type shit
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Shader "Hidden/UVFree/Terrain/StandardMetallic-Base" {
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Properties {
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_MainTex ("Base (RGB) Smoothness (A)", 2D) = "white" {}
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_SpecularMetallicTex ("Specular (RGB) Metallic (A)", 2D) = "white" {}
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// used in fallback on old cards
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_Color ("Main Color", Color) = (1.0,1.0,1.0,1.0)
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}
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SubShader {
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Tags {
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"RenderType" = "Opaque"
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"Queue" = "Geometry-100"
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}
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LOD 200
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CGPROGRAM
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#pragma surface surf Standard fullforwardshadows
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#pragma target 3.0
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// needs more than 8 texcoords
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#pragma exclude_renderers gles
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#include "UnityPBSLighting.cginc"
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sampler2D _MainTex;
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sampler2D _SpecularMetallicTex;
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struct Input {
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float2 uv_MainTex;
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};
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void surf (Input IN, inout SurfaceOutputStandard o) {
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half4 c = tex2D (_MainTex, IN.uv_MainTex);
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o.Albedo = max(fixed3(0.001, 0.001, 0.001), c.rgb);
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o.Alpha = 1.0;
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o.Smoothness = c.a;
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o.Metallic = tex2D (_SpecularMetallicTex, IN.uv_MainTex).a;
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}
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ENDCG
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}
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FallBack "Diffuse"
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}
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