Shader "T4MShaders/ShaderModel1/T4M 2 Textures Auto BeastLM 2DrawCall" {
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Properties {
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_Splat0 ("Layer1 (RGB)", 2D) = "white" {}
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_Splat1 ("Layer2 (RGB)", 2D) = "white" {}
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_Control ("Mask (RGB)", 2D) = "white" {}
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_MainTex ("Never Used", 2D) = "white" {}
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}
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SubShader {
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Tags { "RenderType"="Opaque" }
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LOD 100
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Pass {
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Tags { "LightMode" = "Vertex" }
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Material {
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Diffuse (1,1,1,1)
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Ambient (1,1,1,1)
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}
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Lighting On
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SetTexture [_Splat0]
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SetTexture [_Control]
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{
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combine previous, texture
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}
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SetTexture [_Splat1]
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{
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combine texture lerp(previous) previous Double
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}
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SetTexture [_Splat0]{
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combine previous * primary
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}
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}
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Pass {
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Tags { "LightMode" = "VertexLM" }
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Lighting Off
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BindChannels {
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Bind "Vertex", vertex
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Bind "normal", normal
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Bind "texcoord1", texcoord0 // lightmap uses 2nd uv
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}
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SetTexture [unity_Lightmap] {
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matrix [unity_LightmapMatrix]
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combine texture
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}
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}
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Pass {
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Tags { "LightMode" = "VertexLM" }
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Blend DstColor SrcColor
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Lighting Off
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SetTexture [_Splat0]
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SetTexture [_Control]
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{
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combine previous, texture
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}
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SetTexture [_Splat1]
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{
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combine texture lerp(previous) previous
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}
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}
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Pass {
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Tags { "LightMode" = "VertexLMRGBM" }
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Lighting Off
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BindChannels {
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Bind "Vertex", vertex
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Bind "normal", normal
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Bind "texcoord1", texcoord0 // lightmap uses 2nd uv
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Bind "texcoord1", texcoord1 // unused
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Bind "texcoord", texcoord2 // main uses 1st uv
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}
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SetTexture [unity_Lightmap] {
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matrix [unity_LightmapMatrix]
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combine texture
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}
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}
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Pass {
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Tags { "LightMode" = "VertexLMRGBM" }
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Blend DstColor SrcColor
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Lighting Off
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SetTexture [_Splat0]
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SetTexture [_Control]
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{
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combine previous, texture
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}
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SetTexture [_Splat1]
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{
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combine texture lerp(previous) previous
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}
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}
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}
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}
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