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- Shader "Transparent/VertexLit2uv" {
- Properties {
- _Color ("Main Color", Color) = (1,1,1,1)
- _SpecColor ("Spec Color", Color) = (1,1,1,0)
- _Emission ("Emissive Color", Color) = (0,0,0,0)
- _Shininess ("Shininess", Range (0.1, 1)) = 0.7
- _MainTex ("Base (RGB)", 2D) = "white" {}
- _AlphTex ("Trans (A)", 2D) = "white" {}
- }
- SubShader {
- Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
- LOD 100
- Pass {
- Alphatest Greater 0
- ZWrite Off
- Blend SrcAlpha OneMinusSrcAlpha
- ColorMask RGB
- BindChannels
- {
- Bind "Vertex", vertex
- Bind "texcoord", texcoord0
- Bind "texcoord1", texcoord1
- }
- Material {
- Diffuse [_Color]
- Ambient [_Color]
- Shininess [_Shininess]
- Specular [_SpecColor]
- Emission [_Emission]
- }
- Lighting On
- SeparateSpecular On
- SetTexture [_MainTex] {
- Combine texture * primary DOUBLE, texture * primary
- }
- SetTexture [_MainTex] {
- //whatever should be bound to 2nd layer here...
- }
- }
- }
- }
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