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// See "Mobile/Diffuse + Color " for why this had to be rewritten from the property block.
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// _Gloss drives the specular mask, _Shininess the highlight tightness -- both are
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// [PowerSlider(5.0)] in the original, i.e. they read as perceptually linear 0..1.
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Shader "Mobile/Diffuse + Emission + Specular" {
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Properties {
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_MainTex ("Base (RGB)", 2D) = "white" {}
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_Color ("Color", Vector) = (1,1,1,1)
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_EmissionColor ("Emission Color", Vector) = (0,0,0,1)
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[NoScaleOffset] _EmissionMap ("Emission", 2D) = "white" {}
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[PowerSlider(5.0)] _Gloss ("Gloss", Range(0, 1)) = 0.078125
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[PowerSlider(5.0)] _Shininess ("Shininess", Range(0, 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 BlinnPhong noforwardadd
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#pragma target 3.0
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sampler2D _MainTex;
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sampler2D _EmissionMap;
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fixed4 _Color;
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fixed4 _EmissionColor;
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half _Gloss;
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half _Shininess;
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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 SurfaceOutput o) {
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fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
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o.Albedo = c.rgb;
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o.Emission = tex2D(_EmissionMap, IN.uv_MainTex).rgb * _EmissionColor.rgb;
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o.Gloss = _Gloss;
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o.Specular = _Shininess;
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o.Alpha = c.a;
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}
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ENDCG
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}
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Fallback "Mobile/VertexLit"
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}
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