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// Simplified Bumped Specular shader. Differences from regular Bumped Specular one:
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// - no Main Color nor Specular Color
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// - specular lighting directions are approximated per vertex
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// - writes zero to alpha channel
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// - Normalmap uses Tiling/Offset of the Base texture
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// - no Deferred Lighting support
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// - no Lightmap support
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// - fully supports only 1 directional light. Other lights can affect it, but it will be per-vertex/SH.
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Shader "Digicrafts/UV-Free/Mobile/Bumped Specular" {
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Properties {
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_Shininess ("Shininess", Range (0.03, 1)) = 0.078125
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_MainTex ("Base (RGB) Gloss (A)", 2D) = "white" {}
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_BumpMap ("Normalmap", 2D) = "bump" {}
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_BumpScale("Scale", Float) = 1.0
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_Color ("Main Color", Color) = (1,1,1,1)
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// UV-Free Properties
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[Toggle(_UVFREE_WORLDSPACE)] _UVSpace ("_UVSpace", Float) = 0
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[KeywordEnum(Free,UV0,UV1)] _UVFREE_UV ("_UVFREE_UV", Float) = 0
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[Toggle(_UVFREE_VERTEX_COLOR)] _VertexColor ("_VertexColor", Float) = 0
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_VertexColorPower ("_VertexColorPower", Range(0,5)) = 1
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_Top ("_Top", Float) = 0
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_PowerTop ("_PowerTop", Range(0,1)) = 0.5
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_ColorTop ("_ColorTop", Color) = (1,1,1,1)
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_MainTexTop ("_MainTexTop", 2D) = "white" {}
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_Bottom ("_Bottom", Float) = 0
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_PowerBottom ("_PowerBottom", Range(0,1)) = 0.5
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_ColorBottom ("_ColorBottom", Color) = (1,1,1,1)
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_MainTexBottom ("_MainTexBottom", 2D) = "white" {}
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_BumpScaleTop("Scale", Float) = 1.0
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_BumpMapTop ("_BumpMapTop", 2D) = "bump" {}
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_BumpScaleBottom("Scale", Float) = 1.0
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_BumpMapBottom ("_BumpMapBottom", 2D) = "bump" {}
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_ShininessTop ("_ShininessTop", Range (0.03, 1)) = 0.078125
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_ShininessBottom ("_ShininessBottom", Range (0.03, 1)) = 0.078125
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}
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SubShader {
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Tags { "RenderType"="Opaque" }
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LOD 250
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CGPROGRAM
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#pragma surface surf MobileBlinnPhong exclude_path:prepass nolightmap noforwardadd halfasview interpolateview vertex:vert
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#pragma target 3.0
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#pragma shader_feature _UVFREE_UP_NONE _UVFREE_UP_TOP _UVFREE_UP_FRONT _UVFREE_UP_LEFT
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#pragma shader_feature _UVFREE_DOWN_NONE _UVFREE_DOWN_BOTTOM _UVFREE_DOWN_BACK _UVFREE_DOWN_RIGHT
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#pragma shader_feature _UVFREE_WORLDSPACE
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#pragma shader_feature _UVFREE_VERTEX_COLOR
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//#pragma shader_feature _UVFREE_UV_FREE _UVFREE_UV_UV0 _UVFREE_UV_UV1
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#include "../Core/UVFreeCommon.cginc"
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uniform sampler2D _MainTex;
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uniform fixed4 _MainTex_ST;
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uniform fixed4 _Color;
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inline fixed4 LightingMobileBlinnPhong (SurfaceOutput s, fixed3 lightDir, fixed3 halfDir, fixed atten)
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{
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fixed diff = max (0, dot (s.Normal, lightDir));
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fixed nh = max (0, dot (s.Normal, halfDir));
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fixed spec = pow (nh, s.Specular*128) * s.Gloss;
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fixed4 c;
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c.rgb = (s.Albedo * _LightColor0.rgb * diff + _LightColor0.rgb * spec) * atten;
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UNITY_OPAQUE_ALPHA(c.a);
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return c;
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}
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struct Input {
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float4 vertex;
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float3 objNormal;
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DC_UVFREE_WORLD_POS
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DC_UVFREE_VCOLOR
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INTERNAL_DATA
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};
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void vert (inout appdata_full v, out Input o) {
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UNITY_INITIALIZE_OUTPUT(Input,o);
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DC_UVFREE_TRANSFER(o,_MainTex)
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}
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void surf (Input i, inout SurfaceOutput o) {
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DC_UVFREE_SETUP(i.objNormal)
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fixed4 c = fixed4(1,1,1,1);
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DC_UVFREE_UV_APPLY(i,_MainTex);
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DC_UVFREE_TEX_APPLY(c,_MainTex,_MainTex);
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c*=_Color;
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fixed3 n = fixed3(1,1,1);
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DC_UVFREE_SCALE_NORMAL_APPLY(n,_BumpMap,_MainTex,_BumpScale);
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o.Specular = _Shininess;
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// Add top/bottom
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#if _UVFREE_UP_LEFT || _UVFREE_DOWN_RIGHT
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if(uv_normal.x>0){
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#if _UVFREE_UP_LEFT
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fixed4 top_c = fixed4(1,1,1,1);half ratio;
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DC_UVFREE_UV_APPLY(i,_MainTexTop);
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DC_UVFREE_TEX_APPLY_LOD(top_c,_MainTexTop,_MainTexTop);
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DC_UVFREE_LERP_RATIO_X(c,(top_c*_ColorTop),_PowerTop,ratio);
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fixed3 top_n = fixed3(1,1,1);
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DC_UVFREE_SCALE_NORMAL_APPLY(top_n,_BumpMapTop,_MainTexTop,_BumpScaleTop);
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DC_UVFREE_LERP(n,top_n,ratio);
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DC_UVFREE_LERP(o.Specular,_ShininessTop,ratio);
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#endif
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} else {
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#if _UVFREE_DOWN_RIGHT
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fixed4 bottom_c = fixed4(1,1,1,1);half ratio;
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DC_UVFREE_UV_APPLY(i,_MainTexBottom);
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DC_UVFREE_TEX_APPLY_LOD(bottom_c,_MainTexBottom,_MainTexBottom);
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DC_UVFREE_LERP_RATIO_X(c,(bottom_c*_ColorBottom),_PowerBottom,ratio);
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fixed3 bottom_n = fixed3(1,1,1);
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DC_UVFREE_SCALE_NORMAL_APPLY(bottom_n,_BumpMapBottom,_MainTexBottom,_BumpScaleBottom);
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DC_UVFREE_LERP(n,bottom_n,ratio);
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DC_UVFREE_LERP(o.Specular,_ShininessBottom,ratio);
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#endif
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}
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#endif
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#if _UVFREE_UP_FRONT || _UVFREE_DOWN_BACK
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if(uv_normal.z>0){
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#if _UVFREE_UP_FRONT
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fixed4 top_c = fixed4(1,1,1,1);half ratio;
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DC_UVFREE_UV_APPLY(i,_MainTexTop);
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DC_UVFREE_TEX_APPLY_LOD(top_c,_MainTexTop,_MainTexTop);
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DC_UVFREE_LERP_RATIO_Z(c,(top_c*_ColorTop),_PowerTop,ratio);
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fixed3 top_n = fixed3(1,1,1);
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DC_UVFREE_SCALE_NORMAL_APPLY(top_n,_BumpMapTop,_MainTexTop,_BumpScaleTop);
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DC_UVFREE_LERP(n,top_n,ratio);
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DC_UVFREE_LERP(o.Specular,_ShininessTop,ratio);
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#endif
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} else {
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#if _UVFREE_DOWN_BACK
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fixed4 bottom_c = fixed4(1,1,1,1);half ratio;
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DC_UVFREE_UV_APPLY(i,_MainTexBottom);
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DC_UVFREE_TEX_APPLY_LOD(bottom_c,_MainTexBottom,_MainTexBottom);
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DC_UVFREE_LERP_RATIO_Z(c,(bottom_c*_ColorBottom),_PowerBottom,ratio);
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fixed3 bottom_n = fixed3(1,1,1);
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DC_UVFREE_SCALE_NORMAL_APPLY(bottom_n,_BumpMapBottom,_MainTexBottom,_BumpScaleBottom);
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DC_UVFREE_LERP(n,bottom_n,ratio);
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DC_UVFREE_LERP(o.Specular,_ShininessBottom,ratio);
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#endif
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}
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#endif
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#if _UVFREE_UP_TOP || _UVFREE_DOWN_BOTTOM
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if(uv_normal.y>0){
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#if _UVFREE_UP_TOP
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fixed4 top_c = fixed4(1,1,1,1);half ratio;
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DC_UVFREE_UV_APPLY(i,_MainTexTop);
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DC_UVFREE_TEX_APPLY_LOD(top_c,_MainTexTop,_MainTexTop);
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DC_UVFREE_LERP_RATIO_Y(c,(top_c*_ColorTop),_PowerTop,ratio);
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fixed3 top_n = fixed3(1,1,1);
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DC_UVFREE_SCALE_NORMAL_APPLY(top_n,_BumpMapTop,_MainTexTop,_BumpScaleTop);
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DC_UVFREE_LERP(n,top_n,ratio);
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DC_UVFREE_LERP(o.Specular,_ShininessTop,ratio);
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#endif
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} else {
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#if _UVFREE_DOWN_BOTTOM
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fixed4 bottom_c = fixed4(1,1,1,1);half ratio;
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DC_UVFREE_UV_APPLY(i,_MainTexBottom);
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DC_UVFREE_TEX_APPLY_LOD(bottom_c,_MainTexBottom,_MainTexBottom);
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DC_UVFREE_LERP_RATIO_Y(c,(bottom_c*_ColorBottom),_PowerBottom,ratio);
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fixed3 bottom_n = fixed3(1,1,1);
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DC_UVFREE_SCALE_NORMAL_APPLY(bottom_n,_BumpMapBottom,_MainTexBottom,_BumpScaleBottom);
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DC_UVFREE_LERP(n,bottom_n,ratio);
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DC_UVFREE_LERP(o.Specular,_ShininessBottom,ratio);
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#endif
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}
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#endif
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DC_UVFREE_FINAL(i,c.rgb)
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o.Albedo = c.rgb;
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o.Gloss = c.a;
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o.Alpha = c.a;
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o.Normal = n.rgb;
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}
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ENDCG
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}
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FallBack "Mobile/VertexLit"
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CustomEditor "UVFreeMobileShaderGUI"
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}
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