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[Enum(UV0,0,UV1,1)] _UVSec("UV Set for secondary textures", Float) = 0 |
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// Blending state |
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[HideInInspector] _Mode("__mode", Float) = 0.0 |
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[HideInInspector] _SrcBlend("__src", Float) = 1.0 |
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[HideInInspector] _DstBlend("__dst", Float) = 0.0 |
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[HideInInspector] _ZWrite("__zw", Float) = 1.0 |
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// Blending state |
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[HideInInspector] _Mode("__mode", Float) = 0.0 |
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[HideInInspector] _SrcBlend("__src", Float) = 1.0 |
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[HideInInspector] _DstBlend("__dst", Float) = 0.0 |
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[HideInInspector] _ZWrite("__zw", Float) = 1.0 |
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} |
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SubShader |
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#pragma shader_feature _EMISSION |
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#pragma shader_feature _ _REFLECTION_CUBEMAP _REFLECTION_PROBE |
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#pragma multi_compile _ LIGHTWEIGHT_LINEAR |
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#pragma multi_compile _ _LIGHTWEIGHT_FORCE_LINEAR |
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#pragma multi_compile _ _LIGHT_PROBES_ON |
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#pragma multi_compile _ _HARD_SHADOWS _SOFT_SHADOWS _HARD_SHADOWS_CASCADES _SOFT_SHADOWS_CASCADES |
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#pragma multi_compile _ _VERTEX_LIGHTS |
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#pragma multi_compile _ _ATTENUATION_TEXTURE |
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ENDCG |
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} |
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Pass |
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Pass |
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{ |
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Tags{"Lightmode" = "ShadowCaster"} |
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