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Fog { Mode Off }
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CGPROGRAM
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sampler2D _MainTex;
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sampler2D _Tex2;
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struct appdata {
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float4 vertex : POSITION;
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float2 texcoord : TEXCOORD0;
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float2 texcoord1 : TEXCOORD1;
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float2 texcoord1 : TEXCOORD1;
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v2f vert (appdata v)
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v2f o;
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Ref[_Stencil]
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#include "UnityCG.cginc"
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float4 _LightColor_0;
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v2f o;
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return o;
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half4 tex = tex2D(_MainTex, i.texcoord);
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half4 c = ((UNITY_LIGHTMODEL_AMBIENT + diffuseReflection0 + diffuseReflection1) * 2+ rim) * tex ;
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return c;
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ENDCG
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FallBack "Diffuse"
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