// CRC32: 49A659B1 | Unity headers extracted from Terrain Block (Transparent).shader
// Shader "Custom/Terrain Block (Transparent)" {
//   Properties {
//    _MainTex ("Wall Texture (RGB)", 2D) = "white" { }
//    _Opacity ("Opacity", Range(0,1)) = 0.5
//    _EdgeTex ("Edge Texture", 2D) = "" { }
//    _Glossiness ("Glossiness", Float) = 0
//    _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 29974
//       Program "vp" {
//         SubProgram "d3d9 " {
//           Keywords { "DIRECTIONAL" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" "LIGHTMAP_OFF" "VERTEXLIGHT_ON" }
//           Bind "vertex" Vertex
//           Bind "normal" Normal
//           Bind "texcoord" TexCoord0
//           Bind "texcoord1" TexCoord1
//           Matrix 8 [_Object2World] 3
//           Matrix 11 [_World2Object] 3
//           Matrix 4 [glstate_matrix_mvp]
//           Vector 26 [_EdgeTex_ST]
//           Vector 25 [_MainTex_ST]
//           Vector 17 [unity_4LightAtten0]
//           Vector 14 [unity_4LightPosX0]
//           Vector 15 [unity_4LightPosY0]
//           Vector 16 [unity_4LightPosZ0]
//           Vector 0 [unity_LightColor0]
//           Vector 1 [unity_LightColor1]
//           Vector 2 [unity_LightColor2]
//           Vector 3 [unity_LightColor3]
//           Vector 20 [unity_SHAb]
//           Vector 19 [unity_SHAg]
//           Vector 18 [unity_SHAr]
//           Vector 23 [unity_SHBb]
//           Vector 22 [unity_SHBg]
//           Vector 21 [unity_SHBr]
//           Vector 24 [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 c27, 1, 0, 0, 0
    dcl_position v0
    dcl_normal v1
    dcl_texcoord v2
    dcl_texcoord1 v3
    dcl_position o0
    dcl_texcoord o1
    dcl_texcoord1 o2.xyz
    dcl_texcoord2 o3.xyz
    dcl_texcoord3 o4.xyz
    dcl_texcoord4 o5
    dp4 o0.x, c4, v0
    dp4 o0.y, c5, v0
    dp4 o0.z, c6, v0
    dp4 o0.w, c7, v0
    mad o1.xy, v2, c25, c25.zwzw
    mad o1.zw, v3.xyxy, c26.xyxy, c26
    mul r0.xyz, c12, v1.y
    mad r0.xyz, c11, v1.x, r0
    mad r0.xyz, c13, 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, c21, r2
    dp4 r3.y, c22, r2
    dp4 r3.z, c23, r2
    mad r0.xyz, c24, r0.x, r3
    mov r1.w, c27.x
    dp4 r2.x, c18, r1
    dp4 r2.y, c19, r1
    dp4 r2.z, c20, r1
    add r0.xyz, r0, r2
    dp4 r2.y, c9, v0
    add r3, -r2.y, c15
    mul r4, r1.y, r3
    mul r3, r3, r3
    dp4 r2.x, c8, v0
    add r5, -r2.x, c14
    mad r4, r5, r1.x, r4
    mad r3, r5, r5, r3
    dp4 r2.z, c10, v0
    add r5, -r2.z, c16
    mov o3.xyz, r2
    mad r2, r5, r1.z, r4
    mov o2.xyz, r1
    mad r1, r5, r5, r3
    rsq r3.x, r1.x
    rsq r3.y, r1.y
    rsq r3.z, r1.z
    rsq r3.w, r1.w
    mov r4.x, c27.x
    mad r1, r1, c17, r4.x
    mul r2, r2, r3
    max r2, r2, c27.y
    rcp r3.x, r1.x
    rcp r3.y, r1.y
    rcp r3.z, r1.z
    rcp r3.w, r1.w
    mul r1, r2, r3
    mul r2.xyz, r1.y, c1
    mad r2.xyz, c0, r1.x, r2
    mad r1.xyz, c2, r1.z, r2
    mad r1.xyz, c3, r1.w, r1
    add o4.xyz, r0, r1
    mov o5, c27.y
