#ifndef SHADOW_FRAG
    #define SHADOW_FRAG
    float2 _MainDistanceFade;
    float _ForceOpaque;
    float _MainShadowClipMod;
    float2 _AlphaMaskPan;
    float _AlphaMaskUV;
    sampler3D _DitherMaskLOD;
    float2 _MainTexPan;
    float _MainTextureUV;
    half4 fragShadowCaster(
        #if !defined(V2F_SHADOW_CASTER_NOPOS_IS_EMPTY) || defined(UNITY_STANDARD_USE_SHADOW_UVS)
            V2FShadow i, uint facing: SV_IsFrontFace
            #endif
        ): SV_Target
        {
            poiMesh.uv[0] = i.uv;
            poiMesh.uv[1] = i.uv1;
            poiMesh.uv[2] = i.uv2;
            poiMesh.uv[3] = i.uv3;
            float4 mainTexture = UNITY_SAMPLE_TEX2D(_MainTex, TRANSFORM_TEX(poiMesh.uv[float(0)], _MainTex) + _Time.x * float4(0,0,0,0));
            float clipValue = clamp(float(0.5) + float(0), - .001, 1.001);
            poiMesh.vertexColor = saturate(i.vertexColor);
            poiMesh.worldPos = i.worldPos;
            poiMesh.localPos = i.localPos;
            #ifdef POI_MIRROR
                applyMirrorRenderFrag();
            #endif
            #if defined(UNITY_STANDARD_USE_SHADOW_UVS)
                half4 alpha = mainTexture;
                if (float(0))
                {
                    if(IsInMirror())
                    {
                        alpha.a = UNITY_SAMPLE_TEX2D_SAMPLER(_MirrorTexture, _MainTex, TRANSFORM_TEX(i.uv, _MirrorTexture)).a;
                    }
                }
                alpha.a *= smoothstep(float4(0,0,0,0).x, float4(0,0,0,0).y, distance(i.modelPos, _WorldSpaceCameraPos));
                half alphaMask = POI2D_PAN(_AlphaMask, poiMesh.uv[float(0)], float4(0,0,0,0));
                alpha.a *= alphaMask;
                alpha.a *= float4(1,1,1,1).a + .0001;
                alpha.a += float(0);
                alpha.a = saturate(alpha.a);
                if(float(0) == 0)
                {
                    alpha.a = 1;
                }
                if(float(0) == 1)
                {
                    applyShadowDithering(alpha.a, calcScreenUVs(i.grabPos).xy);
                }
                #ifdef POI_DISSOLVE
                    float3 fakeEmission = 1;
                    calculateDissolve(alpha, fakeEmission);
                #endif
                if(float(0) == 1)
                {
                    clip(alpha.a - 0.001);
                }
                if (float(0) == 1)
                {
                    clip(alpha.a - clipValue);
                }
                if(float(0) > 1)
                {
                    float dither = tex3D(_DitherMaskLOD, float3(i.pos.xy * .25, alpha.a * 0.9375)).a;
                    clip(dither - 0.01);
                }
            #endif
            SHADOW_CASTER_FRAGMENT(i)
        }
    #endif
