// CRC32: B9943D83 | Matched 2 variants of 2 shaders: Custom/Regular Block, Custom/Regular Block (Background)
// 
//    Unity headers extracted from Regular Block.shader
//    Shader "Custom/Regular Block" {
//      Properties {
//       _MainTex ("Texture (RGB)", 2D) = "white" { }
//       _GlossTex ("Gloss Map", 2D) = "white" { }
//       _EmissionTex ("Emission Map", 2D) = "black" { }
//       _FastSimTex ("Fast Texture (RGB)", 2D) = "white" { }
//       _Glossiness ("Glossiness", Float) = 0.05
//       _SpecularPower ("Specular Power", Float) = 1
//       _ScrollRate ("Scroll Rate of Texture", Float) = 0
//       _EmissivePulseAmplitude ("Emissive Pulse Amplitude", Float) = 0
//      }
//      Fallback Off
//      SubShader 1/1 {
//        Tags { "RenderType"="Opaque" }
//        Pass 1/3 {
//          Name "FORWARD"
//          Tags { "LIGHTMODE"="ForwardBase" "SHADOWSUPPORT"="true" "RenderType"="Opaque" }
//          GpuProgramID 62393
//          Program "vp" {
//            SubProgram "d3d9 " {
//              Keywords { "DIRECTIONAL" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" "LIGHTMAP_OFF" "SHADOWS_SCREEN" }
//              Bind "vertex" Vertex
//              Bind "normal" Normal
//              Bind "texcoord" TexCoord0
//              Matrix 4 [_Object2World] 3
//              Matrix 7 [_World2Object] 3
//              Matrix 0 [glstate_matrix_mvp]
//              Vector 19 [_MainTex_ST]
//              Vector 10 [_ProjectionParams]
//              Vector 11 [_ScreenParams]
//              Vector 14 [unity_SHAb]
//              Vector 13 [unity_SHAg]
//              Vector 12 [unity_SHAr]
//              Vector 17 [unity_SHBb]
//              Vector 16 [unity_SHBg]
//              Vector 15 [unity_SHBr]
//              Vector 18 [unity_SHC]
//            }
//          }
//        }
//      }
//    }
// 
//    Unity headers extracted from Regular Block (Background).shader
//    Shader "Custom/Regular Block (Background)" {
//      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
//       _BacklightDirection ("Backlight Direction", Vector) = (0,0,-1,0)
//       _BacklightColor ("Backlight Color", Color) = (0,0,0,0)
//       _BacklightPower ("Backlight Power", Float) = 1
//       _BacklightWraparound ("Backlight Wraparound", Range(0,1)) = 0
//      }
//      Fallback Off
//      SubShader 1/1 {
//        Tags { "RenderType"="Opaque" }
//        Pass 1/3 {
//          Name "FORWARD"
//          Tags { "LIGHTMODE"="ForwardBase" "SHADOWSUPPORT"="true" "RenderType"="Opaque" }
//          GpuProgramID 29174
//          Program "vp" {
//            SubProgram "d3d9 " {
//              Keywords { "DIRECTIONAL" "DIRLIGHTMAP_OFF" "DYNAMICLIGHTMAP_OFF" "LIGHTMAP_OFF" "SHADOWS_SCREEN" }
//              Bind "vertex" Vertex
//              Bind "normal" Normal
//              Bind "texcoord" TexCoord0
//              Matrix 4 [_Object2World] 3
//              Matrix 7 [_World2Object] 3
//              Matrix 0 [glstate_matrix_mvp]
//              Vector 19 [_MainTex_ST]
//              Vector 10 [_ProjectionParams]
//              Vector 11 [_ScreenParams]
//              Vector 14 [unity_SHAb]
//              Vector 13 [unity_SHAg]
//              Vector 12 [unity_SHAr]
//              Vector 17 [unity_SHBb]
//              Vector 16 [unity_SHBg]
//              Vector 15 [unity_SHBr]
//              Vector 18 [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 c20, 1, 0.5, 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
    dcl_texcoord5 o6

def c220, 0, 1, 0.0625, 0.5
dcl_2d s0

    mad o1.xy, v2, c19, c19.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, c15, r2
    dp4 r3.y, c16, r2
    dp4 r3.z, c17, r2
    mad r0.xyz, c18, r0.x, r3
    mov r1.w, c20.x
    dp4 r2.x, c12, r1
    dp4 r2.y, c13, r1
    dp4 r2.z, c14, r1
    mov o2.xyz, r1
    add o4.xyz, r0, r2
    dp4 r0.y, c1, v0
    mul r1.x, r0.y, c10.x
    mul r1.w, r1.x, c20.y
    dp4 r0.x, c0, v0
    dp4 r0.w, c3, v0

mov o0, r0 // Relocated from line 136 with shadertool.py

// Automatic vertex shader halo fix inserted with DarkStarSword's shadertool.py:
// shadertool.py -I ../.. --auto-fix-vertex-halo --only-autofixed --add-fog-on-sm3-update --fix-unity-reflection --ignore-register-errors --force Custom_Regular Block\vp\B9943D83.txt
texldl r31, c220.z, s0
add r31.w, r0.w, -r31.y
mad r0.x, r31.w, r31.x, r0.x

    mul r1.xz, r0.xyww, c20.y
    mad o5.xy, r1.z, c11.zwzw, r1.xwzw
    dp4 r0.z, c2, v0

//     mov o0, r0 // Relocated to line 133 with shadertool.py
mov o0.z, r0 // Inserted by shadertool.py

    mov o5.zw, r0
    mov o6, c20.z
