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Shader "Custom/DualLayer" {
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Properties {
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_DiffuseColor ("Diffuse Color", Color) = (1.0,1.0,1.0,1.0)
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_SpecColor ("Spec Color", Color) = (1.0,1.0,1.0,1.0)
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_MainTex ("DiffuseMap", 2D) = "white" {}
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_SpecularMap ("SpecularMap", 2D) = "white" {}
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_ReflectionIntensity ("Reflection Intensity", Float) = 0.5
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_Shininess ("Specular Shininess", Float) = 0.078125
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_Gloss ("Specular Gloss", Float) = 0.078125
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}
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SubShader {
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Tags { "RenderType"="Opaque" }
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LOD 200
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CGPROGRAM
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#pragma surface surf BlinnPhong
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sampler2D _MainTex;
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sampler2D _SpecularMap;
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float _ReflectionIntensity;
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float _Shininess;
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float _Gloss;
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float4 _DiffuseColor;
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struct Input {
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float2 uv_MainTex;
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float3 worldRefl;
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float3 viewDir;
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};
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void surf (Input IN, inout SurfaceOutput o) {
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half4 d = tex2D (_MainTex, IN.uv_MainTex);
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half s = tex2D (_SpecularMap, IN.uv_MainTex).a;
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o.Albedo = _DiffuseColor.rgb * d.rgb;
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o.Alpha = 1;
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o.Gloss = _Gloss * s;
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o.Specular = _Shininess;
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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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