// CRC32: A0E14BD3 | Matched 2 variants of 2 shaders: Custom/Regular Block (Hologram), Custom/Regular Block (Hologram, Queue+2)
// 
//    Unity headers extracted from Regular Block (Hologram).shader
//    Shader "Custom/Regular Block (Hologram)" {
//      Properties {
//       _MainTex ("Diffuse (RGB)", 2D) = "white" { }
//       _PulseTex ("Pulse (R)", 2D) = "black" { }
//       _ScanlineTex ("Scanline Texture (RGB)", 2D) = "white" { }
//       _HoloSuppression ("Hologram Suppression", Float) = 0
//      }
//      SubShader 1/1 {
//        Tags { "QUEUE"="Transparent" "FORCENOSHADOWCASTING"="true" "RenderType"="Transparent" }
//        Pass 1/1 {
//          Tags { "QUEUE"="Transparent" "FORCENOSHADOWCASTING"="true" "RenderType"="Transparent" }
//          Blend SrcAlpha OneMinusSrcAlpha
//          ColorMask RGB
//          GpuProgramID 63173
//          Program "vp" {
//            SubProgram "d3d9 " {
//              Bind "vertex" Vertex
//              Bind "texcoord" TexCoord0
//              Matrix 8 [_Object2World] 3
//              Matrix 0 [glstate_matrix_mvp]
//              Matrix 4 [glstate_matrix_projection]
//              Float 11 [_ZI_GameTime]
//            }
//          }
//        }
//      }
//    }
// 
//    Unity headers extracted from Regular Block (Hologram, Queue+2).shader
//    Shader "Custom/Regular Block (Hologram, Queue+2)" {
//      Properties {
//       _MainTex ("Diffuse (RGB)", 2D) = "white" { }
//       _PulseTex ("Pulse (R)", 2D) = "black" { }
//       _ScanlineTex ("Scanline Texture (RGB)", 2D) = "white" { }
//       _HoloSuppression ("Hologram Suppression", Float) = 0
//      }
//      SubShader 1/1 {
//        Tags { "QUEUE"="Transparent+2" "FORCENOSHADOWCASTING"="true" "RenderType"="Transparent" }
//        Pass 1/1 {
//          Tags { "QUEUE"="Transparent+2" "FORCENOSHADOWCASTING"="true" "RenderType"="Transparent" }
//          Blend SrcAlpha OneMinusSrcAlpha
//          ColorMask RGB
//          GpuProgramID 63173
//          Program "vp" {
//            SubProgram "d3d9 " {
//              Bind "vertex" Vertex
//              Bind "texcoord" TexCoord0
//              Matrix 8 [_Object2World] 3
//              Matrix 0 [glstate_matrix_mvp]
//              Matrix 4 [glstate_matrix_projection]
//              Float 11 [_ZI_GameTime]
//            }
//          }
//        }
//      }
//    }
// 
// Headers extracted with DarkStarSword's extract_unity_shaders.py
// https://raw.githubusercontent.com/DarkStarSword/3d-fixes/master/extract_unity_shaders.py

    vs_3_0 // Converted from vs_2_0 with DarkStarSword's shadertool.py
    def c12, 6.28318548, -3.14159274, 0.166666672, 0.5
    def c13, 1.27323949, 2.16450739, 5.72957802, 0.5
    def c14, 1, 0.00800000038, 0, 0
    // Discarded sincos constant c15
    // Discarded sincos constant c16
    dcl_position v0
    dcl_texcoord v1

dcl_texcoord o0
dcl_texcoord1 o1
dcl_position o2

    mov r0, c13
    mad r0.xyz, c11.x, r0, r0.w
    frc r0.xyz, r0
    mad r0.xyz, r0, c12.x, c12.y
    sincos r1.x, r0.x
    sincos r2.x, r0.y
    sincos r3.x, r0.z
    add r0.x, r1.x, r2.x
    add r0.x, r3.x, r0.x
    mad r0.x, r0.x, c12.z, c12.w
    mov r1.x, c14.x
    add r0.y, r1.x, -c7.w
    mul r0.x, r0.y, r0.x
    mul r0.y, r0.x, c14.y
    dp4 r1.x, c0, v0
    dp4 r1.y, c1, v0
    dp4 r1.z, c2, v0
    dp4 r1.w, c3, v0
    mov r0.xzw, c14.z
    add o2, r0, r1
    dp4 o1.x, c8, v0
    dp4 o1.y, c9, v0
    dp4 o1.z, c10, v0
    mov o0.xy, v1
