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- Shader "Decal UV Layer 2" {
- Properties {
- _Color ("Main Color", Color) = (1,1,1,1)
- _SpecColor ("Spec Color", Color) = (1,1,1,1)
- _Emission ("Emmisive Color", Color) = (0,0,0,0)
- _Shininess ("Shininess", Range (0.01, 1)) = 0.7
- _MainTex ("Base (RGB)", 2D) = "white" {}
- _DecalTex ("Decal (RGBA)", 2D) = "black" {}
- }
- SubShader {
- Tags { "RenderType"="Opaque" }
- BindChannels {
- Bind "Vertex", vertex
- Bind "texcoord", texcoord0
- Bind "texcoord1", texcoord1
- Bind "texcoord", texcoord2
- }
- Material {
- Diffuse [_Color]
- Ambient [_Color]
- Shininess [_Shininess]
- Specular [_SpecColor]
- Emission [_Emission]
- }
- Pass {
- Lighting On
- SeparateSpecular On
- SetTexture [_MainTex] {combine texture}
- SetTexture [_DecalTex] {combine texture lerp (texture) previous}
- SetTexture [_MainTex] {combine previous * primary DOUBLE, previous * constant constantColor [_Color]}
- }
- }
- Fallback "VertexLit", 1
- }
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