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Shader "New Shader" {
Properties {
_Color("Main Color",Color)=(1,1,1,1)
_MainTex ("Base (RGB)", 2D) = "white" {}
}
SubShader {
Pass{
Name "BASE"
Tags{"LightMode" = "Always" /* Upgrade NOTE: changed from PixelOrNone to Always */}
Color[_PPLAmbient]
SetTexture[_BumpMap]
{
constantColor (.5,.5,.5)
combine constant lerp (texture) previous
}
SetTexture [_MainTex]
{
constantColor[_Color]
Combine texture * previous DOUBLE,texture*constant
}
}
Pass{
Name "BASE"
Tags{"LightMode" = "Vertex"}
Material{
Diffuse [_Color]
Emission [_PPLAmbient]
Shininess [_Shininess]
Specular [_SpecColor]
}
SeparateSpecular On
Lighting On
Cull Off
SetTexture[_BumpMap]
{
constantColor(.5,.5,.5)
combine constant lerp (texture) previous
}
SetTexture[_MainTex]
{
Combine texture*previous DOUBLE,texture*primary
}
}
}
FallBack "Diffuse",1
}
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