// CRC32: 0420B255 | Matched 2 variants of 2 shaders: Custom/Regular Block (Background, Transparent), Custom/Regular Block (Transparent)
// 
//    Unity headers extracted from Regular Block (Background, Transparent).shader
//    Shader "Custom/Regular Block (Background, Transparent)" {
//      Properties {
//       _MainTex ("Texture (RGB)", 2D) = "white" { }
//       _GlossTex ("Gloss Map", 2D) = "white" { }
//       _EmissionTex ("Emission Map", 2D) = "black" { }
//       _Glossiness ("Glossiness", Float) = 0.05
//       _SpecularPower ("Specular Power", Float) = 1
//      }
//      Fallback Off
//      SubShader 1/1 {
//        Tags { "QUEUE"="Transparent" "RenderType"="Transparent" }
//        Pass 1/2 {
//          Name "FORWARD"
//          Tags { "LIGHTMODE"="ForwardBase" "QUEUE"="Transparent" "RenderType"="Transparent" }
//          ZWrite Off
//          Blend SrcAlpha OneMinusSrcAlpha
//          ColorMask RGB
//          GpuProgramID 2835
//          Program "vp" {
//            SubProgram "d3d9 " {
//              Keywords { "DIRECTIONAL" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" "LIGHTMAP_OFF" }
//              Bind "vertex" Vertex
//              Bind "normal" Normal
//              Bind "texcoord" TexCoord0
//              Matrix 4 [_Object2World] 3
//              Matrix 7 [_World2Object] 3
//              Matrix 0 [glstate_matrix_mvp]
//              Vector 17 [_MainTex_ST]
//              Vector 12 [unity_SHAb]
//              Vector 11 [unity_SHAg]
//              Vector 10 [unity_SHAr]
//              Vector 15 [unity_SHBb]
//              Vector 14 [unity_SHBg]
//              Vector 13 [unity_SHBr]
//              Vector 16 [unity_SHC]
//            }
//          }
//        }
//      }
//    }
// 
//    Unity headers extracted from Regular Block (Transparent).shader
//    Shader "Custom/Regular Block (Transparent)" {
//      Properties {
//       _MainTex ("Texture (RGB)", 2D) = "white" { }
//       _EmissionTex ("Emission Map", 2D) = "black" { }
//       _Opacity ("Opacity", Float) = 0.5
//       _Glossiness ("Glossiness", Float) = 1
//       _SpecularPower ("Specular Power", Float) = 1
//       _ScrollRate ("Scroll Rate of Texture", Float) = 0
//      }
//      Fallback Off
//      SubShader 1/1 {
//        Tags { "QUEUE"="Transparent" "RenderType"="Transparent" }
//        Pass 1/2 {
//          Name "FORWARD"
//          Tags { "LIGHTMODE"="ForwardBase" "QUEUE"="Transparent" "RenderType"="Transparent" }
//          ZWrite Off
//          Blend SrcAlpha OneMinusSrcAlpha
//          ColorMask RGB
//          GpuProgramID 34418
//          Program "vp" {
//            SubProgram "d3d9 " {
//              Keywords { "DIRECTIONAL" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" "LIGHTMAP_OFF" }
//              Bind "vertex" Vertex
//              Bind "normal" Normal
//              Bind "texcoord" TexCoord0
//              Matrix 4 [_Object2World] 3
//              Matrix 7 [_World2Object] 3
//              Matrix 0 [glstate_matrix_mvp]
//              Vector 17 [_MainTex_ST]
//              Vector 12 [unity_SHAb]
//              Vector 11 [unity_SHAg]
//              Vector 10 [unity_SHAr]
//              Vector 15 [unity_SHBb]
//              Vector 14 [unity_SHBg]
//              Vector 13 [unity_SHBr]
//              Vector 16 [unity_SHC]
//            }
//          }
//        }
//      }
//    }
// 
// Headers extracted with DarkStarSword's extract_unity_shaders.py
// https://raw.githubusercontent.com/DarkStarSword/3d-fixes/master/extract_unity_shaders.py

    vs_3_0
    def c18, 1, 0, 0, 0
    dcl_position v0
    dcl_normal v1
    dcl_texcoord v2
    dcl_position o0
    dcl_texcoord o1.xy
    dcl_texcoord1 o2.xyz
    dcl_texcoord2 o3.xyz
    dcl_texcoord3 o4.xyz
    dcl_texcoord4 o5
    dp4 o0.x, c0, v0
    dp4 o0.y, c1, v0
    dp4 o0.z, c2, v0
    dp4 o0.w, c3, v0
    mad o1.xy, v2, c17, c17.zwzw
    dp4 o3.x, c4, v0
    dp4 o3.y, c5, v0
    dp4 o3.z, c6, v0
    mul r0.xyz, c8, v1.y
    mad r0.xyz, c7, v1.x, r0
    mad r0.xyz, c9, v1.z, r0
    nrm r1.xyz, r0
    mul r0.x, r1.y, r1.y
    mad r0.x, r1.x, r1.x, -r0.x
    mul r2, r1.yzzx, r1.xyzz
    dp4 r3.x, c13, r2
    dp4 r3.y, c14, r2
    dp4 r3.z, c15, r2
    mad r0.xyz, c16, r0.x, r3
    mov r1.w, c18.x
    dp4 r2.x, c10, r1
    dp4 r2.y, c11, r1
    dp4 r2.z, c12, r1
    mov o2.xyz, r1
    add o4.xyz, r0, r2
    mov o5, c18.y
