightMask)
            {
                matcapMask *= lerp(1, poiLight.rampedLightMap, matcapLightMask);
            }
        #endif
        #ifdef POI_BLACKLIGHT
            if(blackLightMaskIndex != 4)
            {
                matcapMask *= blackLightMask[blackLightMaskIndex];
            }
        #endif
        finalColor.rgb = lerp(finalColor.rgb, matcapColor.rgb, replace * matcapMask * matcapColor.a);
        finalColor.rgb *= lerp(1, matcapColor.rgb, multiply * matcapMask * matcapColor.a);
        finalColor.rgb += matcapColor.rgb * add * matcapMask * matcapColor.a;
        matcapEmission += matcapColor.rgb * emissionStrength * matcapMask * matcapColor.a;
    }
    void applyMatcap(inout float4 finalColor, inout float3 matcapEmission)
    {
        float4 matcap = 0;
        float matcapMask = 0;
        float4 matcap2 = 0;
        float matcap2Mask = 0;
        half3 worldViewUp = normalize(half3(0, 1, 0) - poiCam.viewDir * dot(poiCam.viewDir, half3(0, 1, 0)));
        half3 worldViewRight = normalize(cross(poiCam.viewDir, worldViewUp));
        half2 matcapUV = half2(dot(worldViewRight, poiMesh.normals[float(1)]), dot(worldViewUp, poiMesh.normals[float(1)])) * float(0.43) + 0.5;
        matcap = UNITY_SAMPLE_TEX2D_SAMPLER(_Matcap, _MainTex, TRANSFORM_TEX(matcapUV, _Matcap)) * float4(1,1,1,1);
        matcap.rgb *= float(1);
        matcapMask = POI2D_SAMPLER_PAN(_MatcapMask, _MainTex, poiMesh.uv[float(0)], float4(0,0,0,0));
        if (float(0))
        {
            matcapMask = 1 - matcapMask;
        }
        blendMatcap(finalColor, float(0), float(0), float(1), matcap, matcapMask, matcapEmission, float(0)
        #ifdef POI_LIGHTING
            , float(0)
        #endif
        #ifdef POI_BLACKLIGHT
            , _BlackLightMaskMatcap
        #endif
        );
        if (float(0))
        {
            half2 matcapUV2 = half2(dot(worldViewRight, poiMesh.normals[float(1)]), dot(worldViewUp, poiMesh.normals[float(1)])) * float(0.43) + 0.5;
            matcap2 = UNITY_SAMPLE_TEX2D_SAMPLER(_Matcap2, _MainTex, TRANSFORM_TEX(matcapUV2, _Matcap2)) * float4(1,1,1,1);
            matcap2.rgb *= float(1);
            matcap2Mask = POI2D_SAMPLER_PAN(_Matcap2Mask, _MainTex, poiMesh.uv[float(0)], float4(0,0,0,0));
            if(float(0))
            {
                matcap2Mask = 1 - matcap2Mask;
            }
            blendMatcap(finalColor, float(0), float(0), float(0), matcap2, matcap2Mask, matcapEmission, float(0)
            #ifdef POI_LIGHTING
                , float(0)
            #endif
            #ifdef POI_BLACKLIGHT
                , _BlackLightMaskMatcap2
            #endif
            );
        }
    }
#endif
